Make Hardscape Follow Topo Update

A little less than a year ago, I posted about how you can Make Hardscape Follow Topo with a very simple Dynamo definition. The main downside to this workflow is that it requires a corresponding Subregion with the same footprint as the Floor. Because it uses a Subregion to generate points, you also cannot control the amount of points that go into the Floor. But with a slightly more complicated definition, you can create the same result without a Subregion and even control how many points will modify the Floor.

So starting out, I created a definition (using Spring Nodes and Clockwork) that found the Floor boundary points and projected them onto the Toposurface.

floordef_01

This definition may work fine for smaller Floors that are on a relatively simple slope, but it does not incorporate any interior Topo points or Topo triangulation edges. So on more complex slopes, it is not particularly useful:

floor_01

In order to incorporate those additional points, the definition gets a bit more complicated:

floordef_02

This definition produces essentially the same result as the older workflow that required a Subregion.

floor_02

And this last definition places points at a specified interval along the Floor boundary.

floordef_03

The result does not follow the Topo perfectly, but it can be useful along curved edges and if you also want to modify the points manually.

floor_03

I am considering creating a custom node or two from these more complex definitions, but I am still in the process of updating Landform to Dynamo 1.x. So in the meantime, here are both of these definitions (created in Dynamo 1.1.0):

Floor Follow Topo Update.dyn

Floor Follow Topo Interval.dyn

Advertisements

2 thoughts on “Make Hardscape Follow Topo Update

  1. Hi

    I tried the nodes and had some issues with Follow Topo Interval

    1. Whenever one side was smaller than the interval it would not run. I could resolve that by replacing Nulls (bv Replace Nulls from the Bakery package) between the Range and Multiplication Node.

    2. Whenever my surface was below 0 I had the issue that Springs.Collector.Element.Sketch would always return 0 for the curve z-Coordinate. I could resolve that by recreating the points to project by x and y from Springs.Collector.Element.Sketch and feeding an abitrary negative value small enough that the points were below the surface…

    Great graph though!

  2. Commenting myself Springs.Collector.Element.Sketch returned z = 0 because the original floor was sketched on Level 0 and then later moved to a level below. Seems a bit of Revitism that the floor remembers the workplane it was originally sketched on…

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s