I did not see reparameterization/surface parameter normalization in G2, so I did it in Rhino and referenced the surface into G2. Here I am trying a classic even surface division and I believe there is a bug here?
g2_srf_division.ghz (1.2 MB)
I did not see reparameterization/surface parameter normalization in G2, so I did it in Rhino and referenced the surface into G2. Here I am trying a classic even surface division and I believe there is a bug here?
g2_srf_division.ghz (1.2 MB)
Grasshopper 2 uses the surface locus to specify locations on surfaces. Loci more complicated than simple uv parameter pairs, in that they support multiple ways of encoding locations on surfaces. For surfaces, a locus can either be a [3D point] or a [face-index + (u,v) parameter].
In your file, you’re creating the locus directly from 3d point coordinates, so the resulting surface evaluations happen as close as possible to the points in question. That’s why they’re all clumped together like that. What you want is to create your loci from (u,v) coordinates instead of (x,y,z) coordinates. For now, the simplest way to perform this conversion is to just insert a Point 2 parameter in between your 3d points and your surface locus input.
I’ll add some components for dedicated 2d point construction, and also for creating surface loci. This hasn’t happened before because it’s been unclear how SubD parameterisation is going to work once available.
That is a very old Grasshopper 2 version. We stopped updating GH2 for Rhino8 months and months ago. If you want new features you’ll have to beta-test Rhino WIP.
I added two components (should be available from next week Tuesday in Rhino WIP). One for creating UV points directly, which makes this file a bit cleaner:
And a component for creating surface loci from UV coordinates. Crucial detail here, you can create both regular and normalised parameter loci, meaning that if you pick normalised, it doesn’t matter what the U and V domains of the surface are; (0,1) always covers the entire surface:
Marking my calendar, thanks for your help!