This work is licensed under a Creative Commons Attribution 4.0 International License.
GRASSHOPPER MESH REDUCTION
LOGIC
1. Reference a mesh
2. Deconstruct mesh into vertices and faces
3. Set a percentage of the vertices to remove
4. Pull original vertices to their closest vertex in the reduced vertices
5. Rebuild mesh with reduced vertices positions and original mesh faces
6. Remove overlapping vertices
6. Remove overlapping vertices
GH Version
0.9.0076
Plug-ins Required
1. Mesh Analysis and Utility
Tip
This is a quick method to get the look of a low poly mesh. For more uniformmesh vertice reduction look into the starling and mesh machine plug-ins.
You do not have to use random reduction as shown in the definition above.
By using the same logic of finding closest points between an original vertex
list and a reduced one, you can use attractors (as seen in lowest purple
bunny on this page) or even custom placed vertices to control the reduction
of vertices of a mesh.
This work is licensed under a Creative Commons Attribution 4.0 International License.
How would you reduce mesh vertices based on attractors? I would like to maximize reduction closer to some vertices whilst leaving some areas unchanged. Please, could you show me the GH definition used in the example above? Thanks very much
ReplyDeletehey tom did u ever figure it out
Deletesame question as tommastro
ReplyDeleteHi, it looks that you are not very active here- but would love it if you shared the definition ������������
ReplyDeleteme too! /Mathias
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