In this grasshopper definition you are able to fill any closed brep through Populate-3d and Populate-Geometry components and connecting each point to the nearest points then thicken and weld the network that has been generated by using Weaverbird Plugin and Fatten component.
In this Grasshopper Definition the isosurface component from the Millipede plugin has been used to create the isosurface mesh. Iso value defines the effective field around each point and merge vertices is set to true to produce smoother mesh around some corners.
In this grasshopper definition you can run an particle base swarm moving through a closest vector field component made by pufferfish and anemone plugin. The Anemone Plugin is used to make the iterations and control the loops.
In this Parakeet Plugin Example You can make a series of rotating curves by using the "Reflection Point" component. By connecting the polylines to the Fatten plugin you can have a colourful visualization of these rotating curves.
In this 2D paneling Pattern definition you can model a parametric pattern based on triangles which the center of each edge is connected to the center of the triangle and this point will define the pattern.
In this definition by using the Lunchbox spaceframe component and the Parakeet's Truncate tool we can make a recrusive 3d pattern. You can change the Truncation distance to make the pattern grow or shrink and by changing the Iteration you can define the number of loops.
In this definition you can use the Pufferfish's plugin component called Retrans which Recursively transform geometry to get a self-referential step sequence of transformed geometry.
In this grasshopper definition a weave pattern is constructed using a base circle which will produce a series of perpendicular circles around it.
In this definition we have used the Pufferfish's "Recrusive Morph Mesh" to produce patterns on a mesh. This component Recursively morphs mesh geometries onto a base mesh.
In this pufferfish plugin example you can use the Tween through Surface component to produce surfaces between multiple target surfaces and control their count and distribution.
In this grasshopper definition you can make a tensile surface with elastic features. The plugins which has been used is kangaroo physics and weaverbird.
In this definition you can use the Mesh+ "Snubbed Antiprism" which can add an advanced effect on any faces of a mesh and it's called the antiprism extrusion. There are several options which you can change such as height of the cells or the offset from the center. You can also smooth the final result.
In this definition you can use the Parakeet's "Knit" component which Generates a Knitted Pattern on a Surface. First you have to define the base surface (NURBS) and then you can define the number of divisions in the U,V direction , The height of the curves and the degree.
In this definition we will model a series of metaballs which we extrude at the end. We also can change the position of the points randomly.
In this grasshopper definition a way of creating a desired number of arcs will be demonstrated using the 3 point arc component. In order to do so, 3 sets of points will be required. One set is only one point in the center which all arcs are connected to.
In this Grasshopper definition you can generate conical pattern by defining a curve due to perpendicular lines that divide on the curve.
In this Grasshopper Definition you can make a series of Dipyramids on a Mobius strip by using the Weaverbird and Parakeet Plugin.
In this exercise file, you can learn how to scale a series of boxes by using the range and graph mapper to produce a non-linear distribution.
In this definition, you can use the Weaverbird's Dodecahedron component and smooth it with Catmull-Clark Subdivision. We will also use the Picture Frame component to change the faces offset distance.
The Splop component Wraps geometry onto a surface. Basically, you can distribute a geometry on a surface by using the Splop component. The Geometry will not be deformed as it is transformed if You activate the Rigid option.
By using the Subdivide Triangle component of Lunchbox Pluging you can model a simple Sierpinski Triangle in Grasshopper3d. Basically, this component Subdivides a triangle into self-similar cells. First, you have to give a closed triangular curve or surface to subdivide then by defining four different Booleans you can control the divisions. The first one controls the center triangle and the rest control the 3 adjacent triangle areas.
In this grasshopper example we will use the Parakeet's Quadrilateral Tiling component. This component Generates a Tiling (Grid) based on any irregular/regular Quadrilateral Curve (any Closed Polyline with 4 points and 4 edges).
by using the Peacock plugin (Offset variable component) you can simply offset a curve with variable numbers and define if you want it to offset from both sides, how to connect at the end and control the Bulge.
By combining a Delaunay mesh with weaverbird's components you can simply make a smooth mesh! First, you can define the points, connect them by the Delaunay mesh and change the base mesh by changing the point's location. Then use the frame component to change the thickness and extrude it with thicken mesh. Finally, use the Catmull Clark subdivision too smooth the mesh.
This definition will make a series of rectangular cells move in the z-direction and scale based on their distance from point attractors. Finally, they will loft together to form the modules.
In this definition, you can make a series of scaling arcs around a parametric circle. You can extract a part of the circle using subcurve and control the size of the arcs by changing the series inputs.
In this definition, we move the faces of a box in their normal direction, Scale and rotate them and connect them back to their original faces and finally smooth the shape with weaverbird Catmull-Clarck's subdivision.
In this definition, you can use the Lunchbox plugin to produce a Klein surface in Grasshopper. You can also use an Isotrim component to extract a part of this surface.
By using the "Spatial Deform (Custom)" component you can deform a freeform surface. You have to define a space syntax of points and forces. First, give the moving points and related forces to the space syntax and then define some points which are fixed and have no movement.