I learned how to create points, lines, and polar arrays, and to combine them. I also learned how to move the objects.
I understand how the information moves between the components in inputs and outputs, but I don't fully understand what some of the components' inputs are that we didn't work with, like "domain" on the revolution component and "options" on the loft component.
I really like being able to easily create patterns in an instant. I'm curious how one would combine the patterns with other objects, like placing the pattern on a cylinder, for example.
I learned how to polar array circles and then loft them to make a torus. I also experimented with arraying and lofting other shapes.
I really liked using the voronoi component, as well as scaling the geometry to create the walls. The scale component seems like it'll be really useful.
I learned how to combine number sliders and components to create variables that change multiple aspects of the design, like a number slider that changes both the height of the legs and the distance of the tabletop from the ground. For my original design I created the table but with rectangular instead of circular legs, and I had to use a move component to center the rectangles on the point instead of using the bottom left corner.
I learned how to create evenly spaced objects (circles) on a curve, how to construct objects on the surface of another object, and how to offset a surface. I'm still a bit confused about how all the components of the cone construction example work.
I learned how to create spirograph shapes/roulette curves using Grasshopper, by applying the maelstrom component to lines coming from a point at the center of a circle, and connecting Bezier curves to points I placed on the original lines. I was able to change the number of points around the circle, the angles of the maelstrom, and other variables.
I learned how to connect a graph component and use that to create a curve, which I then lofted around in a circle to create a 3d shape.
I learned how to create voronoi for a 3d shape and then use discontinuity, scale, and loft components to cut out the inside of the voronoi and instead form surfaces in “rings” around each seed. I then used brep join and deconstruct components and weaverbird join, subdivision, and thicken components to create rounded 3d surfaces from the flat surfaces surrounding each seed. I am still confused, however, about what brep means and how to apply color to the form so that it stays colorful when I bake it.
I learned how to panel a shape around another shape using divide domain², deconstruct domain², and construct domain². I'm confused about what the u, v, and w domains mean/what they apply to.
I used two different paths to create the voronoi cell — in one, I applied the weaverbird laplacian smoothing component before the weaverbird mesh thicken component, and in the other, I applied the mesh thicken component before the laplacian smoothing component.
deconstruct domain²
construct domain²
brep | brep
color — how to apply to the form so that it stays colorful when I bake it (mesh colours)
2 different types of each
Domain: the set of values that the independent values (inputs) of a function can fall within
Domain² represents two domains in one object
Represented by u (domain in u direction) and v (domain in v direction)
Construct domain² (Dom²Num) constructs a two-dimensional domain from four numbers
Define u and v domains from four numbers
Lower and upper bounds of each domain
Inputs: U min (U0), U max (U1), V min (V0), V max (V1)
Outputs: 2D Domain (I²)
Construct Domain² (Dom²) takes two simple domains and converts them into a two-dimensional domain
No need to define individual new numbers for u and v domains
Already linked as inputs
Inputs: Domain U (U) and Domain V (V)
Outputs: 2D Domain (I²)
Deconstruct domain² (DeDom2Num) deconstructs a two-dimensional base domain into four numbers
Four output numbers define upper and lower bounds
Inputs: Domain (I)
Outputs: U min (U0), U max (U1), V min (V0), V max (V1)
Deconstruct domain² (DeDom2) deconstructs a two-dimensional base domain into its two separate domains
Inputs: Domain (I)
Outputs: U component (U) and V component (V)