dings
University: Islamic Azad University, Science and Research Branch, Tehran
Supervisor: Dr. Azadeh Shahcheraghi
Designer: Ali Eslami
Design Process Animation: grasshopper 3d + gray + rhino v-ray 3
camera Control & animation in grasshopper: horster camera Control for Grasshopper
optimization : Galapagos Evolutionary Solver
radiation analysis: ladybug
Motion graphics: Adobe After Effects
Architectural Animation: lumion 7
Music: Free Background Music – Trellum - Calm Evening
intro( inspiration): HBO intro
Architectural Animation_ Designing National Cyber Games Center in Tehran by Using Digital Architecture Findings
Game is one of the oldest human behaviors and it is specifically related to the culture and region in every society. Considering the change and growth in societies, they –the games- coordinate themselves with these changes. Inventing digital tools, games entered a new arena and quickly changed to a remarkable area in industry and economic market and they also attract more time and audience towards themselves, not requiring big and special spaces, being accessible to public. Regarding the extensive effects of computer games on economic, cultural, educational, physical and mental health arenas, every country has done a deal with content control, supporting producers, increasing public awareness and etc within its special background. Iran computer and video games foundation as a non-profit organization takes charge of different domain support and control in this effective industry under the supervision of Ministry of Guidance. Architecture and computer games in different domains have influenced each other and are interconnected. And since games are played in one space, they require game space designing together with type of the game. So game designers need knowledge and studies in architecture design. Architecture, inventing digital tool, used its features to advance its goals, as games did. Although at first it used them for drawings and visual expressions of ideas, extending these features, they were used in design process. Meanwhile, using digital technics produced specifically for animation making and computer games leaded to their more proximity. In the design of Iran computer and video games center, we tried to use digital features in all steps. Therefore extracting main parameters from the designing process steps and changing them to computer codes (using algorithm), we tried to make its various states producible and to provide the possibility of optimizing the required area, maximum vision to key spaces around the site and also the amount of received light. Also in designing the project facade, after research on various technics of exfoliation and façade design, Media façade was used for a better compatibility with video games. With an approach to creating mobility for the audience and the computer game producers in the greenbelt near the project, physical playgrounds were created for them.…
d'applications.
Durée : 24 heures soient 3 jours
Public concerné
Utilisateurs souhaitant créer des modèles 3D pour la création d'images, de modèles d'usinage et de plans techniques 2D , une compréhension du système d'exploitation Windows est demandée. Niveau baccalauréat.
Moyens pédagogiques :
portable équipé de rhinoceros 5,0…
her bump on the road. I've evolved the original idea into something that remotely resembles this childish doodle:
That is, 3 different rows of panels with fixed heights but random widths. Each panel will be perforated in voronoi patterns that vary according to my original sun intensity diagram, but I'm thinking they'll have a fixed frame width and a small gap between them, kinda like this other childish doodle:
I've mastered the method of turning my original diagram into a voronoi panel that's denser where the sun hits harder thanks to Vicente's method. But it gives the voronoi frames a width by scaling each cell by .9, but that doesn't yield frames with constant width... which is fine for my 3D, but I wanna use the files to draw diagrams for laser cutting and actual building of the panels, so I guess I can't be too precise there.
Again thanks for all the useful (and funny) input! :)
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e parallel lines:
http://www.grasshopper3d.com/profiles/blogs/marching-cubes-curve-wr...
It's at least real code I could translate to my native Python, but I still don't know if it's even possible to solve the math to make things not bulge, as his gives the same result at Millipede:
If I join the four corners of the main box, those four bulges nicely disappear.
His field calculation code is pretty simple, just returning a single field value for a 3D test point input, for a single point or curve being considered, but I don't yet see how they add together to form an overall isosurface:
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erning how to do that on a sphere.
So I know already all the different approches of how to get a relaxed voronoi pattern on a free-form open surface, but still don't know how to obtain the same elegant effect on a sphere (or an ellipsoid closed surface, whatever), or how to relax the facet dome cells.
Andrew stated on his site that he used kangaroo for this project, so the Spore Lamp consists in my opinion either of a relaxed voronoi 3d diagram (b-rep, b-rep intersection) on a sphere the cells of which have been planarized later on, or more likely it is a sort of relaxed facet dome.
The trick is to:
1. obtain a nicely-balanced voronoish diagram (or facet dome cells) on a sphere
2. keep each cell/polyline planar (or force them with kangaroo to be planar) in order to move scale and loft them later on.
Here is what I have by now.(files: matsys spore lamp attempt)
That's the closest appearance that I got so far (simple move scale and loft of facet dome cells with the amount of transformations being proportional to the power of the initial cell area: bigger cell = bigger opening etc.) - with no relaxation of the diagram. But it's obviously not the same thing as the matsys design.
Here are some of my attempts of facet dome relaxation, but well, it's certainly still not the right approach, and most importantly I don't know how to keep or force the cells to be planar after the relaxation.
