Ripple/crumple style surface structure

Ripple/crumple style surface structure

Helmi74
Collaborator Collaborator
4,901 Views
17 Replies
Message 1 of 18

Ripple/crumple style surface structure

Helmi74
Collaborator
Collaborator

Hey guys,

 

i'm coming around with a model question today. I'll try to do some vases and lamps during the next days to 3d print them later. I know how to do the basic modelling and also watched the fantastic lamp tutorial that Taylor Stein did (https://www.youtube.com/watch?v=3PnKBSOulwo) but i wonder if it would be possible to something like a ripple/crumple stlye surface with fusion like the one in the picture below.

 

Crumple Lamp

 

Any hints would be appreciated.

---
Frank / @helmi

Established 1974. Internet addicted since 1994. Collector of Kudos.
0 Likes
4,902 Views
17 Replies
Replies (17)
Message 2 of 18

jeff_strater
Community Manager
Community Manager

Hmm...  Great design challenge.  Offhand, I would suggest maybe using Crease in TSplines (Sculpt).  But, I've never done much creasing, so I don't know what the side effects might be.  I'm going to think about this for a while, and try some things.  I'll get back to this thread later.  Seems like a good way to spend a Sunday...

 

 

Jeff Strater (Fusion development).

 


Jeff Strater
Engineering Director
0 Likes
Message 3 of 18

jeff_strater
Community Manager
Community Manager

It looks like TSpline creasing will get you close to this.  Here is a very crude, and not-very-artistic attempt.  I started with a TSpline cylinder, then creased all the edges (remember to select the back edges too - I had "select through" turned off on my first attempt...).  Then, just use Edit Form to push and pull vertices around to get the shape you want.  It's pretty laborious (I'm not sure I want to spend the rest of my Sunday pushing around TSpline points Smiley Happy), but with patience, you should be able to get there.

 

It would be nice to do this programmatically, but last I heard, TSplines were not supported by the API.  If (or when) they are, you could write a program to just push around the vertices by some random amount - that would save a lot of manual effort.

 

rippled surface.png

 

Let us know how this project progresses!

 

Jeff

 


Jeff Strater
Engineering Director
0 Likes
Message 4 of 18

Helmi74
Collaborator
Collaborator

Thanks for your investigative work, Jeff - it's highly appreciated for sure that you invest your sunday time in such a silly job 🙂

I thought about that too but then i thought it can't really be a good way to do this by hand. I didn't realize the API is not available for tsplines. Maybe that's just a killer then for this type of surface for now in Fusion. I haven't yet do the research how people do this kind of stuff usually - haven't had the need so far and then of course Fusion is my first tool to look at.

Maybe there's some better approach using other tools. Maybe @cekuhnen will step by and suggest another tool out of his near-to-endless Repertoir 🙂   

 

---
Frank / @helmi

Established 1974. Internet addicted since 1994. Collector of Kudos.
0 Likes
Message 5 of 18

cekuhnen
Mentor
Mentor

TS and crease will work

 

while to be honest I would do this in a different app so you can be faster. You have to make many faces and extrude things in irregualr ways

and this is an area Ts is weaker at.

 

I would later bring the design back into Fusion but as a Base feature and do a Mesh to BREP.

 

This will give you a perfect polygonal like NURBS model.

 

Claas

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

0 Likes
Message 6 of 18

Helmi74
Collaborator
Collaborator
thanks, Claas.

I came around Grasshopper for Rhino and Sverchok for Blender. As I don't plan to buy a Rhino license and Grasshopper additionally is Windows only my way would be to take a closer look at Blender after all. I avoided that for years now but at the end it seems to be quite useful when it comes to a more organic approach and for some special stuff.

Any other suggestions at what I might look like to get things like this done? Importing that into Fusion later is definitely a good idea and would be another new thing to work on for me as I didn't import as base features so far.
---
Frank / @helmi

Established 1974. Internet addicted since 1994. Collector of Kudos.
0 Likes
Message 7 of 18

cekuhnen
Mentor
Mentor
From my experience fusion 360 and Blender is a very good combo.

How much do you know about polygon sculpting?

