w2 Networks & Blending

Polygon Meshes
Mesh Basics

Primitives
You can easily create polygonal mesh geometry in Grasshopper using the Mesh Primitive components ([MBox], [MPlane], [MSphere]) onto the canvas.
Investigating the component, we see that there are relatively straightforward inputs and an M output. Important to notice here is that the output is mesh geometry and includes some new notation: (V:### F:###).
These refer to the vertices and faces that Rhino mesh objects store.
Mesh Elements

Making Meshes

To make a mesh object from scratch you must provide the vertex and face information explicitly.
Quadrangular meshes are generally more efficient in terms of material use.
Triangular meshes ensure planarity.

Coloring Meshes

In addition, mesh objects store color information for each vertex.
This can be useful for analytic visualizations.
For example, we can compare the relative distance of each point to a reference point.

Converting Meshes

More often than generating mesh primitives or meshes from scratch, you will convert NURBS geometry to meshes.
You can either convert individual surfaces which gives you intuitive control and creates a grid-like mesh…
…or you can convert BReps according to Rhino’s render mesh algorithms. There are two defaults and a customizable component.
There are ways to convert in the opposite direction, from meshes to NURBS, however these methods depend much more upon your intentions and the most straightforward methods tend to create groups of individual triangles or quadrangles rather than a smooth NURBS surface.

Subdivision Surfaces

The Weaverbird plug-in by Giulio Piacentino allows you to easily create subdivision surfaces from polygonal meshes according to several standard subdivsion algorithms.
The plug-in also adds several primitives, utilities, and Sierpinski-like void creation algorithms.
Catmull-Clark
Constant Quads
Loop
Split Polygons

Resources
Mesh Triangulation Components


Voronoi (Wikipedia ‘Voronoi’ Entry)
ghx here


Delaunay (Wikipedia ‘Delaunay’ Entry)
ghx here this uses part of Celine’s x1: Siamese Towers

Morph


Box Morph using Surface Box and Blend Box components
ghx here