Problem: Parent BREP (Input Skeleton Model) outputs in Solid Intesection

I think I am having a problem related to solid intersection for BREPS.
Please let me explain.

I am making voronoi meshing for a box culvert structure. And I am using a solid intersection component to output all the breps inside the box culvert domain.

However, my parent BREP (input skeleton model) also tends to be an output of solid intersection.
Please note, this problem especially happens when the input seed numbers is large such as 29000 as set in attached grasshopper script.


20240308_Problem-Parent BREP.gh (15.5 KB)
20240308_Problem-Parent BREP.3dm (313.3 KB)

Can someone please provide some help on how to solve this problem. Thank you

That is not seed. The seed is the slider below 29000. Your seed is 1.

However, my parent BREP (input skeleton model) also tends to be an output of solid intersection.

What does this mean?

What is your final goal? 29000 BREPs is huge.


It took 5 mins to open. How can you proceed with a definition heavy like this?

I opened the definition, it took like 4 minutes to compute, in the output of the solid intersection you would expect to find all the portions of 3D-voronoi cells that are intersecting with the initial Brep, but at index 2867 you will find that item is the whole initial Brep instead of just the corresponding cell

It’s easier to identify if you sort by Volume and take last item

Thank you. Then, everything makes sense.

Thank you for the response.

I am confused that why in the output of solid intersection the whole initial BREP is included.
Is it not strange?

Purpose is that I need the voronoi mesh aspects (centroid, surface composition, vertex connectivity, etc.) to use in a discrete element software.

I agree with you that it should not happening, and the main problem is that one of the 3D Voronoi cells is completely replaced by the whole initial geometry (if you filter it out, you’ll still be missing one geometry)

I have a couple of suggestions I would try myself but I’m not at the right PC at the moment, but will try later today

the first is to use Solid Intersection only on the Voronoi cells which actually intersect the initial Brep, not the ones that are fully contained in it

the second is to use Solid Difference instead of Solid Intersection, and subtract these empty volumes from the final result:

image

not sure what result they will produce, because 28K points is A LOT
to be fair, I would expect stuff to work as much as I won’t :slight_smile:

About filtering, I tried it, and yes there is a missing brep in my model.
I realized that this problem especially happens if the number of initial points are large such as greater than 25000. It is quite a weird problem.

I am trying to solve in somehow. If you got any working solution then please let me know. I will be very thankful.

I have tried to use solid intersection, but it makes it worse, as every brep tends to include initial brep as well.

Lord @PeterFotiadis, sorry to disturb you again. It feels like I am hanging by a thread.

Do you have any suggestion to solve this problem.
I know you hate voronoi, but in my life nothing is left other than voronoi.

Your time and efforts will be highly appreciable.

Quit this game ASAP > Reset > do a U Turn > get a proper Ducati (*) + a suitable life insurance > die and let’m live.

(*) the baby Panigale (the V2) is OK for a start.

Other than that post in R5 format any R file that contains your data (BTW: I very rarely use R/GH in real-life … thus R5 is more than enough)

BTW: Are you - by accident - after a Voronoi Grille result? (what an ugly thing this would be). If so study this (an Entry Level take … meaning flat result etc etc).

Voronoi_Grille_Concept_V1.gh (21.8 KB)

Note: R offset is a disaster - see failures aplenty (but all my C#'s on that matter are strictly internal).

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But where does the girlfriend go?

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Alas: you’ll need 2 Panis I’m afraid.

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thank you for response. I feel that you are from another world.
Most of the things in your script just went above my head.
I will try to understand it and resolve my problem.

Get the trad update (includes the usual Ducati promo).

Voronoi_Grille_Concept_V1A.gh (17.5 KB)

Note: set action (3rd part) to nothing IF you want to play with the Topology/Shape/“Orientation” of these ugly Vor Polylines (1st part). Reason? the Curve/Curve RegionContainment/Bool Intersection Methods are not exactly Ducati fast.

But the big issue is the crap R Offset part … meaning that in most of cases you’ll get some bananas (missed offsets, that is). Meaning that life sucks.