ā2021-12-27 02:00 PM
Hi everyone,
Can someone explain me how to create curved arcs and surfaces using VERT, VERT{2}, TEVE, EDGE, & PGON ??
I tried searching for an example to follow, but I couldn't find any.
Solved! Go to Solution.
ā2021-12-29 07:53 PM
Okay, great, always love to discover new methods!
I'm really eager to know how you achieve this.
ā2021-12-29 10:00 PM - edited ā2021-12-29 10:00 PM
same here, I still need to see this with my eyes. A simple example should be enough to show the implementation... How are you defining curves using vertices, edges and polygons (and apparently not being able to use status codes on corresponding commands)? Very curious...
ā2021-12-29 10:32 PM
Alright, I will make two posts and share it here
ā2021-12-29 10:35 PM
Buy the way, I'm half way through
ā2021-12-29 10:35 PM
By the way, I“m half way through
ā2022-01-05 04:42 PM
All GDL commands will get translated to these primitives by AC. Curved surfaces just have many small polygons.
Here is some help for using TEVE: http://gdl.graphisoft.com/gdl-style-guide/script-type-dependent-recommendations
I'd recommend using BPRISM_ and COOR{3} for a curved panel btw.
ā2022-01-06 12:42 AM
Thanks Peter, I understand this, its like many other platforms, rhino for example, where one can define nurbs surfaces (mathematically continuous) but still are represented (and only represented) as meshes (discrete representations). Further operations on that surface still are on the nurbs, though.
My surprise was in relation to the aim of defining "curves" or "curved surfaces" through a discrete system, which "is" (or "seems", afaik) an oxymoron.
In a private conversation, if I understood him correctly, Nader was trying to obtain a smooth representation of a discrete surface, which is all about shaders (well, and in the case of GDL applying the appropriate status code to de edges/polygons.
ā2022-01-06 12:55 AM
My poly tube calculates the positioning of the materials along curve sections for this exact purpose in terms of like a wood curved railing so that you can get a consistent wood grain all the way up the curve One of the things I hate about ArchiCADs railing tool
ā2022-01-06 12:59 AM
ā2022-01-10 07:46 PM
thank for the video seneca, really great job!
But for the sake of clarity in relation to the post, let me comment that your particular example is more related to texture UV mapping (TEVE, I suppose) than shading (which happens to be related to vertex normals). Correct me if I'm wrong.
bests, Aitor