Version 1.9.4 Changelog
- Removed: none
- Added: none
- Fixed: Color input on Pinwheel component
- Fixed: Color input on Edge component
- Fixed: Attractor component adding curve and point inputs as well as adjusting the way distances were calculated
- Changed: output mesh colors where if an input mesh has no color and the clr inputs are not used the output color will inherit grasshopper defaults.
- Changed: Expand component from Mesh Weave sub-category to Loop.
Version 1.9.2 Changelog
Version 1.9.1 Changelog
- Removed: none
- Added: vertex colors to all components which create meshes as an output. New vertexes created in operations average their colors based on their location within each mesh face
- Added: “clr” input to several m(+) components which allows for the placement of a color or a per face list of colors which will replace the averages vertex color at newly created edge conditions.
- Added: “clr” input to several n(+) components which allows a corresponding list of colors to be passed for each input point.
- Added: internal quad face boolean for volume based components which only properly operate on quad faces. If triangular faces are found in the inputs, the component skips these meshes
- Added: face count check to mesh face subdivision component. If the input mesh only contains one face, it is skipped.
- Fixed: Branch components loops input which was previously limited to 3.
- Fixed: “t” value relationship on several volume components making parameters affected clearer
- Fixed: Polyp edge radius input, reversing relationship, now 0-1 stays within bounds of face.
- Changed: loft component inputs from points to curves.
Version 1.8.0 Changelog
Version 1.6.0 Changelog
- Removed: none
- Added: none
- Fixed: none
- Changed: Face Effect and Face Subdivide components with list based inputs for all control variables.
- Changed: Face Effects components all (c,s,d,t) values allow a list of variable to be passed which correspond to the face index of the input mesh. Single inputs can also be provided and lists of variables that are shorter than the face list will simply repeat the last value in the series for each remaining face.
- Changed: Face Subdivide components all (c,s,d,t) values allow a list of variable to be passed which correspond to the vertex index of the input mesh. Single inputs can also be provided and lists of variables that are shorter than the vertex list will simply repeat the last value in the series for each remaining vertex.
Version 1.4.0 Changelog
- Removed: none
- Added: new Expand category for the creation of meshes which produce triply periodic meshes from either a mesh offset or a pair of meshes. These components create pseudo versions of common surfaces, primarily the Schwarz and Schoen series as documented by Ken Brakke, http://www.susqu.edu/brakke/evolver/examples/periodic/periodic.html. These meshes have been adapted to allow for parametric manipulation of the surface volume and proportion and do not necessarily produce true versions of the surface, rather recreate the topology. Several of these components, placed in the second category, only work properly with quad mesh faces and similar vertex sequences from adjacent mesh faces. Many of these new components can also be stacked multiple times and welded to create larger volumes with the same mesh face topology. (Note: components which require quad faces for valid mesh creation include an extra output “O” which passes a message indicating whether triangular faces were present in a given mesh)
- Added: a simple Explode component to Modify which converts each face of a mesh into an independent mesh.
- Added: Edges component which extrudes or offsets the edges of a mesh, creating a “rib” version of the mesh. This component has the option to create a unique mesh per each faces, useful for creating adjacent geometry.
- Added: Offset component which offsets a mesh by each vertex normal allowing the creation of an inside, outside, and edge mesh or any combination there of. An optional vector input will convert the output to an extrusion version of the same operation. Additionally, the mesh can optionally be offset equally in both directions.
- Added: Angle component to the Test category which returns the angle of each face and vertex normal relative to a user supplied vector in rads as well as a unified value based on a user provided domain. Additionally, values can be converted to an absolute or tangential output allowing negative values to be returned as reflexive values. This is useful for visually determining draft angles for 3d printing.
- Added: Weave component to Modify which creates two meshes with radially staggered edge conditions which when tiled create a woven pair of meshes
- Added: Loop component to Modify which creates a new mesh from each face with a edge condition that loops from horizontal to vertical about itself creating a constantly looping surface condition. (Note this component requires quad faces with similar vertex sequences from adjacent mesh faces)
- Added: Net component to Modify which creates a radially distributed series of mesh bands which wrap around one another creating a net condition in a multiple face mesh.
- Added: Expand component to Modify which recursively offsets the anti mesh face of each face and connects the new edges back the vertex points with a diminishing rate of offset.
