nnovative methods for synthesising drawing and 3D printing. Working with Objet Geometries high resolution, multimaterial liquid 3D printing technology, participants will be involved in an intensive ten-day programme of making and testing 2D, ‘thick 2D’ and 3D digital printing techniques to invent architectural surfaces.
The workshop programme is inspired by British pioneers of art and architectural representation – Joseph Gandy, Robert Adam, James Stirling, David Hockney and John Outram – and informed by Israel’s unique cultural heritage of textiles and ceramics.
The workshop is the testing ground for AA Intermediate Unit 9’s ongoing experiments to blur the boundary between drawing and 3D printing. The objet trouvé, exquisite corpse and other Surrealist and Dadaist techniques form the basis for these investigations.
The workshop’s objective is to deliver an atlas of prints (working with measured drawings from non-architectural
disciplines) from each participant (a ‘3D takeaway’) that they will incorporate into future projects and
publications, giving the workshop a wide-ranging material and intellectual influence.
Participants will work in at least two of four different AA-led design units over the ten days.
The teaching staff also includes Eran Neuman and Aaron Sprecher of Open Source Architecture, as well as Marco Ginex and Adam Nathaniel Furman of Madam Studio, and Arthur Mamou-Mani from the AA
In addition to advanced software tuition, there will be regular evening lectures (invited speakers include
Neri Oxman and Erez Ella) and workshops including a hands-on working session with Objet Geometries
chief software engineer, Yossi Abu.
The final jury will be a day-long presentation/exhibition at the
ZeZeZe Gallery in the Tel Aviv port.
-----------------
The deadline for applications is 9 July 2010.
Application forms and additional information are available online at: http://www.aaschool.ac.uk/STUDY/VISITING/telaviv.php
and application forms can be downloaded at: http://www.aaschool.ac.uk/Downloads/appforms/visitingSchools/NewTelAvivApplicationForm2010.pdf
and submitted to visitingschool@aaschool.ac.uk
The AA Visiting School requires a fee of £500 per participant, which includes a £50 Visiting Student Membership fee, made payable to the Architectural Association School of Architecture.
Fees do notinclude flights or accommodation, however accommodation at special rates has beensecured with Atlas Hotels in Tel Aviv.…
error, but resetting the height to <100m should fix things.
The height of the night boundary reflects the diurnal pattern of the urban boundary layer (image below). During the day the solar shortwave radiation heats up the urban surface, mixes with the air above creating a tall boundary layer. During the night the surface cools down, the boundary layer becomes more stable, and it's height is reduced. So typical heights for daytime is ~ 1000m, and for nightime ~ >100m.
So increasing it by a factor of 8 to 10 is likely what is causing issues with the UWG calculation for you. I started a github issue here: https://github.com/chriswmackey/Dragonfly/issues/11 so that we can fix this typo. Also we should figure out why exactly the calculation is failing so that can potentially put an upper bound to the inputs or a better error message. Thanks for catching it!
Finding some reference data linking weather layers to urban typologies is a good question, I'd like to find some too. Perhaps Chris/Mostapha might be able to provide some? You can check out the following thesis [1],[2] that the UWG algorithm is based on, which references three case studies for Singapore (Punggol), Capitoul and Bubble:
[1] https://dspace.mit.edu/handle/1721.1/107347
[2] https://dspace.mit.edu/handle/1721.1/59107…
iles and rad files in this folder :
C:\Users\Sarith\AppData\Local\Temp\radSources (replace my name with yours).
However, the pic file which is created in that folder crashes. So, I tried to hack the process and get an image through a screenshot and ra_bmp.
This is the rendering that I got through Relux:
This is what I got from my own renderings with image that I got:
This is surprising because the material is called Glass. However the radiance definition of the material is :
void colorpict mat_104~19 red green blue surfpic2.pic alignpic.cal tile_u tile_v -s 0.5850001 0.975mat_104~1 plastic mat_104005 1 1 1 0 0
The colorpict on the the first line only modifies color patterns and does not make the material transparent/translucent. Similarly, the plastic type implies that the material won't be transparent anyway.
I don't think this material as defined in Relux is a physically based material. You are probably better off importing the Raytracer materials to Honeybee. Andy Mcneil had an excellent presentation about GlassBlocks in the last Radiance workshop: http://www.radiance-online.org/community/workshops/2015-philadelphi...
The pic file that I generated is here : https://www.dropbox.com/s/5c32layqehdns72/surfpic2.pic?dl=0…
t syntax that is shown on that example page. I tried finding the dll myself and importing into my project, but got an "invalid" error:
2) By what method do you recommend "observing the position constantly"? Which event stream am I following? In the sample code at the link, there is only an onClick type event, as opposed to a window listener.
Any thoughts/sample code is much appreciated.
Thanks!
Marc
…
o.Geometry.Collections.MeshVertexList.ToPoint3dArray(). The order of the vertices in the two cases are different.
I have made a testcomponent that has the vertices of a mesh as output. I then draw a poyline between vertices to show the difference. See picture: Top is Rhino.Geometry. Bottom is WeaverBird. Anyone who knows why this is the case?
And heres the code
namespace
VerticesTest
{
using System;
using Grasshopper.Kernel;
using Rhino;
using Rhino.Geometry;
public class VerticesTest : GH_Component
{
private Point3d[] vertices;
public VerticesTest()
:
base("TestMyVertices", "VerticesTest", "Component made to show the difference between Weaverbirds and Grasshoppers different way of recognizing vertices", "Extra", "TestStuff")
{
}
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddMeshParameter(
"Mesh", "M", "Mesh for test", GH_ParamAccess.item);
}
protected override void RegisterOutputParams(GH_Component.GH_OutputParamManager pManager)
{
pManager.AddPointParameter(
"Vertices", "V", "TestOutputforMeshgeneration", GH_ParamAccess.list);
}
protected override void SolveInstance(IGH_DataAccess DA)
{
Rhino.Geometry.
Mesh mesh = null;
if (!DA.GetData(0, ref mesh)) { return; }
if (!mesh.IsValid) { return; }
vertices = mesh.Vertices.ToPoint3dArray();
DA.SetDataList(0, vertices);
}
public override Guid ComponentGuid
{
get { return new Guid("DA410557-D5CE-4457-914D-F594F64FA978");
}
}
}
}
…
/free/downloads
http://www.youtube.com/watch?v=YGOpitpKpps
This software is great but you can only create symmetric lights, and it's a bit difficult to draw smooth curves. Just miss a refit command...
So I thought I could generate a mesh with gh. Should be easy. Didn't have much time to work on this yet...
There are crucial choices to make in regard to the way you interact with the curve. I just made a try with attractors but I'm not really satisfied. Any ideas would be welcome.
IES-GH.3dm
IES-GH.gh
Cheers
Fred.
\edit..
By the way, can you include the material id color and the object id color? It's really a nightmare I always forget to set them right and there can be so many of them!…