l design.
2/ Optimization
2.1/ in prefabrication
2.2/ combinatorial
2.3/ approach comparisons (i.e. deterministic vs stochastic)
2.4/ share your research
2.5/ ... etc. the list goes on and on
3/ Share you design rationale and how computation fits in
4/ Need help with this problem...
5/ Challenges and workshops announcements
6/ CD News
7/ Share computational design projects under construction or built (akin to skyscrapercity)
8/ and so many other categories and sub-categories...
Just my first thoughts. That breakdown in optimization is just an example. Maybe 'sections' is an old-school way of seeing things, I just wanted to share some thoughts on the kind of content I look forward to seeing. It can be pragmatic topics, but also theoretical, and allow folks to share their projects and research. Some categories are specific, others broad. I suppose I'm interested in community building with regards to computational design. I think SmartGeometry attempted to accomplish this at some point in the past, to some degree. However their focus appears to be in the workshops and challenges.
I recall the silly flame wars that the CG industry had 20 years ago (lame). I'd avoid that, even if it meant forbidding the mention of any specific software in certain areas or in the entire forum. Which would be tricky, but the endless flame wars and silly comparisons were such a waste of everyone's time in CG.
Without dwelling on this too much yet, I think that the software specific questions belong in software specific forums. If we already had a common language for computational design, you'd just need to add the right description as a meta-tag to any Dynamo or Grasshopper forum post, and you'd be able to find analogous solutions in either forum effortlessly, right?
The Dynamo and Grasshopper forums lack design-centric content. The emphasis is generally on the tools and workflow. Computational design is hybrid in essence, it involves both design and computer programming (be it visual or textual). We could really use a forum for knowledge exchange where the expectation is that both are discussed with equal status.
I disagree that such a forum ought to exclude professional programmers. It should include professional programmers whom have an interest in design, and also include professional designers whom have an interest in computer programming, and everyone in between, and enthusiasts, and artists whom are curious about algorithms as a creative medium, and academics, and students, and etc etc. As long as there is rich content and activity on design as well, not only the computational bit, then the crowd will be diverse and we'll all have more to learn from one another.…
ame question :" how two arhitects (second one is Michael) ended up in product development?
In my case, I think that all started exactly 7-8 years here on GH forum. Before GH, I was approaching architecture (my life) with the pen and paper, trying to convert my soul into the creativity, to transform emotions into the forms and to write it down with the lines. I had a great time also, but then whole parametric design hype came to the scene ;)
I started with GH and since then I never managed to master GH as some of the great members of this community. It was mainly "rewrite existing " way of coding, but with time I learned how to think as computational designer. How to write algorithms and how to think in processes.
Somehow I developed the capability to get without fear into the ring with complex problems (Bukowski helped also with his famous "don't try").
Also I learned the basic principles of visual programming, what was the first trigger to start doing blueprints in Unreal Engine. For architect is connecting nodes trough wiring more intriguing then C++
Trough GH I learned Rhino3D and we are using it in the office for designing and CNC-production of Cybershoes.
Still there is another side of bringing a product to customer as business model, B2B or C2C?, market validation, project managment, pitching and so on....lot of uknown terms...do you need for that school of economic or law? Is it the point where architect surrender his pen?
Let's see, but honestly, if you have managed to finish architectural school and to write down a decent peace of code, then you can learn amazingly fast how to pitch ;)
So, I am really proud to present and share with GH community the first really good product for walking in Virtual Reality.
Made by 3D.RUN
"Cybershoes make it possible to run in virtual reality. It's an infinite walking experience. Cybershoes offer the user the ability to walk free and endless in...…
rsi giornalieri (livello base) dedicati a 4 diversi topic Rhinoceros - 8 febbraio Grasshopper - 16 febbraio Rhino cam - 8 marzo Stampa 3D - 9 marzo
tutor: Amleto Picerno Ceraso, Francesca Viglione, Gianpiero Picerno Ceraso.
