Hi
I’m sketching on an idea for a facade, inspired by the linked reference.
The idea is create the “evolution” of the “contoured” geometry along a Helix, as shown in the reference image.
I’m having troubles recreating a varied profile-curve along the helix, without having to manually distort each controlpoint to achieve this effect.
Currently, i’ve only managed to make a definition which wraps a helix curve around a given BREP.
In other words, i’m unsure how to start the next part of the definition.
Thus, the goal is to have a definition which can be based on a helix curve.
All help, insight is appreciated.
Helix.3dm (148.7 KB)
Here’s a method with variables for profile dimensions and tooth count, radius and thread count
This makes a sawtooth profile that is random at each station and blends between them.
random helix.gh (18.6 KB)
EDIT: I see now that you want a stepped profile. That can also be done, hold on….
random helix stepped.gh (17.8 KB)
This quick and dirty method creates a severe twist as overhangs turn into underhangs though, so is only really suitable for visualisation, not manufacture.
An alternative method would be to create the “ripple” as a flat object and then Bend Deform it into a cylinder.
PS: None of this looks like your source image, which I think is a twisted stack of rectangles of varied width/depth?
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Hi Tom
Thanks for giving it a go!
As you’re pointing out, it doesnt exactly relate to the source image, but definitely does the trick regarding the helix evolution, with a varied/random profile. Very interesting indeed!
Back to the source image, i was trying to get close to this expression. My logic was to construct it around a helix, so the helix profile curve is the one with the largest radius, marking the helix profile in the overall form.
Still cannot get my head around how toachieve such an expression.
The inspiration image is much much easier to achieve without any need for a helix. I’ve made a random “cog” shape here but you could substitute your own code. They key thing is to understand how to make lists of random numbers and use them to shuffle points around before joining them back together again. You can fiddle with the sliders to get something closer to the image in terms of proportion and variance.
Stacked Cogs.gh (19.5 KB)
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