Ray bounce out of the surface - looking for the GH component

Gadzooks! Complicated but very nice test bench. :+1:

My take using Anemone loop and Split with Breps component. Seems to work just fine with trimmed surfaces.

Not as terribly slow as I thought, but still… by scripting this can be probably 10 000 times faster :wink:

The resulting lines could be structured in a slightly different manner, some playing with datatrees should help.

Ray bounce Anemone.gh (31.6 KB)

WOW! Bravo. I’ve been working on that for awhile, using only one ray at a time, but hit a wall.

Well done! :+1:

P.S. Seriously impressive :bangbang: Kudos again to @moby-dk for the test geometry.

Not slow at all. I can’t praise enough what you’ve done here. I’ve used Anemone for years, yet I can’t recall any time I passed branched data trees through it, as you have done. Brilliant!

It’s a master class in how to use Anemone (what a great tool). Your algorithms are clever and a big reason this code works so well. Thank you for the lessons. :+1: Awesome work :bangbang:

Oh, and by the way, rays passing through holes is a bonus, eh? You don’t get that from Intersection.RayShoot() :slight_smile:

Hi Joseph,

I was trying to do this without coding; however, I need to process several points. I was wondering if you have any suggestions on how to do this.

  • Siri