Oops, I'm culling to many boxes now, I should have double checked it
before uploading.
If someone for some strange reason wants to use this, change the
expression component that contains the following formula: "sqrt(6)*x"
to "sqrt(3)*x*2"

On Dec 4, 9:51 am, visose <[EMAIL PROTECTED]> wrote:
> I added a culling component that should drastically speed things up.
> Still slow though.http://grasshopper3d.googlegroups.com/web/marchingcubes2.ghx
>
> On Dec 4, 12:38 am, visose <[EMAIL PROTECTED]> wrote:
>
> > I managed to create a definition that emulates the marching cube
> > process.
> > I'd thank David for the pointer, but by the time he comes back this
> > thread will be deeply buried (hopefully).
> > I tried to do it completely out of gh components, but I ended up
> > inevitably with a scripting component (but with very little code).
> > Note that it's very inefficient to do this sort of thing using only
> > components so it's really slow.
> > It should be able to recreate any type isosurface.
> > The method i used is very simple but very limited, for example:
> > there's no smooth shading of the mesh and there are some special cases
> > that are not checked for (not to mention the speed).
> > Example image (low 
> > detail):http://grasshopper3d.googlegroups.com/web/marchingcubes.jpg
> > Definition:http://grasshopper3d.googlegroups.com/web/marchingcubes.ghx
>
> > If someone has any idea how to make it faster (besides scripting it
> > completely) please tell.
>
> > On Dec 2, 3:36 pm, David Rutten <[EMAIL PROTECTED]> wrote:
>
> > > No, I don't think Delaunay is a good approach for this. This shape
> > > requires a true 3D algorithm. Actually, the shape looks like it might
> > > be the result of a Marching Cube process, and as always, it's usually
> > > much easier to find good algorithms for very strict shapes than for
> > > generic ones. With such a high degree of symmetry, I suppose a custom
> > > solution would give you a better result that you could possibly
> > > achieve otherwise.
>
> > > --
> > > David Rutten
> > > Robert McNeel & Associates
>
> > > On Dec 2, 4:23 pm, visose <[EMAIL PROTECTED]> wrote:
>
> > > > What would be the best approach to create the skin for this 
> > > > shape?:http://grasshopper3d.googlegroups.com/web/schwartz2.jpg
> > > > Discussed in this 
> > > > thread:http://groups.google.com/group/grasshopper3d/browse_thread/thread/fde...
> > > > This skin in the screenshot is done by creating panels over several
> > > > point grids (and culling the unwanted panels). You can't create this
> > > > object by a continuous surface (i think). The problem is that with
> > > > this method some panels overlap. The superposed point grids create an
> > > > unordered point cloud that could be triangulated.
>
> > > > I was thinking that maybe if the delaunay triangulation had a distance
> > > > threshold, and the points where close enough on the imaginary surface,
> > > > it would only triangulate on the right spots and wouldn't create
> > > > triangulations all over the place (well, maybe on edges but the
> > > > curvature is continuous in this example). In this case, i don't think
> > > > there's a useful guide geometry.
>
> > > > On Dec 2, 2:47 pm, David Rutten <[EMAIL PROTECTED]> wrote:
>
> > > > > Delaunay is pretty easy, but it's a 2D algorithm so there's always
> > > > > some extra stuff that needs doing when using it in a 3D environment.
> > > > > This is why the PoistSetReconstruction plugin uses Guide geometry, to
> > > > > convert a 3D point cloud into a 2.5D point cloud.
>
> > > > > Once Delaunay is finished, it's quite easy to bolt a 2D voronoi cell
> > > > > solver on top. 3D voronoi is much harder to do efficiently. It's not
> > > > > as easy to discard certain points, which means you end up doing a lot
> > > > > of unnecessary solid boolean operations slowing the whole thing
> > > > > down...
>
> > > > > --
> > > > > David Rutten
> > > > > Robert McNeel & Associates
>
> > > > > On Dec 2, 2:29 pm, visose <[EMAIL PROTECTED]> wrote:
>
> > > > > > Very nice. I also used voronoi a couple years ago as one of the
> > > > > > parameters of urban planning for a school project. The realtime
> > > > > > manipulation of grasshopper would've come really handy. Is the
> > > > > > delaunay algorithm much harder to implement? I'd like to use it to
> > > > > > mesh some unordered point clouds.
>
> > > > > > On Dec 2, 8:29 am, Dimitrie <[EMAIL PROTECTED]> wrote:
>
> > > > > > > hello oompa,
> > > > > > > as i was also needing some sort of space-partitioning algorithm 
> > > > > > > for an
> > > > > > > urbanism project tomorrow, i tried and managed to pull up a
> > > > > > > grasshopper voronoi node, based on david's algorithm
> > > > > > > you can check it out 
> > > > > > > herehttp://dimitrie.wordpress.com/2008/12/01/grasshopper-voronoi-diagram/
>
> > > > > > > On Nov 25, 7:44 pm, oompa_l <[EMAIL PROTECTED]> wrote:
>
> > > > > > > > is this possible with grasshopper yet? maybe it always has 
> > > > > > > > been...if
> > > > > > > > anyone has any clues on this, I could use it right now...
>
> > > > > > > > thanks!

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