with Mesh machine (target edge length 8 at 60 iterations).
I had the variable pipes running through cocoon last night, expecting already several hours of calculation time, but unfortunately, my Graphics Card ran out of memory as I clicked the cocoon component. No so clever to click it though, but I realized that I have to furher reduce either the lines (why cant tetgen have a minimum edge length flag? In the manual it reads you must specify a .var File to do that.
A .var file allows you to specify maximum area constraints on facets and maximum length constraints on segments. They are used for mesh refinement.
This however is really unuseful since you cannot just say "No tet can have an edge length shorter than "xx" (somewhat like Meshmachine with the target edge length) but as I understood, works only for specified areas (in the var file).
So I looked at cocoon to simplify the Marching cubes settings. I tweaked them to be not quite rough so that MM can just make it pretty enough to use.
The result is quite pleasing and very close to what I was looking for:
Another approach would be to skip the "Pipe Variable" and replace it by a Curve Charge with all the lines AND several Radii plugged into it. A while ago I noticed you can plug several Radii in, but I couldn't replicate my findings from back then today. However, it seems that the brep charge is super-slow compared to the curve charge.
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ine:
DS.SetCooperativeLevel(Me, CooperativeLevel.Normal)
because "Me" is supposed to be the forms handle. I suppose that I need the Handle for either the Rhino window or the GH window. How can I get it?
All the best,
Ed
Imports Microsoft.DirectX.DirectSoundPublic Class Form1 Dim DS As Device Dim wvFormat As WaveFormat Dim dsBuffer As SecondaryBuffer Dim dsDesc As BufferDescription Const SRATE As Integer = 44100 Const DUR As Double = 1 Const FREQ As Double = 500 Dim sbuf(DUR * SRATE) As Short
Private Sub Form1_Load(ByVal sender As System.Object, _ ByVal e As System.EventArgs) Handles MyBase.Load ' Open DirectSound DS = New Microsoft.DirectX.DirectSound.Device DS.SetCooperativeLevel(Me, CooperativeLevel.Normal) ' Create a waveform description wvFormat.FormatTag = WaveFormatTag.Pcm wvFormat.Channels = 1 wvFormat.SamplesPerSecond = SRATE wvFormat.BitsPerSample = 16 wvFormat.AverageBytesPerSecond = 2 * SRATE wvFormat.BlockAlign = 2 dsDesc = New BufferDescription(wvFormat) dsDesc.BufferBytes = 2 * DUR * SRATE dsDesc.Flags = 0 ' create a buffer dsBuffer = New SecondaryBuffer(dsDesc, DS) ' create tone For i As Integer = 0 To DUR * SRATE sbuf(i) = 10000 * Math.Sin(2 * Math.PI * FREQ * i / SRATE) Next ' copy to buffer dsBuffer.Write(0, sbuf, LockFlag.EntireBuffer)
End Sub
Private Sub Button1_Click(ByVal sender As System.Object, _ ByVal e As System.EventArgs) Handles Button1.Click dsBuffer.Play(0, BufferPlayFlags.Default) End Sub
End Class
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Added by castroecosta at 11:11am on November 8, 2011
n splitting curves and then join them to create the region; but I'am looking for a more straightforward solutions. 3- I know some plugins like clipper could do this, but I'm looking for more flexible solutions.
4- I tried Brep[] CreatePlanarBreps(IEnumerable<Curve>) in ghpython, but it doesn't work.
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tionResult is the amount of radiation for each test point in [kWh/m2]
Note: each test point is the center of a mesh face and the number represents the amount of radiation per m2 of that mesh face.
totalRadiation is radiationResult for each point [kWh/m2] * area of the face [m2] so it is in [kWh]
The image below shows how you can regenerate the totalRadiation by multiplying radiationResult with the area of each face.
Regards, -Mostapha
PS: Also thanks to djordje for correcting my grammar. Highly appreciated! :)…
.. I think I should modify the workflow to collect all the results and then bake them all together so the presentation of the result can be more solid.
