It is not quite similar, the example you posted still has the sharp corners on the edges of the bended surfaces.
You have to see the picture inside out, instead of the polygons going up, they are going down. the edges or space between the polygon surface have to be rounded and facing up. this way you will create the first picture in my post.
I achieved the round polygons but the edges between them is what I was trying to figure out.
Here is my grasshopper file, I have to create a surface that is 5000x4000mm. Grasshopper polygon depth.gh (7.0 KB)
Hi
for sure it is possible, you just need to have a high number of faces on your flat mesh.
So remesh with whatever tool you want (tri-remesh then subdivide, Brep remesh …) then apply the algorithm.
I found what i am looking for in another thread of yours.
The polygons look really smooth and are rounded at the edges where they meet.
This looks really good, but the problem I face is that I need a big surface. 5 meter x 4 meter. I can’t seem to scale it. It doesn’t work then.
Also I don’t want the different sizes of polygon cells.
Hello
I am not sure if you try the script without understanding or if your computer is weak?
For understanding a script you must go through all the parts. Some are Units agnostic (divide curve by a number for example) some depends on the units. For Dendro it clearly depends on units. So if you work in mm with a size of 5000 mm and step of 0.15 mm you will have big problems.
here I gave a try reusing various script from @TheCyclist and @DanielPiker
Closed double precision polygon mesh: 6 161 770 vertices, 6 161 770 faces with normals
Bounding box: (-2499.92,-1499.98,-100) to (2499.92,1499.98,-0.102231)
So units here are clearly millimeters but size if like what you want.
Mesh is not simplified but could be simplified inside Dendro or outside.
Hi Laurent, It looks really good I figured the script out and used scale to minimalize the performance on my pc. It works now. Thanks a lot! I have the result i wanted.
I think the weavebird is the more robust but border are flat. Adding some displacement could surely help changing the shapes.
The mesh union is not very fast when there are many meshes. Daniel Piker proposed a similar solution with brep (quite fast). But this will need some smoothing. Quadremeshing could bring some nice smoothed result but just of V7!