s levels of detail by subdividing a 6 sided cube mesh and projecting its vertices according to a referenced height map. This is one of the standard conventions for building full sizes planets. At the lowest level (0) the mesh planet is made of 6 pieces(each 32x32 resolution). The next level down (1) is made of 24 pieces... 6 divided by 4 = 24. Level (2) is 96 quads etc etc. The script will generate each quad at its sub-division level and compare edge vertices to neighboring quads. It will then make sure any shared vertices are in fact at the same projected vector. This ensures a planet quad with edge vertices that match.
The problems comes in texturing each quad.
If I build the quad as a nurb surface from points I can place the texture easily because each surface UV maps squarely to my texture map (which is also square).
If I build the quad as a mesh I cannot just apply the square texture to the mesh UVs. This is because when you unwrap the UVs from a mesh they will not unwrap like a nurb surface's UVs. Therefore to get the correct mapping I would have to manipulate each UV back to an evenly aligned array (which is 1024 points in a 32x32 resolution UV). Maya and blender have 'relax uv' and 'align UV' functions but they don't do the trick and manual corrections are out of the question. So why not skip the mesh method and use the nurb method?
I did this and there is a trade off. The nurb will accept the material texture I want with no other work on my end but when I export the object as an .obj rhino creates its own mesh to describe the nurb(with various unsatisfactory setting options). This works great up to a point because at some level the interpreted mesh will have vertices that do no match at the edges, ie .. creating visible seams in the mesh. The picture below is the nearly seamless planet at LOD(1) made of 24 quads, each with 32x32 vertice resolution and a 512x512 jpg texture running in Unity3d 5. It works but at close level there are seams. This will be resolved simply by having the next LOD(x) instantiate before getting close enough to see the seam but at core nerd level I want the seamless mesh.
So, I can make the seamless mesh but I can not realistically texture map it. I can also make the nurb surface from points and texture it at the expense of the edge vertices matching. I am at the split in the road but I want to have my cake and eat it too. Thoughts, comments, trolls...?
Thanks for reading =)
Footnote: For you pros I am not using seamless noise across the map I am using grasshopper to sew up my otherwise non perfect edges.
Other programs in the pipeline:
-WorldMachine 2
-Wilbur
-Photoshop
-Unity3d…
a nodi, permette di sfruttara le potenza della programmazione, senza necessariamente avere competenze avanzate.
Con Grasshopper potrete avere accesso ai segreti della modellazione generativa, un nuovo linguaggio progettuale che sta cambiando il mondo del design, a partire dalla gioielleria, fino ad arrivare all'architettura.
Durante il corso sarà possibile comprendere le caratteristiche di funzionamento del programma e applicarlo alla creazione di oggetti complessi che potranno essere stampati in 3D, oppure renderizzati. La durata è di 30 ore e alla fine del percorso verrà rilasciato il certificato McNeel.
Il Programma
Il corso spiega i concetti base di modellazione parametrica e generativa. Nello specifico:
Interfaccia e comandi
Parametri e componenti
Interopazione con Rhinoceros
Strumenti di parametrizzazione
Combinazione dati
Data tree
Creazioni di superfici attraverso algoritmi di paneling
Teoria degli attrattori
Gestione strumenti mesh
Creazione di Cluster
Durante il corso saranno proposte esercitazioni pratiche sul campo di utilizzo preferito dallo studente
Il docente
Antonino Marsala, è un formatore certificato McNeel con alle spalle oltre 11 anni di esperienza nel settore della modellazione 3D. Oltre ad occuparsi di formazione, collabora con aziende orafe e di architettura per la messa in pratica dei principi di modellazione generativa, applicandoli a casi reali.
FAQ
Quanto costa il corso?
Il prezzo del corso è di 500,00 € + IVA che potranno essere saldati in una soluzione unica. Nel caso di iscrizione di gruppo, potrà essere applicato uno sconto.
Cosa posso portare e cosa non devo portare all'evento?
Gli organizzatori forniranno computer con il software già installato. Nel caso vogliate portare il vostro computer, vi forniremo una versione trial da 90giorni di Rihnoceros e Grasshopper
Dove posso contattare l'organizzatore per qualsiasi domanda?
antonio@mandarinoblu.com
334 24 20 203
La mia registrazione o il mio biglietto è trasferibile?
