hello everyone, i need your help with understanding how to rebuild mesh objects that have quads influenced by curves on or close to the original mesh. i’ve attached a sample file below that includes a simple icomesh sphere with three different pattern examples that have generated curves on the original icomesh: voroni, reaction diffusion and differential growth. i have tried using quadremesh with the guide curves options and playing with the curve influence, adaptive size and quad count parameters both internally in rhino and within grasshopper and i have not got it to work.
i generate many curve patterns like these
rebuilding meshes with curves.gh (1.8 MB)
that i then project onto meshes, I want to use these curve patterns to rebuild meshes that have more dense quads along the curve areas on the mesh. the goal then is to use meshbump component to deform the mesh by moving these dense quad patterns in or out of the form. i’d appreciate any insights you have regarding this, thank you!
Ok ciao
What kind of Rhino version are you using?
And about voronoi, where do people call it voroni?
Im using rhino 8 commercial
Interesting that your system uses a Kangaroo installation my Rhino 8 and 9 WIP don’t know
Hello
You can color mesh using curves, then remesh by colour, then subdivide with Loop subdivide or Catmull&Clark
rebuilding meshes with curves.gh (1.8 MB)
I don’t know tools to do that with “nice” quads.
@laurent_delrieu thank you Laurent, this is exactly what I was looking for ! i also noticed that you have a ‘Weights On Mesh From Points’ component too in nautilus which is also very useful for this. The quads it makes are fine for me, lots of options downstream for manipulating them for what i need..
@martinsiegrist that’s funny about the voronoi pattern, there’s an italian guy here in the makerspace in berlin that also uses grasshopper for his furniture work, i think he has been calling it voroni, maybe he thinks it was an italian guy that came up with it !
actually i think it was a russian guy who came up with it. anyways, i’m flying down to salon di mobile in milan next week so i’m curious what they call it, probably voronoi as it rightly is, ciao !
hello again, I know I have marked this topic as solved and it is in terms of the curve influencing quad densities mapped in a mesh, my only additional request for this process is to know if there is any way of producing a smoother gradation of quad densities from where the curve is mapped onto the mesh to the transition of quads to the original mesh ?
i’ve attached my efforts: I tried to use a gradient component at the gradient input of ‘ColorMeshGradient’ but that did not work. i also tried mapping the point weights to the parameter input of the gradient input in that process but that did not work either. i have tried component inputs such as ‘Gradient on mesh from curves’ and ‘Color Mesh Vertex Weight With Gradient’ too but i can’t seem to get it to work. those do produce some grey colours between the current stark black and white but i’m looking for a more smooth gradient of quad densities from the .gh solution file that Laurent shared, something that provides a gradient of black through darker shades of grey to light shades of grey to white so that the quads/triangles relate to that in their size change.
rebuilding meshes with curves - gradient.gh (319.8 KB)
any inputs here by way of a solution would be much appreciated!