Fading Diamond Pattern on Curved Surface

Hey there, I have a question about, as the title says, diamond patterns. I have successfully managed to create the pattern and transform it on the curved surface but the problem is it is too smooth, soo smooth that In a render I can’t even see the diamond patterns. How can I achieve an effect which looks more like diamond tiles forming the surface?

Here I will add a picture what is the look I try to achieve and what i have instead.

Diamond Fade.gh (71.3 KB)

missing

Looks like you did not internalize your curves.

missing2

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are you following any sort of tutorial on this?

because the method you are using -Surface Morph- does not look to me like a way to achieve your goal

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I do follow a tutorial, in the tutorial they achieve the effect but for some reason I can’t

could you please post the tutorial link?

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Hello
perhaps something like this could also help you to get what you want
Pavillons de Monte-Carlo

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Sure, I have followed these two tutorial videos

on the same leit motif of the first video (the second one is closed by a paywall) the author is first solving the seams by regenerating triangles into diamonds, then is flowing those diamonds on a planar surface for easier intervention, flattening the ones on top and bottom, then flowing them back onto the original surface

in GH I would do something like this, where:

A) solves the seam issue by rotating/copying the next vertical column of panel back into the seams
B) for each diamond finds its 4 edges and their start/mid/end points
C) depending on the distance of those points from the top/bottom edge curve of the Cylinder (distance remapped from 0 to 1 for simplicity of use with Graph Mapper) the point at B) are pulled more or less toward the original Cylinder surface based on the graph Mapper curve
D) rebuilds all the 4-edge surfaces and previews

Graph Mapper has this behavior:

the result is most noticeable looking at the reflections, and on the silhouette of the final shape:

Fading_Diamonds_Lunchbox_Plugin_Required.gh (21.8 KB)

one note, all the start/mid/end points are part of the attractor, but to be fair just the Mid ones are needed, as the start/end points are ALWAYS on the cylinder… but I have already taken screenshots as it was :slight_smile: so I’m gonna post a modified version in a few minutes :upside_down_face:

Fading_Diamonds_Lunchbox_Plugin_Required_2.gh (24.8 KB)

just a note, as this will come up for sure :smiley: Arc3Pt is a bit too much orange

yes, because where the graph matter ends into a vertical value of “zero” then mid-points of the diamond edges are not pulled at all into the Cylinder surface, they stay wherever they were generated originally (so they are straight lines, not arcs, and they are ok to be like that)

if you want to avoid the orange component you can move the Graph Mapper end point just a tiny bit up, like this:

or you can change the lower bound of the Y Domain of the Graph Mapper into something like 0.0001

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Thanks a lot for your help! Been working on it for so long, this script worked flawless.

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Very interesting. I don’t have Lunchbox so have two questions:

  1. Will it work on a Brep instead of a surface? Like this one, for example:


Diamond Fade_2024Sep20a.gh (9.1 KB)

  1. Can you internalize the output of Diamond Panels?

here is the file from previous post with internalized diamonds
Fading_Diamonds_Internalized.gh (77.4 KB)

about the Brep, Lunchbox’s Diamond Grid (and generally all Lunchbox’s Grid Components) only accepts simple surfaces, so it won’t work work with a Brep directly

but I think that once the diamonds are somehow created on the Brep, then the rest of the definition should work fine, it’s just a “classic” attractor on line midpoints that become arcs

for instance this is the Brep with some Triremesh to generate random triangles and then reversing the vector that moves the arc mid-point to inflate those instead of deflating :slight_smile:


Inflated_TriRemesh.gh (23.5 KB)

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Very interesting and informative, thanks very much. There is quite a lot going on :bangbang:

Food for thought… :thinking:

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