- Fixed: an error with the pinwheel and Chamfer Face Effects and nGon Effects.
- Fixed: several small errors with the Face effects components
- Fixed: Unified output face directions to match general direction of input meshes without the use of unify, weld, or flip for all Face and nGon components (note: Unify and weld are used for some new components in the Modify, Create, and Expand categories, as this relationship is flipped in adjacent faces and requires unification in a larger tiling.)
- Changed: none
Version 1.3.0 Changelog
- Removed: none
- Added: Pinwheel component to both Face Subdivide and nGon Subdivide which divides each edge into three segments and creates a face from the vertex segments on each mesh edge to the next edge vertex completing the mesh by closing the hole with an triangle or quad face for m(+) and connecting to the averaged area center point for the n(+) component.
- Added: Prism component to both the Face Effects and nGon Effects categories which moves the vertex points along the face normal creating a capped extrusion of each face or pointlist
- Added: Antiprism component to both the Face Effects and nGon Effects categories which creates a set of points offset from the face edges midpoints along the face normal connecting the points with faces represent the antiprism geometry of the origin mesh face or pointlist.
- Added: Snubbed AntiPrism component to both the Face Effects and nGon Effects categories which creates a set of points offset from the face edges midpoints along the face normal. A new point is then evaluated along the vector from the antiprisms new vertex points and their associated edge midpoints, opening a hole about the corner vertices.
- Added: Node component to both the Face Effects and nGon Effects categories which created a stellate effect on each face then creates a frame around each newly created faces. the amount of closure of these frames is controlled by 4 unitized double inputs on the m(+) component and a single input which can recieved a list of doubles matched to the edges created by the point inputs. If a double parameter is set to 0 then the frame is reduced to a single face.
- Added: Span component to the new Modify category which allows for the input of 1 or 2 meshes whose faces can be removed in indexed pairs and replaced with new faces that span between the corresponding edges. If two meshes are input the index positions on the original mesh should be specified. There is an optional org input which will attempt to align the new vertex pairs sorting them about a centerline to eliminated tortion of the spanning faces when possible. This component will produce unpredictable results when using faces which share vertices or edges. In these situations the Bridge component is better used.
- Added: Bridge component to the new Modify category which allows for for the input of 1 or 2 meshes whose faces can be removed in indexed pairs and replaced with a quad frame from the face edges whose new inset vertices are connected in adjacent pairs to span between the corresponding edges. If two meshes are input the index positions on the original mesh should be specified. There is an optional org input which will attempt to align the new vertex pairs sorting them about a centerline to eliminated tortion of the spanning faces when possible. Because the new frame is added inside the old face the edge is maintained meaning that adjacent faces or faces that share a common vertex can be bridged, from a single face to all the faces.
- Added: new category Modify for components which do not simply subdivide the faces of a mesh, but alter the topology. Currently this category contains two new components, Bridge and Span.
- Fixed: issue with array declaration in the m(+) Facet (Face Effect) component in Rhino 4 replacing the array with a list.
- Changed: Face Effect and nGon effect components topologies so that the existing edges are not subdivided. This allows any of the effect types to be interchanged on an exploded face collection without disrupting the vertex topology between adjacent faces. This condition is not true for the Face Subdivide or nGon Subdivide components as many of their outputs requires the addition of vertices to the edge condition.
- Changed: Chamfer component in both Face Subdivide and nGon Subdivide adding a boolean input f which flips the orientation of the mesh quads.
Version 1.2.0 Changelog
- Removed: none
- Added: nGon components which duplicate the functionality of the mesh face Subdivide and mesh face Effect components, but allow for vertex inputs of more that 4 points. Inputs are a list of points which should generally be arrayed around a center point for best results. Normals are calculated by using the clockwise points in a sequence to determine a plane from which the z axis is extracted. These are then averaged. The center point is determined by the averaged sum of all the points in the set. Each “face” should be defined by a single list of points.
- Added: new component prefix n(+) indicated that the components inputs are point based to distinguish from mesh face based inputs where there is redundancy in effects between the two.
- Fixed: none
- Changed: major overhaul to all components structure, reducing redundancy and unifying an approach to vertex creation using a loop structure, which is much cleaner and easier to adapt.
- Changed: all component inputs have been restructured for consistency and clarity.
- Changed: component icons have been color coded by type