Grasshopper

algorithmic modeling for Rhino

Hi all, I am currently working on a Concert Hall Design using a faceted Trangular surface for the walls. There are some pritty well defined parameters for the amount each area can project out into the room. I am wondering if there are any ideas for how to get something in Grasshopper to start developing this surface.

Here are a couple of images of what I am trying to achieve. I have not began to construct a definition as of yet.



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Not very trivial that one (post the rules or explain them in depth - acoustics).

If someone else can't provide a "palatable" solution with GH standard components I'll post here something based solely on code (C#) - but if your are not familiar with the language it's a bit complicated to manage it.

Thanks, yes I am fairly new to grasshopper and have been attempting to figure out the best way to construct this wall. As for the acoustics, the lower numbers are more flat, as in the gradient chart, the furthest point away from the wall can be up to 2 inches within the 10% zone. towards the right portion of the diagram the numbers are higher, this is due to the fact the walls are parallel, and need to be more dramatic with shaping. The furthest point within these zones can be up to 8 Inches from the base wall. This plus the smaller triangular facets within this zone, allows for a more dramatic sound diffusion within those areas.

I am hoping that there might be a solution that would use some basic GH components, as I realize there are many ways in which to create this surface, I am just not sure the best way. 

Well ... may appear simple but it's a very challenging issue that one - I mean attempting to do a proper "on the fly" solution with GH components (reasons are many, not the time nor the place to explain them in depth). In a nutshell: It has to do with the ability to modify "on-the-fly" items in collections AFTER these are sampled n a List/Tree.

For instance imagine doing a Delauney triangulation in a given surface with a random Z noise (including the edge points). By Z noise I mean the distance from the surface. Then ... you need to interactively alter points (on a per point basis) and the resulting triangles (according to some acoustic directives [checking/"simulating" the result, that is] and/or based on Karma/Good luck/Hope/Feeling, he he). Using attractors is the totally wrong approach mind (but hope dies last).

Let's wait and see if someone could address this  the "easy" way and if not ... be prepared for the Dark Side of things (and in this case they are "quite" Dark I assure you).

best, Peter

PS: This case reminds me (in a very "remote" way) some other (much much simpler) case that a fellow user had with a folding decorative panel > I did that at the time. He was not speaking C#  ... so I did it with components.

See your triangles made on any given (flat) surface List (+ random noise) > very easy > but the big thing is ... the "method" required in order to individually modify the Delauney points (and dare I suggest: some more "scientific" way to simulate acoustics).

best, Peter

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I'll propose a short starting sequence.

1. import side elevation to scale into Rhino
2. create random points over the side elevation
3. collect points into point component,connect to Delaunay Edges component
4. rearrange points manually to intersect with side elevation, so triangles form at wall perimeter.

I presume one can now assign random Z height to the points, and create triangular planes. and now over to the Dark Side....... :)

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I appreciate your responses. I have used your starting point, kim. It seems to be working for what I need at this point. I am almost convinced that this is best accomplished by manually manipulating the triangle surfaces to fit the criteria. I am still open to whatever the Dark Side.....has to offer however. 

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