use Google's API, especially if you'd like to achieve a great quantity of data without overloading Google's servers.
I used a way to request data without overloading Google's servers by using a tiling method. Obviously, this component respects the limit of 2500 requests per day.
This is how the component works:
1) set one point and its coordinates
2) generate surfaces by using isotrim component (Basically, each sub-surface is a request)
3) set the number of division of each surface and the resolution of Google static maps
4) run, move points and generate surfaces with surface from points
5) apply textures to the surfaces
In the image below another small example:
I was thinking that this should be useful for wind simulation with Butterfly, maybe.
Best
Antonello…
and Grasshopper. Recently I tried doing some test project just to see what can I do. My target is to design a small house for an atom family. Though as you might think - it'll be a parametric one. And I encountered exactly what's in the title. So here it goes: 1. Something is wrong with the measuring units in the complex profiles. I met this problem while making I-beam. In ArchiCAD it had 127/76 mm while in Grasshopper i had 127000/76200mm so a little bigger. 2. I'm unable to turn off the preview. I mean when I delete something in Grasshopper/Rhino it still exists in ArchiCAD. I have to unlock it and then delete it. 3. Coordinates for points seem broken. They have to be multiplied 1000 times to match. 4. Now one of the most important. Is it possible to somehow SHOW Grasshopper where are already made in ArchiCAD objects. Even if they'll remain still. For example I want to make a parametrical roof. Do I have to model whole building from scratch in Grasshopper or is there some fast way to "import" existing scene so I can limit my work with Grasshopper only to parametrical one. 5. Is it possible to make "points" as controlling points in AC? Like, if I'd like to make a beam in a desired place which I will mark by that point and then I will "show" Grasshopper that point and tell it to make an object in there so I can control it within grasshopper. I tried ti do this using AC Control Point but when I click "Send changes" button, Grasshopper and Rhino crush immediately. It only happens then, with control points. 6. It seems that "move" component won't work with "2D curve" component connected directly. It is possible that some of those problems are outdated. I was playing around in Grasshopper a few months ago, before summer break, but now I plan to try something new and it would be nice to know what to do. I appreciate any answer to any of those questions. Please help, you guys, are my only hope. Thanks in advance! Karol…
t ''Morph'' turns Red saying ''Cannot morph from a degenerate box'' (image 2),
that's because every curve generates a box (image 3).
After what i check the Option ''Union'' box to make only one box for all the curves (image 4).
However, the result is aleatory and not accurate at all ... :/ (see image 6).I know you are developing Pufferfish and not ''Morph'' component, but recently you publish on instagram a video where i believe you could morph and Twist with success a collection of curves (please see image 7 and 8)...If you could give me a hint how that can be achieved, it would be awesome.(Piping/Meshing the curves with very small diameter will perhaps work and help for visualisation purposes, but i actually just need morphing Raw curves for fabrication purposes).Hope to read you very soon...Ghali,…
ack to .ghx?
This is in relation to a discussion I've been having with David Rutten & Scott Davidson about GH consuming memory in a relatively large GH definition (~. I think what I've learned from this is that one should limit the size of the GH file, or put some incremental stops in the definition to limit the length of calculations that it runs at once. Is this a valid conclusion?
The GH file we're talking about is 7Mb & the Rhino file is about 120Mb, but when working w/ the GH def. I try to only keep about 2 curves turned on.