Si, purchè venga comunicato il cambiamento entro 48 ore dalla partena del corso
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of the point cloud. It is super quick, compared to what you have seen so far in Rhino, to load and display point clouds, as it works on multiple threads. Amongst others you can section the point cloud for referencing your footbridge, decimate it as needed for creating the enviroment, denoise it, clip and save parts of point clouds etc. You can right click the cloud components, giving you access to dynamic preview of the cloud, so that it does not drag in viewport while panning and zooming and at the same time controlling the "thickness" of the points in viewport, in case your camera gets close to the point cloud. It is a matter of visual preference.
I think that even 200mil points can be loaded with volvox.
Some references
12million points
13million points
13million points (right click dynamic settings low thickness)
13million points (right click dynamic settings high thickness)
15 million points (around 20sec!! to l0ad)
My pc (i7 3820, 32gb ram, gtx670 4gb) felt comfortable working with up to 15 mil point clouds. But that has to do with hardware along with your patience while working.
All clouds have been loaded as .txt files where the mask describing the info was x,y,z,r,g,b,u,v,w. Depends on how your data is in-text formatted.
You can check fly through animations all done with gh and Volvox here
(starting @~2:20)
best
alex
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de modelación en 3D y aprovechen las ventajas que plantean, como mejorar su proceso de diseño y explorar múltiples alternativas para un proyecto en lapsos de tiempo muy reducidos en comparación de los métodos tradicionales.
En consecuencia, los alumnos tendrán la posibilidad de disminuir sus tiempos de trabajo, con resultados iguales o incluso mejores a los que obtenían con anterioridad; mejorar la calidad de sus presentaciones y, lo que es más importante, ampliar la fundamentación de sus proyectos en el aspecto funcional y formal, dependiendo de las características del proyecto.
Para lograr estos objetivos, se contemplan dos temarios y un ejercicio práctico.
Al finalizar el curso, los asistentes serán capaces de manejar Rhinoceros y Grasshopper en un nivel medio, con el objetivo que el alumno pueda continuar aprendiendo con alguno de nuestros siguientes workshops o de manera autodidacta.
Además del contenido teórico se incluye un ejercicio práctico, la magnitud del ejercicio y el material que se le destine se definirán con base en el número de asistentes.
El workshop tiene una duración de cinco sesiones:
Sesión 1 – Temario de Rhinoceros
Sesión 2 y 3 – Temario de Grasshopper
Sesión 4 y 5 – Ejercicio práctico
El horario es de 9 am a 4 pm, con una hora de receso para tomar un refrigerio.
No es necesario traer el equipo necesario para trabajar, se cuenta con un equipo para cada persona asi como el material de trabajo para el ejercicio práctico, por lo cual se les recomienda que no traigan portátiles u otro material, únicamente dispositivos de almacenamiento si desean guardar sus trabajos.
El costo del evento es de $3,500 estudiantes y $4,000 profesionales.
(Para poder tener el descuento de estudiante es necesaria una constancia de la universidad de la que proviene, acreditando que el interesado está cursando algún semestre de la carrera. Personas graduadas que estén cursando una maestría o algún grado superior no reciben el descuento).
Para apartar su lugar pueden realizar un depósito de $1,500 y terminar de efectuar el pago antes del 15 de abril si es mediante un depósito bancario o el primer día del evento en efectivo.
El evento se realizará en las oficinas de Vegasot, ubicadas en Circuito Cirujanos No. 23-A
Cd. Satélite, Naucalpan, Edo. de México 53100
http://www.vegasoft.com.mx
Para cualquier duda por favor escriban un correo a luzytextura@gmail.com, por teléfono al 044 55 4381 3302, o en facebook.com/archbernardorivera…
to incorporating math and geometry in computational design education, Paneling Tools
Marlo Ransdell, PhD Creative Director, at FSU , Digital Fabrication in Design Research and Education
Andy Payne, LIFT architects | Harvard GSD | FireFly
Jay H Song, Chair, Jewelry School of Design, Jewelry as Personal Expression, Extra+Ordinary@Jewelry.com
Pei- Jung (P.J.) Chen, Professor of Jewelry, SCAD
Gustavo Fontana, designer/co-founder nimbistand, Diseñar, desarrollar y comercializar productos por tu cuenta.
