Also check out the recently launched addon
that looks cool too but I like more pictures
I like buttons Rhino is the plugin for Grasshopper, Gh gots lots O’ buttons
Launched only TODAY as a matter of fact…
Let’s get back to the topic…
Rhino 9 WIP fails to load everything:
In Rhino 8 there is a new component in the Kangaroo / Goals-On tab.
@DanielPiker can you provide an example for the OnIsosurf goal please?
@DanielPiker do you know why this isn’t working in 9?
Awesome work @DanielPiker
But is it possible to create an implicit or volumetic overhang support in a similar way that exists on nTop for completely closing off external or internal overhangs on a part?
Photo shows external vs internal overhang support on nTop.
I juat ordered this book! Looks interesting - thanks for the lead!
I get the analogous error for Rhino 8:
An error occured during GHA assembly loading:
Path: C:\Users\axl\AppData\Roaming\McNeel\Rhinoceros\packages\8.0\Isopod\1.0.4.1\Isopod.gha
Exception System.IO.FileNotFoundException:
Message: Die Datei oder Assembly "System.Drawing.Common, Version=8.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51" oder eine Abhängigkeit davon wurde nicht gefunden. Das System kann die angegebene Datei nicht finden.
Did someone else have this issue? Asking this before I start looking and copying DLLs.
This is pretty fun. Here are several isosurfaces from the above example.
Then a little shrinkwrap:
And a mediocre PLA 3D print:
I think this would print a lot better on a DMLS printer.
Reminds me of shrinkwrapping Chimpanzee fractal pointclouds!
Which example above exactly? There’s been a few!
https://discourse.mcneel.com/t/quaternion-fractal-ring-digital-and-casted-in-silver-too/177850/6
@DanielPiker there’s a way to use SDF or Isopod to build displacement maps?
Let me explain, I’m using displacement maps from bitmap in many projects to make the surface corrugated, especially for chocolate mould, but it’s an heavy and slow solution.
Because I know that many noise effects can actually be represented by math formula I’m asking if Isopod could handle this in a better way letting me to define the resolution independently from the source surface.
Could you eventually provide me an example?
Thanks
I don’t want to answer in place of Daniel, but I think this can be an interesting point to start from in the meanwhile:
And even the post above from Laurent.
Yes indeed.
Here’s an example that applies a field as a mesh displacement:
simple_implicit_displacement.gh (1001.3 KB)
implicit_displacement.gh (2.8 MB)
Also, if you mean not actually moving the vertices, but baking the mesh with uv texture coordinates so you can apply textures/displacement etc in Rhino:
implicit_bake_uv.gh (255.3 KB)
@DanielPiker Hi, I tried to add a jpg as a texture to apply on the surface, but I’m doing something wrong, what’s the problem?
texture apha:
implicit_displacement.gh (2.9 MB)
How would a gradient need to be added to such a displacement so it fades from one end to the other end of the object?
Hello @martinsiegrist
you can make a Field that is 0 on at start and goes to 1 at end. I changed a bit this component
Then instead of Sum of Field you can Make a Multiplication of fields. I changed a bit “Sum of field”
Not perfect as it uses a line and closest point, so it could be improved by using 2 planes …
And as the reference Path in the C# components don’t work I put paths from my library.So this script will not work, you’ll have to change all paths to #r “Isopod.dll” it that’s work on your side.
implicit_displacement (1).gh (2.8 MB)
Here’s an example that includes a field which interpolates point sampled values.
(you can supply values at any number of points in space and it will smoothly blend between them. The P input controls the sharpness of this blend)
This can be used as a multiplier for the other field
fade_ripple.gh (3.6 MB)
As P increases, the transition will tend towards sharper transitions between the given sample values:
Hi @brvdln
A single scalar field alone is not enough to define a 2 directional texture map on a mesh for mapping a pattern like that.
You can use a scalar field to create a texture (see examples like Isopod - implicit surface tools - #109 by DanielPiker above), but there u value is left at 0 and only the v value changes across the mesh.
It is possible to define complex fields (which have 2 scalar parts - the real and imaginary value), or pairs of scalar fields, and apply these as texture mappings to meshes, but defining such fields in a way that gives nice mappings on non trivial surfaces is far from simple.
If you have an existing mesh and want to apply a pattern on it as a texture, then a conventional explicit texture mapping process is the better way to go, not implicits.
Indeed, you are absolutely right. Thinking about it, how could the texture ‘X’ have applied itself automatically to such a complex surface in a sensible way? It would have been almost a miracle.
*Perhaps a algorithm will achieve it before the first human reaches Mars.
This is awesome! I really like to see this type of transition into the smooth curvature.
It reminds me of a project or challenge I was working on once before, and I don’t think I figured out a solution, but this looks very promising.
I’ll try to add a link
This is what this reminds me of:
I was desiring to create a faded effect accross this somewhat low curvature surface, that would simulate a kind of dimple effect that faded along in UV.