Here's a summary of the discussion:
Hi Mike,thanks for sending it over. I've been fiddling with the file for about 10 minutes and it climbed from 1.7 GB to 1.9GB, but then I've been switching previews on which means more meshes get calculated so you'd expect a higher memory consumption. It is possible we're leaking memory, but if you're working for hours on end, memory fragmentation might also explain part of the increase. Basically, memory gets fragmented just like disks get fragmented after prolonged use, difference is that memory cannot be defragmented unless you restart the application and allow it to start with a clean slate. I'll try and find any leaks we may have missed in the past.Goodwill,David
──────────── David Rutten
On 09/03/2011 06:19, Mike Calvino wrote:
Thanks very much David for the quick response. I've attached the files zipped. I can't figure out what's doing it. After working in the file for awhile, the memory usage in the Windows Task Manager climbs . . . it's gotten to 1.57+Gb before I exited GH & Rhino5Wip & let it dissipate, then restart & work for awhile before it does it again. It probably takes like 4 or 5 hours before it gets that high. That's the highest it's gotten, & that only happened while I was working in a Rhino file that had all of the elements baked into it - turned off at least, but it still climbed to 1.57+Gb. It seems to climbs when you work in the file & move around in both the GH def. & the Rhino file. Like turn on a few of the Extr components at the right end of the "StandareRibExtuder" groups, you can watch the MemUsage go up, but when you turn them off, it does not go down. - goes up fast at this point. Maybe I need to figure out how to do the definition with fewer components, I'm sure that's part of it, but I must confess, I think I'm still early on in the learning curve.I really hope that this is not operator error on my part & I do apologize up front if it is. I have done a disk cleanup, I have tried excluding .3dm & .ghx files from my NOD32 antivirus, no change. I hope you can find something.Let me know if you have any trouble with the files.See if you find anything & please let me know . . . thanks!Cheers! --Mike CalvinoCalvino Architecture Studio, inc.www.calvinodesign.com
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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…
east make all our algorithms thread-safe, so they can all be called from multiple threads, this is the first step towards multi-threading.
But multi-threading is not just something you switch on or off, it's an approach. Let's take the meshing of Breps for example. Let's assume that at some point one or more breps are added to the document. The wireframes of these breps can be drawn immediately, but the shading meshes need to be calculated first. How do we go about doing this? Allow me to enumerate some obvious solutions:
We put everything on hold and compute all meshes, one at a time. Then, when we're done we'll yield control back to the Rhino window so that key presses and mouse events can once again be processed. This is the simplest of all solutions and also the worst from the users point of view.
We allow the views to be redrawn, mouse events and key presses to be handled, but we perform the meshing in a background thread. I.e. whatever processor cycles are left over from regular use are now put to work on computing meshes. Once we're done computing these meshes we can start drawing the shaded breps. This is a lot better as it doesn't block the UI, but it also means that for a while (potentially a very long time) our breps will not be shaded in the viewport. This approach is already a lot harder from a programming perspective because you now have multiple threads all with access to the same Breps in memory and you need to make sure that they don't start to perform conflicting operations. Rhino already does this (and has been doing for a long time) on a lot of commands, otherwise you wouldn't be able to abort meshing/intersections/booleans etc. with an Escape press.
So we can compute the meshes on the UI-thread or on a background thread. How about using our multiple cores to speed up the process? Again, there are several ways in which this can be achieved:
Say we have a quad-core machine, i.e. four processors at our disposal. We could choose to assign the meshing of the first brep to the first processor, the second brep to the second processor, the third brep to the third processor and so on. Once a processor is done with the meshing of a specific brep, we'll give it the next brep to mesh until we're done meshing all the breps. This is a good solution when multiple breps need to be meshed at once, but it doesn't help at all if we only need to compute the mesh for a single brep, which is of course a very common case in Rhino.
To go a level deeper, we need to start adding multi-threading to the mesher itself. Let's say that the mesher is set up in such a way that it will assign each face of the brep to a new core, then -once all faces have been meshed- it will stitch together the partial meshes into a single large mesh. Now we've sped up the meshing of breps with multiple faces, but not individual surfaces.
We can of course go deeper still. Perhaps there is some operation that is repeated over and over during the meshing of a single face. We could also choose to multi-thread this operation, thus speeding up the meshing of all surfaces and breps.
All of the above approaches are possible, some are very difficult, some are actually not possible if we're not allowed to break the SDK. A further problem is that there's overhead involved with multi-threading. Very few operations will actually become 4 times faster if you distribute the work across 4 cores. Often one core will simply take longer than the other 3, often the partial results need to be aggregated which takes additional cycles and/or memory. What this means is that if you were to apply all of the above methods (multi-thread the meshing of individual faces, multi-thread the meshing of breps with multiple faces and multi-thread the meshing of multiple breps) you're probably worse off than you were before.
