Lamp shape model , organic & curvy

Hello,

I am trying to model a lamp shade from an image I generated. Below is the image

I tried starting with a cylinder and having attractor points and create a fallout but did not get the same effect.

I have attached the grasshopper file here of what I tried.

I would like to know what a good process would be to model this.

Thanks!

standing_light_V5.gh (23.9 KB)

1 Like

This is one approach that might work - maybe.

Tweaking the X & Z sliders might be able to get close to what you want. Note that I changed the scale etc. because my default is mm. Both clusters are the same.

standing_light_V5.-bb1gh.gh (29.0 KB)

You can use noise, whatever tool you want, Noise4d, Heteroptera, Tundra, Nautilus, the trick here is to calculate it on a NU scaled along Z mesh or surface

You can use some line that are distorded using some vector field tool (warp from Nautilus here)


You need Nautilus and Dendro plugins
lamp curve random.gh (21.7 KB)

You can have something different using Isopod and some noise

3 Likes

You sir are a mad genius!!

I am going to try this today and get back to you on what I get.

Thanks !

This looks very funky which I like,

will try using your method today

whats the difference between the first image you have shown here and the last one ?

The first one looks more smooth and something I can 3D print as a continuous vase, the last one has some pockets and the texture looks very different

Are they both from the same grasshopper file ?

The first one is just a noise applied to a mesh, indeed could be applied the same to the points of a surface.
here is the script, very very simple. It could be better you work directly with mesh as it will be closed along the seam and you can use Catmull&Clark subdivision if you want smoother result.

standing_light_V5 LD.gh (26.3 KB)

Quite Like in your reference image !

1 Like

Thanks for the response!

yes my reference image does have some deep pockets but if they go all the way through it cannot be 3D printed as one piece

I noticed that the final surface has a opening

is there a recommended way to close that ? I see that it gets created due to the flip mesh function

Thanks again for your support, I will send you the images of these once they are 3D printed.

Here is one I did a few weeks back:

2 Likes

It is because I reuse your surface without welding the mesh.

  1. Weld the mesh
  2. Use a pipe mesh instead or
  3. a cylinder remeshed with quadremesh or triremesh …

how did you print the lampshade ?
what kind of plastic ? which machine ?

  1. The lamp shade was 3D printed on Large format 3D printer, designed the part on grasshopper
  2. Plastic used here is PLA, but will use recycled Petg going forward
  3. Machine is a 6 axis kuka arm based machine
1 Like

Thanks, I will work on fixing this !

The problem is due to the fact that while points along the seams have the same position they have not the same normal so as the bump uses normalbto move points a shift is created.

I tried using the divide curve option to generate points and removed the loft, this way I got rid of the surface completely

This works better now to give me a closed surface but the surface I created feels super jagged

The seam also spirals along the surface. I will continue working on it to get it smooth and even.

standing_light_V5 LD.gh (39.1 KB)

Hello
I corrected the script, as curve is closed last point is not duplicated you have to insert it

But as it is 2 times you then have to weld the mesh


standing_light_V5 LD (1)2.gh (31.3 KB)

Mesh was not good also because of order of operation, moving circle then dividing doesn’t give the same ordering as dividing then moving the divided points. In Mesh From points order as an effect.

But you have no reason to continue doing this,
you can do that with Quad remesh or better use Mesh Pipe (need some others plugin)

For this kind of job or you use Triremesh or QuadRemesh then you can augment the precision of the result by subdividing the mesh before or after the noise, depending on what you want. You have Catmull&Clark for subdivision (like SubD) or Loop for triangle Mesh.
standing_light_V5 LD2.gh (39.7 KB)