06.06.2016 Views

Mixed Matters

ISBN 978-3-86859-421-8

ISBN 978-3-86859-421-8

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Monolith has the ability to generate voxel data from source geometry such<br />

as points, lines, curves, planes, and BREPs. The process involves measuring<br />

the distance from each voxel to the nearest point on the source geometry.<br />

After passing through a scalar decay function (i.e. linear, square, exponential,<br />

or power), these distances are normalised and assigned to the corresponding<br />

shape or material ratio channel.<br />

Figure 4: Volumetric model showing the underlying source geometry on the left and the resultant composite<br />

voxel model on the right.<br />

Mesh geometry can also be used to inform voxel densities. The mesh geometry<br />

can be created in any 3D modelling software as a watertight mesh<br />

surface. It can then be imported into Monolith in one of two ways. The first<br />

assigns a voxel density of 1.0 to every unit that falls within the interior of the<br />

mesh geometry; allocating a value of 0.0 to all other voxels.<br />

The second method uses the mesh geometry as a mask. When imported<br />

into Monolith, it overrides the shape channel in the final composition step.<br />

For instance, a designer could create a mesh object in a surface modelling<br />

software and bring it into Monolith as a mask mesh. S/he could then use<br />

Monolith to describe how materials would vary within this shape; something<br />

that requires volumetric rather than surface modelling techniques. The<br />

advantage of using a mask mesh is that it has the ability to capture sharp<br />

corners and discontinuities better than voxel-based contours.<br />

Hybrid Operations<br />

Of course, being a hybrid modelling environment means that there are techniques<br />

that blur the boundary between each fundamental paradigm. Lofting<br />

or Sweeping, for example, are techniques which are fundamental parts of<br />

the CAD modelling vocabulary. They work by blending cross-sectional shapes<br />

(i.e. curves) along a path, ultimately creating a surface boundary representation.<br />

Monolith augments this approach by using raster-based bitmaps, which<br />

can represent fuzzy or continuously varied gradients as underlying cross-<br />

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