Mesh Lattice Tesselation

Hi everyone,

I designed a lattice structure for my dissertation. I need to divide or tessellate this model into smaller parts for printing. I attached similar projects that show what I want to do. Is there any way to make it in Grasshopper? Can you help me, please?

POLYBRICK_2_0 (3.2 MB)

Hi @Alim_Battal1

I tried to open the file but it was taking an eternity to load. Is that normal

What 3D pattern lattice do you want to create.

You could generate some random points within each volume to then do a 3D voronoi using the points to then try to pipe the voronoi edges.

But without being able to see the definition I’m just brainstorming here.

I could create lattice structures but want to split them into smaller parts, as in the examples. I had better share the model consisting of lattice curves. If anyone can split it, then I can do multipipe again.

lattice (3.2 MB)


It is very hard to work with this since I don’t know where the lattice comes from. And its all just flattened lines

If you make the lattice bigger that could give you the boxes to then add another lattice into but as it stands can’t work with this

If you use the Crystallon plug-in, I can share all of my gh. file.

Crystallon is clusters of native components. No need to pre-install.

If we can group the voxels in bigger boxes, we can split them easier. Unfortunately, I couldn’t do it since I am a beginner in GH. (398.1 KB)

what is the biggest box you can live with?

I think each box can consist of almost 100 voxels. There is no specific limit

here’s a general method. it relies on the high degree of symmetry of the object

to explain a bit.
you have 3240 voxels that comprise radially symmetric object, with 6 axes of symmetry. meaning each part has 3240 / 6 = 540 voxels. we partition the list using 540.

we partition it again with 540 / 6 = 90 → so we get blocks of 90 voxels. (5.6 MB)

good luck with your thesis

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@Alim_Battal1 if the box is too long and you want to split it vertically

to explain a bit. each row has 18 voxels, so we create a tree with 5 lists of 18 voxels. we transpose (flip) that list so we get 18 rows of 5 voxels. we flatten that list, and we partition so we get 2 lists of 45 voxels. you can also get 3 lists of 30 voxels, 6 lists of 15, and so on.

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Thank you, Adel. You helped me a lot. I want to ask a last question: Is it possible to merge the voxels in a brep as a single geometry or twisted box without internal sections? How can we do that?

yes. pass each “box” to a solid union

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Thank you so much. I am grateful to you.

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I wonder if there is a way to colorize the breps with different colors or to thicken their contours. How can we do that?

Pass the breps to a custom preview and right click on that component select shader list and add as many colors as there are breps

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