Joe Anand, CEO MecSoft Corporation, RhinoCAM
Julian Ossa, Chair, Industrial Design Director, Diseño – Una opción de vida a todo vapor!, UPB
Minche Mena, SHINE Architecture, Principal
J. Alstan Jakubiec, Daylighting and Environmental Performance in Architectural Design Solemma, LLC
Carlos Garnier R&D Director / Jaime Cadena – General Director, Plug Design, www.plugdesign.com.mx
Mario Nakov, www.chaosgroup.com [ V-Ray ]
Andres Gonzalez, RhinoFabStudio
Workshops:
o) Paneling Tools
o) RhinoCAM
o) Rhinology in Design, for Jewelry
o) Footwear
o) V-Ray: Jewelry Design
o) V-Ray: Architects and Industrial Designers
o) FireFly
o) J. Alstan Jakubiec, DIVA
The cost for each workshop or the Lectures is 95.0 US$
To register:
WORK-SHOPS April 2 - RHINO DAY
WORK-SHOPS April 3 - RHINO DAY
REGISTRATION RHINO DAY
NOTE: All students and faculty members that register to this event, will receive a Rhino 5 Educational License at the event.
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- nickname is rather the best approach - and not on active group, but that's irrelevant anyway).
Step back (assuming that you are talking about the "Tens_from_random_blah_blah" definition):
1. Engineering is the art of demystifying (or we are promising that anyway, he he). This means that you start defining (better: outlining) some topology for things based on some "generic" rules (like the ones applied for the masts,cables,cones etc etc). These things are kept in some kind of structure (Lists, DataTrees etc). Things are few in 99.99999% of cases (i.e. : even the biggest membrane "module" has, say, 20-50 masts per "module").
2. Then ... handling things "individually" (mostly modifying) becomes the most critical part. See this (an x "possible" solution by combining a myriad of "options" : a no cones membrane solution, in plain English):
3. But the above is impossible (for more than obvious reasons). You should deploy masts in some high/low sequence in order to achieve some meaningful convex/concave formation that could work.
4. This "works" : 5. This doesn't:
6. This works partially (the formation at the back is "flat" == undo able):
7. This is utterly kitsch (and faulty as the case6 - the back portion):
So it's quite obvious that without a (quite complex) capability to individually control things (in this occasion : mast heights) the whole definition is a waste of computer time. Additionally the more the solution is "demystified" (some curve is defined, some random points are created, some masts are in place, some cables appear etc etc) the more additional constrains are required in order to "narrow" the possibilities (In plain English : sliders should control other sliders as regards their min/max values, true/false, you/me etc etc).
Remember that we are talking about ONE (mast height) out of a myriad things that you should control "manually" (it's utterly pointless to mastermind some kind of "generic" rules - or use naive attractors etc etc) .You'll see the difference when I'll completely reform the definition by adding individual control upon anything.
PS: what about the blocks? (the real life stuff that actually make any solution possible). Can you imagine a 2nd set of "restrictions" imposed by "a child to his parent"? (Assembly/Component modeling , that is).
more soon
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uick answers. Below you will find some suggestions, but don't think of them as rules and especially don't think of them as guarantees.
1. Choose a descriptive title for your post
Don't call your question "Help!" or "I have a problem" or "Deadline tonight!", but actually describe the problem you are having.
2. Be succinct but clear in your wording
People need to know some details about your problem in order to understand what sort of answers would satisfy you, but nobody cares about how angry your boss or how bad your teacher or how tight your deadline is. Talk about the problem and only the problem. If you don't speak English well, you should probably post in your native language as well as providing a Google Translation of your question.
3. Attach minimal versions of all the relevant files
If you have a GH/GHX file you have a question about, attach it to the post. Don't expect that people will recreate a file based on a screen-shot because that's a lot of pointless work. It's also a good idea to remove everything non-essential from a GH file. You can use the 'Internalise Data' menu option to cut everything to the left of a parameter:
If you're importing curves or Breps or meshes from Rhino, you can also internalise them so you won't have to post a 3DM file as well as a GH file. If you do attach large files, consider zipping them first. Do not use RAR, Ning doesn't handle it.
It is especially a good idea to post files that don't require any non-standard components if at all possible. Not everyone has Kangaroo or Hoopsnake or Geco installed so if your file relies on those components, it might not open correctly elsewhere.
4. Include a detailed image of the GH file if it makes sense
If your question is about a specific (group of) components, consider adding a screenshot of the file in the text of the post. You can use the Ctrl+Shift+Q feature in Grasshopper to quickly create nice screenshots with focus rectangles such as this:
5. Include links to online resources if possible
If you have a question about Schwarz Minimal surfaces, please link to a website which talks about these.
6. Create new topics rather than continuing old ones
It's usually better to start a fresh question, even if there's already a discussion that kinda sorta tangentially touches upon the same issue. Please link to that discussion, but start anew.