2. radiationResult is the amount of radiation for each test point in [kWh/m2]
Note: each test point is the center of a mesh face and the number represents the amount of radiation for per m2 of that mesh face.
totalRadiation is radiationResult for each point [kWh/m2] * area of the face [m2] so it is in [kWh]
As you can see in the image below if you multiply the radiationResult with the area of the faces the result will be equal totalRadiation.
Regards, -Mostapha
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tenary=cosh(x/a)).
If you're interested in the math behind it I may just write it down here. I also have a big equation which may be a solution for finding this "a" number, but there are imaginary numbers and this is math going far beyond my comprehence. The current script just starts with "a=0" and increases it slowly looking for a good curve*.
The def with vb script is in the attachment. I will post it later as .gha to milkbox group.
*Actually it looks for horizontal distance between 2 points on catenary curve, but the curve does not need to be constructed.
EDIT: There is a bug with final curve orientation, but the curve is a proper one.…
ind that a ?^@&@% door for your next 7 series (avoid that car at any cost) is rated about 10M (the so called development cost) whilst the whole car may require 500++ M. Did you know that the software used in a 7 series exceeds 70M lines of code? Therefor ... blah, blah.
Back to real-life things:
One "suitable" solution for flattish stuff the likes that you've captured is:
1. Make a BoundingBox and make a Point3d grid using, say, the bottom 4 corners (a single dimension tree)..
2. Declare a nullable Point3d grid [ DataTree<Point3d?> hitsTree = new DataTree <Point3d?>();].
3. Shoot a Ray3d from each point using some Vector3d (for instance using p4 - p0 out of the box points). If the Ray hits a brepface get the point if not put a null. That way you have a tree of equal List sizes and "combining" things (Points) for your patterns is greatly simplified [you can use the crude try{} catch{} approach].
4. If all these sound a bit freaky to you ... post a flattish test case (with different U/V) and give some hints about what "pattern" means to you.
best…
radiance parameters to get rid of blotching. To add another level of complexity to my problem, I am running simulations with a translucent material with the following properties: void trans testTrans
0
0
7 0.478 0.478 0.478 0.000 0.010 0.178 0.635
I have had no issues with the renderings when I use clear glazing, as seen on this image:
However the blotching-issue becomes very noticeable when I introduce translucent glazing into the scene:
For the two above cases I used the following parameters:
_av_ is set to 0
xScale is set to 2
_ab_ is set to 6
_dc_ is set to 0.5
_aa_ is set to 0.2
_ad_ is set to 2048
_st_ is set to 0.5
yScale is set to 2
_ps_ is set to 4
_ar_ is set to 64
_as_ is set to 2048
_ds_ is set to 0.25
_pt_ is set to 0.1
_dr_ is set to 1
_pj_ is set to 0.9
_dp_ is set to 256
_dt_ is set to 0.25
_lr_ is set to 6
_dj_ is set to 0.5
_lw_ is set to 0.01
I ran another test with increased Radiance parameters and got the following output:
with the following parameters:
_av_ is set to 0
xScale is set to 6
_ab_ is set to 6
_dc_ is set to 0.75
_aa_ is set to 0.1
_ad_ is set to 4096
_st_ is set to 0.15
yScale is set to 6
_ps_ is set to 2
_ar_ is set to 128
_as_ is set to 4096
_ds_ is set to 0.05
_pt_ is set to 0.05
_dr_ is set to 3
_pj_ is set to 0.9
_dp_ is set to 512
_dt_ is set to 0.15
_lr_ is set to 8
_dj_ is set to 0.7
_lw_ is set to 0.005
Although the second blotching case is much better than the first, it is still very bad for hours when the sun is lower in the sky. The above images are rendered for a clear sky at 18:00 in Germany in a West-facing room.
Sorry for the long post! Can someone help? Kind regards, Örn
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