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Search Results - 小米速7官方电话【88899.pw】oU5c0.html

Topic: Ladybug + Honeybee Wiki
at you think we should follow.  The list so far of these two things are: Features of the LB+HB Wiki: 1. Includes all component descriptions as well as component input + output descriptions. 2. Pictures to go along with the component descriptions above. 3. Ability to search for keywords across all LB+HB components. 4. Include the links to example files that feature each component. 5. Include the links to Youtube videos that feature each component. 6. Include links to referenced scientific papers used to make components. 7. Allow users to upload teaching resources or post links of their own youtube videos. 8. (Developer Wish) Make a component that can easily check all components and update the wiki. Potential Models to Follow: 1. Build our own html pages from the ground up (probably creating something like the rhinocommon documentation http://4.rhino3d.com/5/rhinocommon/index.aspx) 2. Make a Wiki next to our code on Github like the Dynamo Wiki (https://github.com/DynamoDS/Dynamo/wiki). 3. Create a sleek-looking but potentially difficult-to-update wiki from a template like the Blender Wiki (http://wiki.blender.org/). Please post any features we're forgetting or wikis you like.  Suggestions from people who have created wikis before would be EXTREMELY helpful.  We're going to try to put this wiki together sometime this year so post now or forever hold your peace!…
Added by Chris Mackey to Ladybug Tools at 4:54pm on July 6, 2014
Topic: Need help to optimize a space division
oxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ. (3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%. Constraints: 1. A total MAXIMUM area of approximately 1600M per layer. 2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3). 3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area. 4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines). 5. All boxes must also be touching minimum 1M of border of the blue line. 6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries. 7. Get as many of the boxes as possible a view towards the dots.  Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!…
Added by Mohamed Elbangy to Space Syntax at 12:21pm on April 6, 2017
Topic: Need help to optimize a space division
Boxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ. (3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%. Constraints: 1. A total MAXIMUM area of approximately 1600M per layer. 2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3). 3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area. 4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines). 5. All boxes must also be touching minimum 1M of border of the blue line. 6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries. 7. Get as many of the boxes as possible a view towards the dots. Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you! …
Added by Mohamed Elbangy to Kangaroo at 12:22pm on April 6, 2017
Topic: Need help to optimize a space division
re is my problem... I need to arrange Boxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ. (3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%. Constraints: 1. A total MAXIMUM area of approximately 1600M per layer. 2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3). 3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area. 4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines). 5. All boxes must also be touching minimum 1M of border of the blue line. 6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries. 7. Get as many of the boxes as possible a view towards the dots. Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you! …
Added by Mohamed Elbangy to Octopus at 12:23pm on April 6, 2017
Group: FlexHopper
o: http://github.com/HeinzBenjamin/FlexCLI/issues Download You can find FlexHopper here: http://www.food4rhino.com/app/flexhopper and here: https://github.com/HeinzBenjamin/FlexCLI Info FlexHopper offers physics computation in Grasshopper. It is GPU-based and therefor very fast. Currently supported modes of simulation are: free particles, fluids, rigid bodies, soft bodies, tensile structures and cloth, custom constraints. FlexHopper is a Grasshopper plugin built on top of FlexCLI - Flex Common Language Interface. FlexCLI is built against NVidia Flex release 1.1.0. NVidia Flex is patented property of NVidia. FlexCLI and FlexHopper are openly accessible under the GNU License through my Github account. (Link above) For more information on NVidia Flex go here: https://developer.nvidia.com/flex and https://developer.nvidia.com/nvidia-flex-110-released FlexCLI runs on x64 architectures only. It was built against .Net 4.5.2 FlexHopper was tested with Rhino5 64bit and Grasshopper 0.9.0076 WIP   Requirements Windows 7, 8, 8.1 or 10 64bit NVidia or AMD Graphics Card NVIDIA: GeForce Game Ready Driver 372.90 or above AMD: Radeon Software Version 16.9.1 or above…
Added by Benjamin Felbrich at 10:34am on January 29, 2018
Blog Post: NU:S La Moda Veste l'Architettura | Fashion Design + Architettura Parametrica | ROMA 7 > 10 LUGLIO

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Added by Arturo Tedeschi at 5:48am on July 1, 2012
Event: Scaleless - Seamless? Performing a less fragmented architectural education and practice
administration, education and consumption, the contemporary world can be increasingly conceived as a global and systemic environment. All our activities are profoundly influenced by a new condition of fluidity and interdependence of various and very often, unpredictable parameters and factors, introducing us progressively to a systemic and parametric understanding of the world and our position in it. Architecture and the building process are reflecting this new conception of the world by redefining themselves according to new principles and means. The fast development of digital techniques to simulate, represent and generate Architecture promises a continuous design process, including the seamless transfer of information between the involved parties and making performance a key issue in the planning process. In this process, concepts of adaptability, transformability and flexibility are replacing already tested and secure solutions, customization is replacing standardization and metrics, and digital tools are replacing analogue representations. In these new conditions the scaleless and the seamless appear as the two key pillars of the requested integration in contemporary architectural practice and education. Do the design and planning practices and construction industries respond with digital synergies to these new requests? Can the curricula of architecture schools escape from the dominance of traditional fragmentation within their structure and