sults on intigers recognition:
Backpropagation Network settings:3000 training cycles
3x sigmoid layer
10 neurons per layer eachlearning rate of 1.0
Training set of 500 examples
During classifying 400 examples accuracy of 45%With a bigger training set which is available I should have better result, but as a first try with NN I believe it works.I'm posting my definition if anyone would like to take a look and give me any feedback.
mnist data set neural network test…
B, as needed). I read lot of topics on forum and as I know it definetely works perfectly in older versions of grasshopper. In recent version is that problem, that´s not possible take data A and make difference with all of the data B. The choice which you mentioned works, but it takes data A and every one item make diference with all data from B - so it makes duplicates with holes on different places (see picture, its from example model from post before, you can try it)
I found 3 possible solutions:
1) C# script (made by S.Schiefer )
2) Python script (made by Ionut Anton)
3) get older version of GH
If am I right, it´s a pitty. Thank you , again
regards
J.…
standard preview color for selection is green).
3. Right-click component which contains data you don't want to see and select "Preview" option.
4. Now you should see only transformed geometry.…
ction) and apply symmetry at some point. The question is when. I would like to operate a "loft with rails", or a "sweep3". It is really important for me to stay perfectly close to the rails (outlines apex), avoiding having a polysurface or more control points. I need advises and help about the logic and order of construction. How should I tackle the problem ? I can't merge a simple symmetry into a single surface. Is it a question of degree (curves or surface) ? Thank you very much. Best Laurent
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he "View" tab, check if "File name extensions" options is checked. If it is not, then check it:
2) rename your main_ file as TerrainGenerator v20200827.gh.3) Open that TerrainGenerator v20200827.gh file as any other grasshopper file.
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Added by djordje to Gismo at 11:42pm on August 27, 2020
or a couple of thingies.
Pattern.gh
I defined parametrically a triangle which I then smoothed out to become more like a blob shape. After that I created a pretty simple pattern that I had in my mind (costed me a lot of time to make this in GH) and finally wanted to rotate each element as it goes higher . The dispatching part seems to be working pretty slow, so it might need an optimization, but I’m still happy with the result as it shows exactly what I wanted, so this is a minor issue in my case.
I then decided to try tessellating my extrusions. You’ll see the voronoi script which is a blob-group in the same Pattern.gh:
I had an idea of something and started the code from scratch, then decided to watch tutorials and implement the code shown there. I somehow coped to combine my code with this in the tutorials, but since my knowledge of Grasshopper is zero to basic my code seems to be very unoptimized and lagging.. When dragging the sliders, it takes a lot of time to compute the changes, although, I’m working on a 24gigs 6th gen i7 machine. It might also need optimization.
Here comes the first tricky part that I couldn’t sort out in an elegant way neither in Grasshopper nor in Rhino. I want a smooth transition between the wall and the ceiling, so that the voronoi tessellation doesn’t get interrupted. If I was to do it in Rhino I’d make a curve with a filleted edge which I’d then revolve/sweep along a rail.
Pattern.gh:
Second thing is – I’ve defined a shape which I want to rotate at a certain degree as it goes higher, however, I don’t have the knowledge to make this happen automatically and just copy the script over and over again. Is there a chance to somehow “loop” the code and parametrically define the degree of rotation and amount of units in the loop?
Next thing is I want to somehow be able to rotate each “6-storey-building” dependently on its surrounding buildings, so that their “terraces” never overlap. I’m using quotes, since they’re still some silly shapes that have nothing to do with buildings and terraces. The principle has to be something like gear wheels or the so-called rack wheels . There has to be some pace which I could set parametrically, but I’m still unsure how to do that in Grasshopper.
The pre-last thing is that I want to control the height of each “building” based on let’s say a topography. I presume this could be done somehow with height maps or some gradient mapper connected to curvature analysis. Not really sure how something like this would work, but I’ve seen such codes that control height depending on a variable.
The last one is more or less similar to the previous. I want to be able to “dissolve” the pattern that I initially created and make it irregular. I suppose this could be done with attractor curve, but again this is just a guess. Please note that this is a top view and the shapes on the upper-left corner have got more "wings" which means there is more floors in the according building. Let's say the buildings in the upper-left corner are 6-7 floors high, in the middle are 4-5 and to the right they're only 3 floors high.
Sorry for that many questions in a single thread. Please let me know if I have to split them in separate threads. All this information is needed for learning purposes. I’m now preparing myself for my bachelor thesis and try as much things as I could, so that I’ll be ready for the final stage of my bachelor’s degree.
Many thanks in advance! Cheers!…
omly distributed pointcloud, a clearly discernable hyperplanes pattern emerged from the combination of three Random components, each outputting a list to feed the three spatial coordinate. The three random components share the same Domain and Number inputs, but the Seeds are unique. When the seeds are three consecutive numbers [n] [n+1] [n+2] , the resulting points are arranged in three coplanar groups. As the third seed increases while the first two are fixed, the number of hyperplanes planes linearly increases by steps of 2.
[n] [n+1] [n+2] > 3
[n] [n+1] [n+3] > 5
[n] [n+1] [n+4] > 7
...
By swapping random coordinate lists in the Point3D inputs, the planes rotate around the average value of all the XYZ point coordinates. Still not having digged into Linear Congruential Generators, yet definetevely interesting the order emerging from (pseudo) randomness.
I attach screenshots of a test with the following input parameters:Domain: -10 to 10Number: 10000Seeds: 0,1,2
Best,
Marco
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from 0 to 1 and multiply those two lists.
So if a point is close to the attractors (building and blocks outlines) then its Z value is multiplied by 0 (or something close to 0) and so the surface becomes flat at this point.
Likewise, if a point is away from the attractors it's Z value is multiplied by 1 and so the surface is left unchanged at this point.
Now, if you already have a surface, you can do (more or less) the same. But instead of having all your starting points at z=0 and move them on Z, you now have to get each point's coordinates, multiply it's Z value with the same list (from 0 to 1) and rebuild the points with this new Z value:
Now, if you want some more control over the "flattening" effect, you could add a single expression component after the Distance output of [Pull], with 3 inputs (X=Distance, Y=slider for min distance, Z=slider for max distance) and the expression: If(x<y, y, if(x>z, z, x))
This is similar to what both you and Joseph did at some part of your definitions.
So with the expression component you keep the areas near the attractor curves flat and the areas away from them unchanged and with the graph mapper you create a smooth transition in between.
Hope this is clear,
cheers,
Nikos
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