7. This is not a 'do my work for me' group
Many of us like to help, but it's good to see effort on our part being matched by effort on your part. Questions in the form of 'I need to do X but cannot be bothered to try and learn the software' will (and should) go unanswered.
7b. Similarly, questions in the form of 'How do I quickly recreate this facade that took a team of skilled professionals four months to figure out?' have a very low success rate.
--
David Rutten
Lead Grasshopper Development
Robert McNeel & Associates…
Added by David Rutten at 12:58pm on October 1, 2013
f objects with the main ring body, and that cannot be done in parallel since you are modifying the item once at a time, algorithmically.
The original example of a cylinder and sphere are textbook failures of the Rhino 5 dumb algorithm, since that combination features kissing surfaces that confuse Rhino about where they are intersecting since really in tolerance values they are overlapping along a ribbon instead of a sharp line.
Normally you would slightly move or rescale one of the pair to create a single loop intersection curve that doesn't wander around in jerky fashion trying to combine two surfaces that fail to actually plunge through one another.
Your main Boolean union is 116 prongs with a ring base, and that's slow because Rhino bogs down as the model gets more an more complicated with each internal step, I imagine.
The speed is not all that slow either, only 21 seconds for the Booleans themselves.
If you turn of Grasshopper preview meshing via the toolbar menu it should be significantly faster while you are tweaking the design.
To troubleshoot the slow Boolean, I went into Rhino and tried merely splitting the ring body with the prongs and that itself was just about as slow as the Boolean union, so Rhino is not being badass about it. Then I exploded the ring body and tried splitting just that with the prongs and it was *much* faster to operate on just that single surface! The black box reveals itself a bit.
In kind, splitting the prongs with that single surface was about the same speed as splitting it with the whole ring body, so no speed gain there.
But, to speed up your script, since we *cannot* in fact use parallel processing, we can instead manually create that prong surface by doing our own splits and using Grasshopper's natural order of parts, hopefully consistent, to get rid of the junk.
That prong surface is item 4 of an exploded object.
So I will mutually split them and tease out the good parts from the junk and then rejoin the parts, no Boolean union component needed.
First, I went into your prong cluster and removed the capping, so I have merely an open revolution surface instead of a polysurface, letting me access the surface trim command after quickly finding the BrepBrep intersection curves between the prongs and the single ring surface.
For that Boolean union step I'm down from 11 seconds to 4 seconds, but confusingly we added a second to the Boolean difference that follows:
It's fast since we are manually selecting junk instead of Rhino having to sort which is which, I imagine.
We still have a slow Boolean subtraction of the gems and holes from the finished ring body.
That's not simple so will remain slow and cannot be parallel processed since again there's a single main ring body being modified in each step, and nor are there simple pairs of split object to select from manually to discard junk.
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tema della modellazione parametrica con Grasshopper. Questa plug-in di Rhino consente di progettare, confrontandosi con un contesto evolutivo, attraverso la comprensione e l'utilizzo di parametri e componenti che influenzano la rappresentazione e la rendono dinamica componendo algoritmi. Nel corso verranno introdotte le nozioni base di Grasshopper approfondendo le metodologie della progettazione parametrica e le tecniche di modellazione algoritmica per la generazione di forme complesse.
Le informazioni teoriche saranno fornite in maniera accelerata ma organica e contestuale agli argomenti elencati. Per massimizzare i risultati, le lezioni saranno accompagnate da piccole esercitazioni pratiche.Argomenti trattati:- Introduzione alla progettazione parametrica: teoria, esempi, casi studio- Grasshopper: concetti base, logica algoritmica, interfaccia grafica- Nozioni fondamentali: componenti, connessioni, data flow- Funzioni matematiche e logiche, serie, gestione dei dati- Analisi e definizione di curve e superfici- Definizione di griglie e pattern complessi- Trasformazioni geometriche, paneling- Attrattori, image sampler- Data tree: gestione di dati complessiStrutturaIl corso ha una durata di 16 ore programmate nell'arco di 2 giornate con i seguenti orari: i giorni 10/11 e 11/11 dalle 10,00 alle 19,00 con pausa pranzo di un'ora.
PrerequisitiPer affrontare il corso è richiesta una conoscenza di base del software Rhino attraverso esperienze teoriche e pratiche. I partecipanti dovranno venire muniti di proprio laptop e con software Rhinoceros 5 o Rhinocero 4 perfettamente funzionanti.Alla fine del corso, verrà rilasciato l’attestato di partecipazione ad un corso qualificato certificato dalla McNeel, valido anche per l’ottenimento di crediti formativi universitari.
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