Hi
I am trying to make a srf based on the points I have in a partition list component, but it seems to read it wrong. I’ve been trying all day but getting nowhere. I want the height of the srf to follow the points since everything has a function
(i am trying to set up a script based on a random ‘‘facade’’ so i can use the script for my project).
If anyone thinks its better to use mesh for example i am open for that aswell, i tried with delaunay mesh but it did not look quite nice
Thank you in advance
utforsking fasade fra skolepc_sophia test.3dm (52.9 KB)
260417_test original script.gh (24.5 KB)
You get this mess if you flatten the P input.
Looking at just one line of points, I think you see yourself that this likely does not lead to a good result. My quick guess is to sort along Y
You have U and V wrong so in this case you need 69 for the U input
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Beat me to it.
@martinsiegrist How to get a smoother result? Smooth or Blur Numbers on the Z values of the points?
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Thank you! I managed to make something similar using the patch component myself, but the srf doesnt look smooth/nice.
I asked about something else on another post, and if you look at Laurent Delrieu answer (8/16) where he posted the surface morphing sophia LD3 script, its so smooth. would it be possible to get a result like this based on what you did? ( Smooth transition grasshopper script – #8 by laurent_delrieu )
Would be nice to mention this in the first post.
You can do the same thing with a mesh and then smoothen it. But most likely you should use more points.
I think you’d need to interpolate the points somehow so that the change in height is less abrupt.
260417_test original script mesh mrtn.gh (35.8 KB)
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Ok thank you i will try to ampt up the points. This will be in the divide surface group and then adjust the u input in srfgrid?
More points and smoothing does not really seem to solve the problem. As written above, I’d try some sort of interpolation. Good luck
ah saw your edit now, thank you I’ll look at it!
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Smoothing also takes out the peaks. I would rework the attractor definition, because the jump in height is stepped much too drastically:
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I tried that but it took away too much from the height! I’m trying to make a script that i can put on my facade pattern where the pattern is gonna work as sunshading aswell, so i need it to be the specific heights that i have gotten based on sun hour and incident radiation analysis i have done prior! but thank you