1. pulling vertices to a sphere - no anchor points. That obviously doesn't make sense at all, but the relaxation without anchor points gives at the beginning a pattern that is closer to what I am looking for. (files: relaxation 01)
2. pulling vertices to a sphere - two faces of the initial facet dome anchored (files: relaxation 02)
3. pulling vertices to the initial geometry (facet dome) no anchor points (files: relaxation 03)
The cell pattern of the lamp kinda looks like this:
You can find it here: http://www.grasshopper3d.com/forum/topics/kangaroo-0-095-releasedgroupUrl=kangaroo&x=1&groupId=2985220%3AGroup%3A120977&id=2985220%3ATopic%3A972434&page=2#comments
Done with Plankton (of course without the "gradient increase" appearance), but in fact not, I took a look at Daniel Parker's Plankton example files, and it's not quite the same thing. Also the cells aren't planar...
The last problem is that during the relaxation attempts that I did, the biggest initial cells became enormous, and it's not like that in the elegant project by Andrew Kudless, that I'd like to achieve.
So to sum up:
Goal no 1: Obtain an elegant voronoi /facet dome cell pattern on a sphere (or an ellipsoid surface, whatever).
Goal no 2: How to keep the cells planar in order to be able to loft them later, obtain those pyramidal forms, and assemble easily
Have you got any ideas? Or maybe there's a completely different approach to that?
Cheers, and thanks in advance…
switch this talking off-line if you are interested to know the real reasons in depth.
What is the pro way? Well ... imagine objects (blobs et all) that are placed in 3d space by some per object policy whilst their "property" (bend,repulse) is user controlled on a per object basis. Then imagine variants of all that spaghetti yielded (the rays, that is) stored in parameters in order to do the obvious : take control of all your previous attempts (replace, remove, swap, reset etc etc).
Get a 10-- minute thingy (straight out of my head: NO checks OF ANY kind performed [bugs possible], just a grid that shoots rays and a single blob (a sphere) that does the job). Not even a decent random policy is applied in order to have some nice looking rays (not to mention their directions).
Now ... imagine any collection of breps distorting the ray chaos: i.e. a ray meets a blob > is distorted (or not) > then meets another > ... > blah, blah (plus some policy for killing rays heading to Sahara instead of Vienna - but that's elementary).
This requires at least 2 hours of coding to do it properly (+ the variants "management" C#).
But ... well ... it could be a good real-life case when Solaronix "sponge" type of U/V collectors could be available (rather soon) > I'll do it > the future > the glory > the cash > the polar bears.…
st as shown in the image pattern example,and There are 1 component for generate & preview the 1dCA rules.2-Mantis_Geometry A) Mantis_Mathematica Equation which enable writing equations as Mathematica technique and get the result as a string and for using this tool, don't write any equations which has an image result. B) Mantis_Fractal tree which generate a self similarity branches which can be used as a line-length as a numeric order (for example as fibonacci)(iF you saw an error click on don,t show me this massege again"don,t worry) C) Mantis_Nearest Value which gives the list of elements(strings or numbers) to which a value is nearest D) Mantis_Shortest Tour, attempts to find an ordering of points that minimizes the total distance on a tour that visits all of these points once E) 2 Components for creating 3d Polyhedra objects + Unfolding these objects into planar surfaces.you can find it in the download section
I would like to express my great thanks to my friends [UTO] Ursula Frickand Thomas Grabner http://utos.blogspot.com/ who helped me through discussions and encouraged me in scripting with C#.…
rd to understand and input all the numbers in the right way, even i've got the whole definition. T_T
1. my goal. to creat 3d Voronoi Skeleton like:
2. Problem. Can't figure out how to input the right Parameters for many components like:
can anybody just do me a favour??? just show me how it works:)
Here is the file:…
by joining 2 Breps, each of which is a Loft surface made from 11 plane curves rotated by different amounts. The first BRep looks like this
and the second one is the same geometry, but with the curve rotations reversed (x * (-1)):
Apparently performing the curve rotation using reversed values causes the resulting surface normals to be reversed also. I've tried numerous methods (including mesh operations) to reverse them back, but nothing seems to actually do that. So I am hoping that someone here can point me in the direction of how to do this successfully.
My overall objective is to print parts that look like the old fashioned faceted cut glass bowls and trays.
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Added by Birk Binnard at 1:46pm on September 12, 2016
Introduzione a Grasshopper", il primo manuale su Grasshopper.
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I corsi PLUG IT nascono dalla volontà di promuovere le nuove tecnologie digitali di supporto alla progettazione e condividere il know-how maturato attraverso ricerca, collaborazione con i più importanti studi di architettura e pubblicazioni internazionali.
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Verranno introdotte le nozioni base di Grasshopper approfondendo le metodologie della progettazione parametrica e le tecniche di modellazione algoritmica per la generazione di forme complesse. Il corso è rivolto a studenti e professionisti con esperienza minima nella modellazione 3D e si articolerà in lezioni teoriche ed esercitazioni.
. Argomenti trattati:
- Introduzione alla progettazione parametrica: teoria, esempi, casi studio - Grasshopper: concetti base, logica algoritmica, interfaccia grafica - Nozioni fondamentali: componenti, connessioni, data flow
- Funzioni matematiche e logiche, serie, gestione dei dati - Analisi e definizione di curve e superfici
- Definizione di griglie e pattern complessi - Trasformazioni geometriche, paneling - Attrattori, image sampler
- Data tree: gestione di dati complessi - Digital fabrication: teoria ed esempi - Nesting: scomposizione di oggetti tridimensionali in sezioni piane per macchine CNC
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Verrà rilasciato un attestato finale.
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Ulteriori info e programma completo su: www.arturotedeschi.com e su www.edizionilepenseur.it…