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
Hi!
test.3dm (52.7 KB) Tell me how to “extrude” the mesh through the grasshopper?
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.
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)
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)
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:
Hmm … appears that I forgot the Project thingy (I have lost any contact with native stuff long time ago).
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.