. Arduino for interaction (livello base-medio) 15, 16 marzo Il workshop parte dalle basi della programmazione di arduino fino ad arrivare all’interazione tra un oggetto fisico ed un imput informativo tutor: Gianpiero Picerno Ceraso
. Grasshopper advanced: “Complex surface” (livello medio) - 18, 19, 20 marzo Il workshop ha come obiettivo lo sviluppo di superfici complesse rispondenti ad informazioni provenienti dall’ambiente. Il corso parte dalle nozioni di Grasshopper fino ad arrivare alla possibile realizzazione di un oggetto tramite le tecniche di fabbrizazione digitale. tutor: Amleto Picerno Ceraso nb: è richiesta una conoscenza base di Grasshopper
. Emotional design (livello alto) 23, 24, 25 marzo Il workshop verterà sull’acquisizione, registrazione e manipolazione di tali dati/emozioni tramite Grasshopper e il loro utilizzo per controllare i parametri del design di specifici oggetti che diventeranno quindi, essendo customizzanti con le specifiche emozioni dell’utente, istanze e memoria tattile di precise esperienze. tutor: Andrea Graziano nb: è richiesta una conoscenza base di Grasshopper
. Fabricated fashion (livello alto) 26, 27, 28, 29, 30 marzo Il tema del workshop verte sulle tecniche di progettazione digitale applicate al fashion. tutor: Luis e Elizabeth Fraguada nb: è richiesta una conoscenza base di Grasshopper
. Blender (livello alto) - 16, 17, 18 maggio tutor: Andrea Graziano
. Interaction design: Arduino + Grasshopper (livello medio) - 2, 3, 4 maggio Il corso ha l’obiettivo di indagare processi di interazione tra le persone e gli ambienti in cui vivono attraverso il responsive design. nb: è richiesta una conoscenza base di Grasshopper e Arduino. tutor: Amleto Picerno Ceraso del Mediterranean FabLab e Antonio Grillo del FabLab Napoli.
info su costi: http://www.medaarch.com/2765-il-nuovo-calendario-attivita-firmato-medaarch/
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program and has the goal to enter the programming world and tinker more complex, interactive solutions. We will also explore advanced programming paradigms. There is no class official programming language, as both C# and Vb.Net are possible on the participant’s side, and all examples will be provided in both C# and Vb.Net. Additionally, we will see how to get started writing full .Net plug-ins. Finally, we will have time to explore user’s own proposals on the third day.
The participants number is established to a maximum of 20 people in order to ensure a fruitful tutoring as well as a consistent learning experience to all participants.
. minimum requirements: A good foundation of Grasshopper visual programming is mandatory. You will need a level which corresponds to the Grasshopper 101 course outline. Examples of things that will not be covered in this course are: sorting document spheres by diameter, paneling of a surface with grasshopper components. You are expected to already know these from the Grasshopper course.
For further info about the workshop visit:
http://www.co-de-it.com/wordpress/advanced-grasshopper-workshop.html
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propose new models of infrastructural self-organisation, urban automation and mobility systems.
Adaptive networks based on multi-agent principles and crowd simulation are used to solve complex architectural and programmatic conditions in a three-dimensional urban environment. We will explore towards an intelligent architecture, defined by flows of information and its materialization in speculative infrastructure and architectural scenarios. A responsive infrastructure that is deployable in multiple regions.
Our design process will be driven by a direct feedback loop of different simulation software, each informing another as input for emerging connectivity networks and interrelated urban systems, driven by site specific urban and topographical parameters.
The workshop aims to develop ideas of adaptive and evolutionary space-making beyond deterministic and finite solutions. In a series of algorithmic design exercises, different network principles and speeds, users behavior and needs are tested and evaluated, both by observation and parameter based criteria.
Students will propose an architectural intervention in dense urban scenarios, that is both tested for optimised efficiency and stimulating in its embodiment.
METHODOLOGY
Students will be introduced to expertise in generative, algorithmic and parametric design approaches. Tutors and students will engage experimentally with computational simulation, analysis, design and production to query the design repercussions of these information-based technological methods for urbanism. During the workshop, students will develop design proposals responding to studio briefs using Processing with Rhino and Grasshopper. The final results of the workshop will be visualized using V-Ray for Rhino and the Adobe Suite.
Basic knowledge of Rhino and Adobe Suite is required. Advanced knowledge of Grasshopper and Processing is not mandatory.
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ls of access and sometimes different ways to compute, it begins to be quite confusing.
A simple exemple: let's say I have a component that can work the same way with different sets of inputs. I can have a few inputs that never change, since they are always required in all methods. Then I usually put a "Method" or "Mode" integer value, where you can choose the kind of set to listen to. Then I have all the inputs that may be used for the sets, and of course they are not always optional anymore when the "Method" input changes. It's quite useful to do all-in-one components (taking less space in the toolbars, even more when the toolbar is already full).
Dumb exemple:
//SURVIVAL IN LONDON//
Name: Your name
Difficulty: 0=Easy, 1=Medium, 2=Hard.
EasyOption: OPTIONAL // If you are in Easy mode, are you afraid of burgers?
MediumOption: OPTIONAL // If you are in Medium mode, are you afraid of kebabs?
HardOption: OPTIONAL // If you are in Hard mode, are you afraid of chicken katsu?
Of course the list of option here is simple, but it often gets messy with some "If you are in Easy or Hard Mode and your name becomes by a T then this input works with another one" kind of things, etc.