--
David Rutten
david@mcneel.com
Poprad, Slovakia
* an example would be the z-sorting of objects in viewport prior to repainting, which is a step performed on every redraw as far as I know.…
t defined from the discussion of radiation exchange between urban surfaces and the sky in urban heat island research (See Oke's literature list below). It will be affected by the proportion of sky visible from a given calculation point on a surface (vertical or horizontal) as a result of the obstruction of urban geometry, but it is not entirely associated with the solid angle subtended by the visible sky patch/patches.
So, I think using "geometry way" to approximate Sky View Factor is not correct. Sky View Factor calculation shall be based on the first principle defining the concept: radiation exchange between urban surface and sky hemisphere:
(image extracted from Johnson, G. T., & Watson, 1984)
Therefore, I always refer to the following "theoretical" Sky View Factors calculated at the centre of an infinitely long street canyon with different Height-to-width ratios in Oke's original paper (1981) as the ultimate benchmark to validate different methods to calculate SVF:
So, I agree with Compagnon (2004) on the method he used to calculate SVF: a simple radiation (or illuminance) simulation using a uniform sky.
The following images are the results of the workflow I built in the procedural modeling software Houdini (using its python library) according to this principle by calling Radiance to do the simulation and calculation, and the SVF values calculated for different canyon H/W ratios (shown at the bottom of each image) are very close to the values shown in Oke's paper.
H/W=0.25, SVF=0.895
H/W=1, SVF=0.447
H/W=2, SVF=0.246
It seems that the Sky View Factor calculated from the viewAnalysis component in Ladybug is not aligned with Oke's result for a given H/W ration: (GH file attached)
According to the definition shown in this component, I assume the value calculated is the percentage of visible sky which is a geometric calculation (shooting evenly distributed rays from sensor point to the sky and calculate the ratio of rays not blocked by urban geometry?), i.e solid angle subtended by visible sky patches, and it is not aligned with the original radiation exchange definition of Sky View Factor.
I'd suggest to call this geometrically calculated ratio of visible sky "Sky Exposure Factor" which is "true" to its definition and way of calculation (see the paper on Sky Exposure Factor below) so as to avoid confusion with "The Sky View Factor based on radiation exchange" as discussed in urban climate literature.
Appreciate your comments and advice!
References:
SVF: definition based on first principle
Oke, T. R. (1981). Canyon geometry and the nocturnal urban heat island: comparison of scale model and field observations. Journal of Climatology, 1(3), 237-254.
Oke, T. R. (1987). Boundary layer climates (2nd ed.). London ; New York: Methuen.
Johnson, G. T., & Watson, I. D. (1984). The Determination of View-Factors in Urban Canyons. Journal of American Meteorological Society, 23, 329-335.
Watson, I. D., & Johnson, G. T. (1987). Graphical estimation of sky view-factors in urban environments. INTERNATIONAL JOURNAL OF CLIMATOLOGY, 7(2), 193-197. doi: 10.1002/joc.3370070210
Papers on SVF calculation:
Brown, M. J., Grimmond, S., & Ratti, C. (2001). Comparison of Methodologies for Computing Sky View Factor in Urban Environments. Los Alamos, New Mexico, USA: Los Alamos National Laboratory.
SVF calculation based on first principle:
Compagnon, R. (2004). Solar and daylight availability in the urban fabric. Energy and Buildings, 36(4), 321-328.
paper on Sky Exposure Factor:
Zhang, J., Heng, C. K., Malone-Lee, L. C., Hii, D. J. C., Janssen, P., Leung, K. S., & Tan, B. K. (2012). Evaluating environmental implications of density: A comparative case study on the relationship between density, urban block typology and sky exposure. Automation in Construction, 22, 90-101. doi: 10.1016/j.autcon.2011.06.011
…
what they really mean by that, as in what buttons to push, so I assume it's a Windows Path entry?
