The definition created for this entry allows to combine direct modeling and "manual" design with procedural/parametric capabilities.
The design of the different panels can be created entirely in Grasshopper in seconds just by defining curve variations using Graph Mappers, as well as a number of dimensional parameters.
The definition also allows to finalize the 3D model into a solid complete with filleted or chamfered edges.
Im an Industrial Design student currently working on a lighting fixture project in grasshopper, and am trying to achieve this kind of wave pattern on a cylindrical surface.
I would love to understand how you created this definition, would it be possible to share it with me or explain some of the steps?
You can achieve a similar effect using several different methods: one possible way is to divide the cylindrical surface into a high number of points in both the U and V directions (Divide Surface component); then you can use Graph mappers to move them along the vertical/tangent directions and along the surface normal to achieve the wavy effect. Lastly, you can recreate the NURBS surface starting from the new grid of points.
The only challenge is to select every other rows/columns of points in to achieve the actual “wave”.
If you prefer, you can also work with curves: from the cylinder you can extract the isocurves (U or V direction, divide them in a number of points, and then apply the deformation to those points. Lastly, you can re-create the curves by interpolating the modified points and then build the final surface by lofting these curves.
I hope this helps!
Thank you for the quick reply!
The problem for me is moving the points in a “freeform” way that is not a sine or a single bezier curve, in order to achieve the variations in the waves, would you be kind enough to tell me a little more about that?