Need help in orienting breps on a doubly curved polysurface

Hey, I am new to Grasshopper, I was given a task to place an array of bricks on a doubly curved surface (Vault). But the surface only has 3 edges. Initially, I figured out and placed the bricks, but then the design changed. It is similar to the old one, I tried the same method but it didnt work. I tried using pufferfish to tween the curves and along 2 guides but it didn’t work.

Old Method: After unrolling the surface, and making a grid curve on the unrolled surfave later projected this curve on the original surface. Used surface split to get each cells and got centroid of each surfaces and oriented the brick brep on the surface along the normal of each surface


Is there any method where I can achieve the old result in the new Polysurface.

Please find the curves and breps in the Gh File:

Tween-CrV Brick Vault.gh (1.0 MB)

Huh?

mmh…not sure I grasped the whole thing, BUT looking at your first image and your file it seems you want to transfer the bricks to your new polysurface. At first I was going to do some mesh mapping, instead of orienting, but then noticed your surfaces are all untrimmed already, so I thought it’d be a good case for a sporph experiment, just for fun :slight_smile:


I like going for speed, so instead of orienting (I avoided it because of issues that come up like plane direction and what not), I used your brick dimension to establish a corresponding rectangular grid, blah blah.

See these settings in case you want to treat the edge condition and/or choose ‘true-to-surface’ brick deformation:




Check it out:
Tween-CrV Brick Vault.gh (1.0 MB)

NOTE:
Make sure Rhino tolerance is set to .001 to avoid trouble

If it doesn’t work, don’t worry, someone smarter shall come.

Best,
RC

1 Like

Thank you so much for your help! This will be very beneficial for me to begin with. As I am still new to Gh, it might take some time to comprehend how it was accomplished fully. Nonetheless, I greatly appreciate your assistance. I learned something new today and I cannot thank you enough.

1 Like

You’re welcome. Feel free to ask if you need to, or forget about it :slight_smile:

In summary:

You have a brick, it’s a rectangle and it has a short side and a long side.

You have a vault shape, if you project it flat, it’s a rhomboid-like shape, which can be inscribed in a bounding rectangle, which has a short side and a long side.

Divide the long length of the the big rectangle (projected vault) by the long length of the small rectangle (brick), and then the short length of the big rectangle by the short length of the small rectangle, you get a fair approximation of ‘how many’ bricks fit inside the bounding rectangle, both for length and width.

This information helps with making a rectangular grid (of bricks) that approximate your dimensions. The rest is just taking care of the overlap and mapping them from flat to 3D, and extruding them from the surface to make the process faster (instead of mapping them as already-solid bricks). Orienting would have worked as well, but I like Sporph :slight_smile:

Cheers!