Mesh Extrude

Hi!
test.3dm (52.7 KB) Tell me how to “extrude” the mesh through the grasshopper?


offset is not suitable because it does not squeeze strictly vertically

If you want a terrain that looks from behind as your Mesh then you should “project” each Topology Vertex to some plane (i.e. get the Vertex point with a suitable Z) then do a flat Mesh (using the Face/Vertex connectivity [or the decompose native component]) then connect the naked Edges Vertices of the OEM Mesh with the equivalent ones in the flat (doing a quad “side” piece) and finally Append the sides (and the flat) to the OEM Mesh.

BTW: dealing with terrains as meshes is a rabbit hole.

how to do it?)

That’s the big question.

Mesh_ToTerrain_EntryLevel_V1.gh (30.9 KB)

Again: if you want to do some “solid” ops on that thing AVOID meshes at any cost.

thanks, I’ll try now)


collisions appear(

Save your test data in Rhino 5 format (I don’t use later builds) and post them here. If the def attached above still does something like this I’ll switch to a 100% C# solution where I have total control upon what to do (and how).

Note: in R5 the Mesh Join (I asume using the R Append Method) works when it works - meaning that is most unlikely to get a closed Mesh (but with C# we can deal with this issue with easy).

Here you are
test 5 rhino.3dm (54 KB)

OK that’s a typical case where the Mesh is in Mars (meaning tol issues and Karma related ones).

Your Mesh scaled and moved “near” the origin (plus: this time the Join worked and the result is a closed thingy):

Mesh_ToTerrain_EntryLevel_V1A.gh (18.4 KB)

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yes, the label was originally in (meters), and for you I loaded the grid in (millimeters)

I don’t think this needs to be so complicated-
Project the naked edges and make new quads connecting the original edges, project the original mesh, then join all these together:


projectmesh.gh (16.7 KB)

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Hmm … appears that I forgot the Project thingy (I have lost any contact with native stuff long time ago).

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Thanks a lot for your help)

Thanks a lot for your help)))

And this (doable via native stuff but I use C# in order to avoid some/other goofy thingy (like the forgotten Project native component)) is more “general” case - negative slopes - at the expense of a very ugly base (but there’s various ways to do a proper Mesh from a BrepFace [even with Delauney or MeshMachine etc]).

Mesh_ToTerrain_EntryLevel_V1B.gh (272.2 KB)

I was in same situation yesterday, so I extracted mesh edges and then centers and anything I needed like we do for none-mesh geos. this is the lightest way possible I think to manipulate forms made by mesh.