Grasshopper

algorithmic modeling for Rhino

Hi all,

 

Just posted a video on Vimeo showcasing multi-level iteration in Grasshopper with the next-generation HoopSnake component (0.6.x). In this setup there is a total of 7 components, linked together to form a 3-level iterative test structure. Depending on their connectivity the components follow different iteration patterns (nested or serial iteration).

 

This functionality is closely related to what has been discussed in this thread.

 

The component will be released within the next few days.

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Hi Yiannis,

This looks great.  I was reading through the previous thread a bit (which I missed the first time) and it looks like you were looking to implement some sort of external trigger (which you may have figured out given the new setup)... I wanted to mention that this has also been something that could benefit Firefly, so I recently built a 'Bang' component (which is equivalent to the Bang functions in other programs like Max/MSP, Pd, and VVVV).  Basically, the component has a boolean input.  If you toggle the boolean input to True, then the T-output will send a momentary True signal out, and then revert back to False.  If you toggle the input toggle back to false, then the F-output will send another momentary True signal out, and then revert back to false.  So, it sends a brief True pulse down the line (like a trigger) and then switches back.  It requires the use of the GH_Timer, but it works really well... and there are a lot of uses for it in interactive installations... But, after reading the thread, I was wondering if something like this could work for your application too (unless you already have something similar developed).  I'd love to know your thoughts. I could send a WIP version of the latest Firefly components for you to test if your interested.

-Andy Payne

Hi Andy,

 

Thanks a lot for your message. The Bang component sounds really nice, I should point out however that Hoopsnake is taking another direction: Each Grasshopper solution is triggered immediately after another finishes, in other words time does not come into play at all. It is just like a regular while loop works, only a bit more complicated and ...actually much slower!

The whole looping process is done behind the scenes through addressing all of the components within the same iterative loop. Therefore, the components are actually not responding to any external input. Rather they only use the connectivity between them to determine in what order they should fire. In this sense Hoopsnake loops can be nested (eg. one optimization loop addressing multiple objects) and linked serially (eg. linking multiple iterative processes one after the other).

 

I will provide the example file shown in the video together with the release.

 

Again, thanks a lot for your interest.

 

-Yiannis

Awesome!! You did it! A triple hurray for you mate!

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