How would you model this?

What would be the most effective way to model this tree made out of many different of wood planks? I don’t think Flow Along Surface would do the job, and can’t think of any good and effective way.

flow along may actually do a good job…

if you play with the options like rigid= yes and normals… you could map them onto your target surface then adjust them with history if you use the copy= yes option… do each piece of the trunk and branches separately then do some hand adjusting to finish it up…

Another option would be to build the tree, build a plank, and then use Orient on Surface (Rigid:ON) and scale and place the planks on the tree as you go.

Thank you Kyle and Make,
I will try both ways.

This is, actually, job for WASP for Grasshopper. You can define mesh constrains and use several joining methods.
Start with tutorials to get the concept.

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Would you be able to direct me where/what to start with, please? I unfortunately haven’t learnt Grasshopper. Planning to start learning, perhaps this might be a good starting point.

It doesn’t need GH superpowers, it’s not a piece of cake either.
Start with Wasp tutorias and see yourself if you can bite it.

If you’re lucky Andrea may halp you with it.
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Thank you so much, Piotr. The video seems to be made for beginners like myself. I will definitely watch and try it myself.

Hi @l11, you might want to check in particular Tutorial #014 in the Wasp tutorial series, as the geometry I used in that tutorial is quite similar to what you are trying to achieve. Let me know if you need more help :wink:

Thank you so much for chiming in. With actual work, it make take a few more days for me to get to these tutorials. I will definitely seek your help if I don’t understand something. Surely there would be quite a few since I don’t know anything about Grasshopper.

I was wondering how I could create a tree plane constrain while watching #14 tutorial. But fortunately you have #15 to show how to use Rhino mesh as constraints.

Suppose I could model a tree shape mesh and use it as mesh constraints. I’m not really sure what would be the best way to set points and curves on planks for rotation.

With my non existent Grasshopper knowledge, I also suppose I use one plank Rhino geometry, then copy/paste in Grasshopper to add scale transformation? In #4 tutorial, you showed how to move and rotate, but I guess it could be scaled as well.

@l11 I guess you should create few connections on both sides of the plank, which would be slightly rotated off from the mid-line of the plank itself. And then you should be able during aggregation to edit either the connections or the parts, to change the angles and fit the geometry you want to create.
You can see how to do edits during aggregation in the tutorials #011 and #012.

i wonder if you could not use a few curves as the core of a tree and let them attract random blocks with collision.

Thank also sounds like an interesting idea. I couldn’t find much by web searching Rhino3d Collision. Could you please explain further as to what it is and how to use it?

collision is available through kangaroo, here a relevant link to get you started.

out of convenience i post the image here directly as a link.

i personally use a different 3d package which has dynamics implemented, there are a ton. here a result from my meddling, i used several attractor points to shape something treelike, i think it needs a lot of tweaking still and probably grasshopper is really the better option here.