Real Reactive Components in Grasshopper

Real Reactive Components (Grasshopper)

For anyone interested in real reactive components: here is a way this can be done in grasshopper with very little c# scripting involved:

The script-part segments a NURBS-patch into quad-mesh-faces, which are used to derive meaningful vertex-pointsets from:

As a very simple result, a pyramid-component whose corner-vertices sit on derived UV-points can be steered via attractors. the height of a pyramid depends on the distance of its base-barycenter to an attractor-point.

This kind of workflow implies some very interesting applications, which will be subject to successive posts.