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CNALH - Ramalina menziesii. Grasshopper Resources. Tenta[TIVE] – Grasshopper Generated Tentacle Organisms / Structures. Tenta[TIVE] addresses the process of creating tentacle-like structures / artificial organisms by using Grasshopper3d. the idea behind this research came from a discussion on the GH forum a few days back. This procedural model integrates recursion through C# scripting for the development of the moving and adapting tentacles. The C# scriptable component implementing the qualities of an agent based system can be replaced in the actual definition by a similar add-on component from the Locust tools or the SPM Vector tools . The procedure is parametrically defined in terms of the initial geometry explored , the inherent properties of the tentacles (i.e the distance between them, their interlocking ect) and the size of the final structure.

However each organism can be addressed as an emergent bottom-up outcome. Below is a video documenting the process. And a snapshot of the definition in case someone wants to replicate it. Like this: Like Loading... Nudibranch + Millipede | Realitme Flowing Isosurface Definition. I know I haven’t properly updated the Nudibranch examples on the GH forum, however since I have been getting a lot of requests to display what and how exactly this isosurface snapshot from the previous post about the release of Nudibranch works, i decided to spent a few hours to document this process and also share the definition.

Take a look at the following video. This definition uses two Nudibranch components the Satellites and the AttractorValues, combined with the Millipede’s isosurface component. Three or more satellite entities create a 3d non-uniformal field of values from 0.00 to 0.5 these values are fed to the isosurface component and Voila!!. No hustle animated complexity defined by certain rules ( number of attractors, equation for the values distribution <cos,sinc ect>. You can download the definition as usual from the [Sub]code page. And of course you must have Nudibranch and Millipede installed.. Enjoy.! Like this: Like Loading... Medial Axes / Voronoi skeletons. The Medial axis or Voronoi Skeleton of a polygon is the set of all the points with 2 or more closest points on the polygon’s boundary.

Another way of putting this is that it is the locus of the centre of all the maximal inscribed circles. It is an important tool in computational geometry, with a wide variety of applications, from image recognition to finite element analysis. The closely related straight skeleton has also been used for generating ridge-lines for the rooves of buildings. Here is a simple Grasshopper definition for generating the medial axis of an arbitrary 2d closed curve. As I have written about earlier, this also generalises nicely to 3D Like this: Like Loading...