This work is licensed under a Creative Commons Attribution 4.0 International License.
GRASSHOPPER RIPPLES
LOGIC
1. Create a surface to ripple
2. Create Geometry to cause the ripples
3. Pull surface divisions to geometry
4. Measure distance between original points and pulled points
5. Apply a Sine graph to the distance
6. Move points in Z direction based on sine logic
7. Rebuild surface with new points
6. Move points in Z direction based on sine logic
7. Rebuild surface with new points
GH Version
0.9.0014
Tip
Geometry for ripple source can be many things (points, curves, breps, ect)
even at the same time. Switch graph types for new results. Invert the
patterns by remapping the data for new results. The higher the original
surface division, the smoother the resulting rippled surface. For non flat
surfaces to ripple, move points in normal direction rather than z.
even at the same time. Switch graph types for new results. Invert the
patterns by remapping the data for new results. The higher the original
surface division, the smoother the resulting rippled surface. For non flat
surfaces to ripple, move points in normal direction rather than z.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Is it possible to do it with the edges locked? How would you do it?
ReplyDeleteThank you!
It is great tutorial for me!!!!
ReplyDeleteSo i leanning this Tuto and then i can variety conversion Now.
Thank you for your effort.