At the end, anybody who wants to use the component just takes a huge thing on the canvas with so many inputs that they don't even want to understand the tooltips anymore.
So I was thinking that maybe it would be useful to have some font style to help a bit. If they can be associated and updated with other things (the "Mode" switch thing) then it's even better, but just simple optional / not optional stuff would already be really helpful I suppose.
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And ... guess what? they suggested to start walking the walk (to greatness) with this attached thingy.Have in mind that this is an entry point stuff (kids in kindergarten class) and ... well ... a totally different approach is required in order to control things (membrane topology as a whole) properly > a fact that brings us straight to the Dark Side (the only side as anyone can certify).
They also said ominous things related with C# but I have no idea what they mean since I have no idea about coding as well (all the stuff that I've provided insofar are made by my top C# gurus in my practice [I'm just the boss: I hate coding and drinking water]).
BTW: For quickly as possible you mean 10 years? (or maybe 20?)
BTW: Task for you:No R file attached > what is required in order to place some viruses? He, he
May the Force (the dark option) ... blah, blah
more soon…
he "source_" = 0 (SRTMGL1) is limited to 60 degrees North. The bug is fixed. Check the attached file.
Thank you for posting the link to ArcticDEM! I was not aware of it, it certainly looks very intersting!The 2 meter resolution also sounds wonderful!
Gismo at the moment only generates terrain and underwater terrain from three upper mentioned sources: SRTMGL1, AW3D30, GMRT.
https://www2.jpl.nasa.gov/srtmhttps://www.eorc.jaxa.jp/ALOS/en/aw3d30https://www.gmrt.org/services
The reson for this is because all thre of them are supported throug opentopography.org's query terrain web service, which enables to get the DEM data only for defined boundaries (in Gismo's case the _location and the radius_ inputs). This means that the terrain model is automatically generated by just defining these two inputs.The same principle is followed for openstreetmap shapes - automatic generation for given two inputs.
Geting DEM from services as ArcticDEM, would require finding the appropriate DEM tile containing the desired _location, downloading it manually and then loading it to Gismo.Even though this is possible and "under the hood" Gismo and MapWinGIS have methods capable of performing such task, I am still reluctant to do it. My assumption is that it may create a number of questions about reprojections, and non-alignment caused by the use of different coordinate reference systems.But if this feature is asked from a certain number of users, I assume that in the end I would have to provide it.
Let me know if the upper used "source_" = 1 (resolution 20 to 30 meters) fulfils your current terrain requirements.…
Added by djordje to Gismo at 9:30am on April 7, 2019
in a certain matter but have to select them by hand, often one by one in a certain sequence. And there my first wish comes:
Is it possible to add something to the data collection procedure to save the current collection of items? For example, I have manually selected 20 lines in a 3D model (in a certain order). After a certain time I need to have those lines selected again in the same order, so I wish to have a selection list and reload them. The one by one selection procedure turns often into a pain when selecting dozens of items in a specific order every time I need them. I might save a new GH definition for every selection I make, but this would result with dozens of definitions for one Rhino model (kind of a nonsense).
The other wish is to have a kind of control over the collection manager (like asked in this discussion). When I select non-GH items in a certain order and finish the selection, it naturally happens that I forgot to collect something. So, every time this happens I wish to have an "add" button (or holding down the shift button or whatever) to click it with the mouse and add to the current selection. Furthermore to this wish it would be good to highlight the items on screen that we are pointing at in the selection manager so we know which referenced object we are looking at.
Maybe those things are existing somewhere, and I cannot find them. If not, then it would be great to have those options one day. Thanks,
Hrvoje…
ork seamlessly together because they all share the same files.
I want to export a cluster (either in .ghuser or .ghcluster) so that others can use it and so that I can use it on computers that aren't in my Dropbox account.
I have created many custom components, and some if them contain others of my custom component within them. Clusters within clusters. In the past when I needed to move these clusters to a new computer, I simply could send the file, and click and drag it into the grasshopper interface. Now, however, they simply don't transfer. My first screenshot shows how some of the objects import with no inputs, outputs, or internal structure. They are just empty objects (the zig-zag sides). Some still do import however (the large orange clusters with about 20 inputs and outputs); however, the second image shows that when you open these up, all the user objects within have disappeared and any connections to it have been wildly moved to the top left corner to a nil object called "~" that doesn't exist.
To be clear, there's no error message like you would normally expect. No "you are missing components" message when you open the file. No "missing components" warning at all. When I transfer between my own computers I have absolutely no problem. But when I try to open them in a new computer, the components sometimes disappear, and sometimes they just loose parts of their code.
Does anyone know what to do? Anyone use User Components/Exported Components between computers and know how to fix this? Thanks!
Michael M.…