2.) Modify PATH
Add the install location on the path, this is usually: C:\Program File\IronPython 2.7
But on 64-bit Windows systems it is: C:\Program File (x86)\IronPython 2.7
As a check, open a Windows command prompt and go to a directory (which is not the above) and type:
> ipy -V PythonContext 2.7.0.40 on .NET 4.0.30319.225
Tutorial on setting a Windows environmental variable (path):
http://www.computerhope.com/issues/ch000549.htm
But this fails to point out that path contains many entries already separated by semicolons so if I merely add a new variable called "path" it's likely that I will destroy existing program function. There's no info on how to just tack on another entry, and the Windows 7 edit box doesn't even show the whole collection, but one item (!), so I copied the existing path into a text editor to see the whole collection successfully and added the C:\Program Files (x86)\IronPython 2.7 entry after an added semicolon, correcting for an Enthought page typo of no 's' on the end of "Program Files". I also checked the others and many pointed to old missing directories so I deleted those entries.
...and the test fails and "ipy" is not recognized as a command, even though the path now shows up using "path" in the Windows CMD window, that is if I copy all by right clicking and pasting the stuff into a text editor to really view it all. I can run it from the source directory just fine.
The rabbit hole was indeed deep. Using the Task Manager (control-alt-delete) to kill Explorer and then Run in the menu to restart "Explorer," along with restarting the Windows CMD window however, worked. I can now invoke Iron Python ("ipy") via command line from any directory. For the "path" I edited path in the System Variables and not the User Variables. No, you don't have to type that whole crazy line above just to test the path variable, just "ipy" (and control-Z to quite IronPython) in the CMD window invoked by typing "cmd" into the Start menu search box.
From the CMD line this step did work fine:
3.) ironpkg
Bootstrap ironpkg, which is a package install manager for binary (egg based) Python packages. Download ironpkg-1.0.0.py and type:
> ipy ironpkg-1.0.0.py --install
Now the ironpkg command should be available:
> ironpkg -h(some useful help text is displayed here)
But of course Step 4 fails, giving pages of what seem to be error messages;
C:\Users\Nik>ironpkg scipy
Traceback (most recent call last):
File "C:\Program Files (x86)\IronPython 2.7\lib\site-packages\enstaller\utils.
py", line 92, in write_data_from_url
File "C:\Program Files (x86)\IronPython 2.7\Lib\urllib2.py", line 126, in urlo
pen
File "C:\Program Files (x86)\IronPython 2.7\Lib\urllib2.py", line 397, in open
File "C:\Program Files (x86)\IronPython 2.7\Lib\urllib2.py", line 509, in http
_response
...
Why can't I just download Numpy as a normal file and thus also have it easy for other users to install it when they use my scripts? This is just crazy and lazy. The Enthought developer has turned this into a computer game, with a missing registration link and then the last step spits out errors with utterly no information on how to fix it manually.
This Step 4 error is covered here:
http://discourse.mcneel.com/t/trying-to-import-numpy-in-rhino-python-but-im-getting-this-error-cannot-import-multiarray-from-numpy-core/12912/16…
Added by Nik Willmore at 2:36pm on October 11, 2015
make quad mesh usable with Kangaroo and with limited inputs parameters in order to simulate funicular structures like "Vaulted Willow" or "Pleated Inflation" from Marc Fornes and the Verymany.
Here is a first attempt script.
As inputs there are :
Lines_in, just lines, no duplicates, on XY plane could have Z values, but the algorithm works on a , on XY plane could have Z values, but the algorithm works on a flat representation.
Tolerance is used to glue lines when points are closer than tolerance
Width is the half width of the “roads” going through the network
Angle is the shape of the ends of the roads, 0° means flat end, 180° a totally rounded end
Deviation is the shift generating spikes or enabling to generate pleated geometry
N_u is the number of subdivision along the “roads”, image above with 3 subdivisions on the roads
N_u is the number of subdivision across the “roads”
Zbool if false everything is flat, if true the mesh is in 3d, best with angle = 180° or -180°
For the outputs there is the topology of the network (like Sandbox)
As outputs geometry are put on datatree, each branch represent a path on the road, above 3 paths, which are brep output.
Adding a diagonal there are now 4 paths so 4 branches
The mesh M goes with F which are fixed points, anchor in Kangaroo.
U and V are lines in datatree, there will be used as spring in Kangaroo, U above
This script could be used to draw sort of roads, like in here https://codequotidien.wordpress.com/2013/03/22/hemfunction/
But the primary purpose is to do that.
…