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

0 Likes
Message 8 of 18

Anonymous
Not applicable

Hi Frank, one goofy but very quick method is to first pull some surface geometry around in Sculpt to make a wavy surface

pretri.jpg

 

then just save as stl and import into a program like Meshmixer or Meshlab and see what effects you can get, especially with the reduction of triangles to just a few hundred, and import back to Fusion and convert back to a Brep.

triangulated.jpg

 

In the past I remember Meshlab having quite a few options in how the mesh is reduced, probably would be difficult though to force it to favor longer narrow triangles like it looks in your example, unless perhaps you could control the triangle reduction factor of each axis somewhere in the process, not sure.

 

Funny/interesting that you're actually trying to get something to look like low face count!

 

Jesse

Message 9 of 18

Anonymous
Not applicable

We might have some works of modern art going on here 😉  So decided to try a helical loft with deep groves

work1.jpg

 

Then in Meshmixer did the CtrlA (in windows) to select all the faces, then went to Edit > Reduce and chose triangle budget, in which that field can try different values and hit enter to get previews before finalizing. 

work2.jpg

 

And for kicks combine the smooth with the polygonated

work3.jpg

 

That could make one heck of a lamp!

 

Jesse

 

 

0 Likes
Message 10 of 18

Helmi74
Collaborator
Collaborator
Thanks Jesse - that's some really creative input 🙂

I should have said that in both cases (vases and lamps) the basic geometry should be precise and only the surface or the "decorative" part can be cumpled/rippled (add whatever arty technique you like) of course. 🙂
---
Frank / @helmi

Established 1974. Internet addicted since 1994. Collector of Kudos.
Message 11 of 18

Anonymous
Not applicable

That shouldn't be a problem, for the first example should be able to make an inner surface in various ways such as use a copy of the surface before deformation to thicken inwards, then perhaps capture that inner surface to patch, etc. to tie it into the outer deformed surface.  Or for first or second method, when making first surface to deform/polygonarize, make an inner surface as well that is just nice and smooth.  Well wish I could finish a cool polygon lamp right now but always not enough time.

Jesse

0 Likes
Message 12 of 18

Anonymous
Not applicable

I didn't save the simple example so hold on a sec to let me try that again.

 

0 Likes
Message 13 of 18

Anonymous
Not applicable

So I wanted to try something more interesting, so first revolved a surface and scaled alternating lines in sculpt

mesh.jpg

 

Then did the mesh reduction in Meshmixer, keeping about 450 faces.  Imported back into fusion and Converted to Brep (for import and conversion done in Base Feature mode as Claas said). 

rough.jpg

 

I used the undeformed revolved surface to in Patch > Offset to make an inner surface just to the point where the polygonated outer surface did not pierce it. 

offset.jpg

 

Then used patch which actually surprisingly worked for the complicated edge of the polygonated model, although took a minute. 

patch.jpg

 

However the Boundary Fill was taking too long, so aborted and just added a flat patch plane to chop off the end "petals", and voila!

lamp1.jpg

lamp2.jpg

 

Ready for 3d printing (although I would probably have the inside follow the outside gently to reduce material).

 

I can't wait to try printing some polygonified stuff myself, should look pretty cool.

 

Jesse

 

 

 

 

 

Message 14 of 18

Anonymous
Not applicable

It's also great to add spiral effects in Sculpt just by selecting circumferences and what not at differing elevations and rotate in Edit Form.

spiral1.jpg

 

Definitely can get some cool effects with the polygons

spiral2.jpg

 

Jesse

0 Likes
Message 15 of 18

Anonymous
Not applicable

The previous lamp solid model f3d to print didn't attach, I guess it's a little too big, so here's the file on GoogleDrive

 

https://drive.google.com/file/d/0B3hl1g1DsQouMmFsNHhWXy1sRWs/view?usp=sharing

 

Jesse

 

 

Message 16 of 18

Anonymous
Not applicable

Wow I'm surprised how good the fillet works with the edge, bleeding over into the outer rough edge.

ff.jpg

Jesse

0 Likes
Message 17 of 18

cekuhnen
Mentor
Mentor
Pretty cool idea to do a mesh reduction in mesh mixer and then beg that poly model back.

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

0 Likes
Message 18 of 18

Anonymous
Not applicable

Ha, yeah, please come back Poly, I still care! (and not just because of your slimmer polygon count physique) 😉

0 Likes