Space-Time like curves on Rhino

rhino5
mesh

#1

Hello!
I’m pretty sure this is quite easy, but I’m not sure how to do it.
I’ll like to create an object deformed mesh (any object ie: circles, squares, etc), something like this:
http://www.esa.int/var/esa/storage/images/esa_multimedia/images/2015/09/spacetime_curvature/15576375-1-eng-GB/Spacetime_curvature.jpg

What would be the easiest way to work this around?
thanks!


#2

The easiest way I can think of doing it would be to first create your surface and then edit it with control points to get the indentations from the gravity wells then use the Contour command to line the surface in the X and Y.

Create a deformable plane and then edit with control points. I’m not aware of any way to subdivide the surface for smaller indentations. I normally do this sort of stuff in T-Splines and use the falloff tool to adjust the weighting/size of the bulge.

It’ll be easier than with a texture… You can use the output.

Andy


(Brian James) #3

The Drape command can help here. It will create one single surface draped over any objects in the view. Then you can use the command MoveUVN on the control points of the drape surface to smooth out the aliasing you’ll get across diagonal and curved edges. Of course you’ll need to flip the drape surface over to match what you show here.


(Pascal Golay) #4

Hi Mat - SoftMove on selected surface control points is a pretty good way to do this. You can use curves and other objects to drive the deformations.

For instance, make a plane, Rebuild to 64 by 64 points, and turn on the points. Make a sphere or other surface and place it above the plane. Start SoftMove and select the control points (with a wide enough margin) under and around the sphere as the things to move and at the command line choose ‘Surface’ and pick on the sphere. You can then adjust how far the points move and what the falloff curve is like.

-Pascal


#5

What!! I really should do some of these tutorials…


#6

you can also just load a picture frame with a prepared texture and use rebuild to increase the number of point count (divisions) switch on points or do your pull thing anyhow as described already plentiful.

in this image you showed obviously a texture has been used maybe similar to mine which also has the lines stretched, if thats what you want.

otherwise extract it via extract isocurves, or contour as explained.


#7

Thank you all! I have a lot of different methods to try now, very appreciated