Here is a cleaner version of what I'm looking to do. Essentially I'm looking to apply color to the meshes based on distance(s) from a point or set of points. Right now I have it set up for just one point. (It's not entirely accurate in terms of distances because I can't figure out how to query a centroid point for a singular mesh face so I used the surface division points instead....it still serves its purpose)
The trouble I'm having is the patterning of the triangles. I have no problem making them as shown in the screen shot. However what I need to do is more like the diagram below the screen shot that shows alternating triangles that flip at each row. I'm not sure if there needs to be a function to cull an entire row off points or what. It's probably something easy that I'm looking past. Intervals and subsets maybe? Screenshot & Diagram intent: http://groups.google.com/group/grasshopper3d/web/Triangle%20Sort_Version2.jpg Rhino File: http://groups.google.com/group/grasshopper3d/web/Triangle%20Sort_Version2.3dm Grasshopper Definition: http://groups.google.com/group/grasshopper3d/web/TriangleSort_test1.wrm On Sep 17, 12:35 pm, taz <[EMAIL PROTECTED]> wrote: > Brent, > > I'm not quite certain what you are trying to do (I have this funky > version of Grasshopper going at the moment), but as a suggestion it > might be easier to try to create triangular surfaces rather than > meshes. > > I set the file up with meshes so I could add pretty colors but meshes > are tricker to work with and learn to use. > > Basically the sorting routine finds all sets of 4 points (the 4 "Cull" > components stacked up) in a 0-1-13-12 (for example) clockwise rotation > (or counter-clockwise, I don't recall) going from position to position > in rows from bottom to top (or something like that). The verticies of > the subdivided surface are ordered 0-1-2-3-4-5-6... consecutively in > rows from bottom to top (I think). > > You could use "Srf4Pt" to define any kind of triangle (the 4th point > is optional) depending on the order you connect 3 of the 4 "Cull" > results into it. > > If you're trying to make a diamond-like pattern you could also try > culling the "Cull" results to create back to back triangles and then > boolean "Union" things together. > > If you're trying to do anything funkier like reversing or shifting > lists you're going to have to be careful to track the vertex ordering > as you go along. > > I don't know if any of that background is useful, but I hope it helps. > > taz > > On Sep 16, 10:23 am, BrentWatanabe <[EMAIL PROTECTED]> wrote: > > > Not sure how you link files into these posts... > > > But I have a few questions. > > > I took a look at Taz's Tri Mesh sort and I modified it to shift over 1 > > point over, essentially removing the divided quad aesthetic. The > > intention is to get the Blue triangles in 'Shifted Triangles > > Trial2.wrm' to be the opposites of the red triangles but I can't seem > > to get the last point to cull correctly without making it go crazy. > > > So I tried to do the same thing that Taz had started only reversing > > the list. It seems to me that reversing the list with the same > > pattern would produce the alternating triangles in the opposing > > direction. > > >http://groups.google.com/group/grasshopper3d/web/Shifted%20Triangles%... > > >http://grasshopper3d.googlegroups.com/web/Reverse+Trial.wrm?gda=mhmzH... > > >http://grasshopper3d.googlegroups.com/web/Shifted+Triangles+Trial.wrm...