the organisation of the modules and academic units towards more holistic concepts and workflow? How can the traditionally separate courses offered by departments and modules of architectural education institutions be redefined in order to assure a scale-less and seamless thinking about form, materiality and its social and cultural representations, its environmental aspects and its urban and contextual references? The organisers are inviting architects, teachers and researchers of architecture in Europe to present their views, research outcomes and teaching experiences related to the theme of the Conference. An abstract of 600-700 words must be submitted by September 5, 2012. Please indicate into which of the five aforementioned themes your abstract falls. You will be asked to submit your final paper by the 22nd of October 2012 for the publication of the proceedings, which will be distributed to all EAAE/ENHSA school members. For any further queries please do not hesitate to contact us on info@enhsa.net or info@scaleless-seamless.org…
Added by Sven Pfeiffer at 4:57am on July 5, 2012
Event: CURSO DE MODELACIÓN PARAMÉTRICA
tivas. Desde lo básico a sistemas complejos + documentación para fabricación.    Orientado a Diseñadores, Arquitectos, Artistas Multimedios y profesionales afines.   Objetivos específicos: • Distinguir los conceptos principales del diseño paramétrico y su aplicación en entornos de modelación CAD. • Manejar la modelación paramétrica de sistemas geométricos simples y complejos en Grasshopper 3D. • Aplicar el conocimiento paramétrico en la creación de documentación para construcción y fabricación de un modelo desarrollado en Grasshopper 3D. Contenidos: Sesión 1. Introducción a la modelación paramétrica. Sesión 2. Elementos geométricos y sus propiedades. Sesión 3. Estructura de la información. Sesión 4. Condiciones de campos, grillas y atractores. Sesión 5. Panelización de elementos en superficie complejas. Sesión 6. Parametrización orientada a objetos. Sesión 7. Documentación paramétrica 1. Sesión 8. Documentación paramétrica 2. Sesión 9. Modelación avanzada y optimizaciones. Sesión 10. Profundización personal. Fechas : Del 14 de Marzo al 13 de Abril de 2016   Modalidad : Presencial Duración : 30 horas (10 sesiones)   Horario : Lunes y miércoles de 18:30 a 21:30 hrs.   Facultad : Escuela de Arquitectura Pontificia Universidad Católica de Chile …
Added by Manuel at 9:34am on January 14, 2016
Event: SYMBIOTIC ASSOCIATIONS
me as our environment becomes more polluted. Mushrooms may turn out to be important keys to both human and planetary health. Their indispensable role in recycling organic matter has long been known. Mycelium can be selected and trained to break down toxic waste, converting it into harmless metabolites. Mushroom allies may even be able to detoxify chemical warfare agents. The use of fungi to improve the health of the environment by filtering water in order to help trees to grow in forests and plants in gardens is one facet of a larger strategy called by Paul Stamets Mycorestoration. The broader meaning of Mycoremediation is the process which fungi degrades or removes toxins from the environment. Mycoremediation practices involve mixing mycelium with contaminated soil, by placing mycelial mats over toxic sites. The powerful enzymes secreted by specific fungi are able to digest lignin and cellulose, the primary structural components of wood. These digestive enzymes can also break down a surprisingly wide range of toxins that have similar chemical bonds with wood. BRIEF Noumena, Green Fab Lab and Fab Lab Barcelona present “SYMBIOTIC ASSOCIATIONS” workshop. The purpose of the course is to explore the relationship between digital and biological manufacturing, as multi-scalar construction techniques. The Workshop will be based on defining a theoretical and experimental framework focused on the convergence between Digital Tectonics and Organic processes. We will focus on the association between biology and architecture in order to manufacture biological mechanisms. Participants will focus algorithms based on recursive systems associated with organic and digital manufacturing. The Workshop will be divided into two main phases: - Computational Phase: The students will explore digital iterative actions simulating biological growth. - Manufacturing Phase:  During this phase we will develop biological reactions, mixing Mycelium with other materials used in rapid prototyping, such as wooden PLA, Clay and biodegradable materials.…
Added by Aldo Sollazzo at 11:29am on March 7, 2016
Comment on: Topic 'Maxxing out GH Performance'
rawing speed here depends mainly on the speed of a single processor. Get a faster processor, increase the redraw speed. 2) Geometry operations. Such as Piping, Lofting, Curve CP etc. These are all performed by the Rhino core so there's little to be done here. We're continuously working on speeding things up, but they're already pretty fast (considering the complexity of the tasks). Rhino 5 has got a few bits and pieces of multi-threaded code and once we're convinced they're working well we'll probably apply those newly won skills to other parts of the core. These operations are also dependent mainly on processor speed. 3) Autosave operations. Since these involve writing data to the disk, it's very hard to predict whether or not it will be a fast or slow operation. 4) Viewport previews. This code is actually pretty horrible, it could be much faster than it currently is. However, a good Graphics card will make a lot of difference both now and in the future. The ideal spec for Grasshopper is the same as it is for Rhino: A) Get a good graphics card. We no longer shun ATI since their latest cards are actually pretty good, so either get a high-end NVidia or ATI card. Good gaming cards are not necessarily good CAD cards. Gaming cards are optimized for triangles and sprites, they don't do particularly well with curves. B) Memory is dirt cheap, get as much as you can. 4GB being the absolute minimum. But, be sure to get fast-access memory, makes a lot of difference. C) Get a fast processor. Since neither Rhino nor Grasshopper very much use multi-threading it is important that every single core is fast. I.e., don't get fooled by vendors who add the core speeds together and present that as the processor speed. One core running at 4 GHz is better than 8 cores running at a combined 16GHz. As for OS, I'd recommend XP Pro or Windows 7. Stay away from Vista if you can. Also, almost all the software and hardware problems I come across at workshops are happening on MacOS machines running some flavour of Windows. Be it parallels, Bootcamp or VMWare. -- David Rutten david@mcneel.com Poprad, Slovakia…
Added by David Rutten at 11:33am on December 15, 2009
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