Hi Everyone,
I’m creating a decorative pillow geometry generator.
Why?
I work on a ton of projects that have custom pillows we need to generate for FFE production and/or conceptual renderings of spaces. We constantly are converting existing models found online or building them from scratch each time and they get rather heavy and tedious.
I set out here to create a “simple” script that takes a closed input curve and essentially inflates the path, applies random surface deviation within tolerance, and lets the user set an edge type from the 3 most common we come across of “piped/welt”, “knife edge”, and “flange”.
We also end up with a lot of tassel edges or “fuzzy/furry” edges but that’s more of a V2 part of the script probably and will involve some “arraying along the seam path with pseudo gravity alignment”
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This is very much still WIP but I’m sharing here with the community in case others find it useful in this state for their own workflows.
I would love suggestions on how to improve the code and/or gh script but I probably don’t have time to actually make too many changes and/or support this. More of a “chip away at it if I can” kind of thing.
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It is rather slow right now at about 10 seconds per pillow creation so I have a wish list roadmap of the following:
-optimize the paths/logic generator to reduce geometric complexity or calculation complexity
-ability to refine the the polycount dynamically
-most importantly the ability to properly UVW map a texture to it dynamically so that the fabric actually looks correct in the models/renderings.
Anyways, do what you will with it and let me see your pillow creations! I’d love to improve it!
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Input Sample:
Output Result:
Result with a little texture mapping applied:
WIP piped edge:
WIP knife edge:
WIP flange edge:
Graph Space:
Grasshopper script with python code inside:
FUNCTION_Pillow_Builder_01a.gh (50.7 KB)






