tc).
My question is, how can I add a Jitter components to them to make randomized sorts in each pathes - but different shuffling pattern in each pathes?
Thanx!
//Well I can make it split by manually, when I'm creating it with Split List components with a lot of intervals but that does not seem like parametric, cause each time I made changes in the number of points I have to change the intervals and the number of the split list components - BUT with this "solution" I make it easily radomized.…
Added by Peter Varo at 6:26pm on September 17, 2009
s and I want to use galapagos to optimize walking distance between the fixed spaces and rooms around them.
I have a few questions:
1. How can I assign a minimum distance of 35' between the fixed spaces and rooms around them?
2. How can I assign a minimum distance of 15' between rooms?
3. Now I just used one of the fixed space to optimize walking distance, how can I implement both of them in the model?
I really appreciate your help and support.
Best,
Adeleh
…
Added by adeleh nejati at 1:05pm on November 23, 2013
a GC vs GH discussions.
Anyhow this is interresting , I ve been using both, the whole architecture studio has been working with Bentley for 15 years. I have been working with GH for 2 years , rhino 5 years now, and I am often stuck but It allowed me to achieve things (working with Prikzer architects) that could be done so quiclky and so easily.
I think GH is much more intuitive. And what call ayg011 a toy for student is now building real Tower and Stadium.
--------------------------------
I still trying to figure out how to rotate randomly with a right angle my bricks :)
Sorry I´ll make sure to think twice next time.
…
about it.
2. Nick's comment below got me thinking about unit testing for clusters. Being able to work will data flowing in from outside the cluster or having multiple states to test against could be really cool. Creating definitions that were valid across a general cross section of possible input parameters was a significant issue for us. It was all too easy to write the definition as if we were drawing (often we were working from sketches) and then have it fail when the input parameters changed slightly.
4. I wasn't thinking about threading the solver itself. I was thinking along the lines of some IDEs that I've seen which compile your project while you type it. I know that threading within components and at the rhinocommon-level is a freaking hard problem that has been discussed at length already. (although when, 5-10 years from now, it's finished it will be very cool)
Let's say the solver is threaded and the canvas remains responsive. As soon as you make a change to the GH file, the solver needs to be terminated as it is now computing stale data.
What if the solver was a little more atomic and like a server? A GH file is just a list of jobs to do with the order of the jobs and the info to do them rigidly defined - right? The UI could pass the solver stuff to do and store the results back in the components on a component by component basis (i have no idea what the most efficient way to do this is in reality - I'm just talking conceptually) this might even allow running multiple solvers to allow for at least the parallelism the might be built into a given GH file to be exploited (not within components but rather solving non-interdependent branches of components simultaneously). This type of parallelism would more than make up for the performance hit you alluded to for separating the UI and the solver (at least for most of the definitions i write).
I was imagining a couple of scenarios:
a) Writing a parallel module: solver starts chewing away - you see it working - you know it's done 1/3 of the work - if you have something to do at that point you could connect up to some of the already calculated parameters and write something in parallel to the main trunk which is still being solved.
b) Skipping modifications: you need to make a series of interventions at different intervals along a section of code. Sure you could freeze out that bit of a section of down steam code and make modifications so you can observe the effects more quickly. Unfreeze a bit more and repeat etc. etc. until your done and then unfreeze that big chunk at the end to make sure you haven't blown anything up. Just letting it resolve as far as it can while you sit there waiting for inspiration seems a lot more intuitive to me though.
On a file which takes 15 minutes to solve that's no big deal, but you certainly don't want to be adding a 20 millisecond delay to a solution which only takes 30 milliseconds.
You also wouldn't notice it at that point :-) perhaps for things where it would really make a difference, like Galapagos interactivity, it could be disabled - or could the existing "speed" setting just digest this need? Since the vast majority of time that Gh is solving is on files under active development not on finished code, i think qualitative performance is probably more important that quantitative performance (again with cases like Galapagos needing to be accommodated). In our case the code only had to "work" once since its output went to a cnc machine to make a one off project and it didn't really matter if it took 15 seconds or 15 hours for the final run.
Lastly, I have no way to predict how long a component is going to take. I can probably work out how far along in steps a component is, but not how far along in time.
that's ok, from a user point of view, just seeing a percentage tick along once in a while would be nice reassurance that the thing is just slow and has not, in fact, crashed. Maybe there could be two modes of display: the simple percentage version for unpredictable code and, for those of us able to calculate the time taken for our algorithm based on the number of input parameters, a count down in seconds or minutes or whatever.
I think a good place to start with these sort of problems is to keep on improving clusters, ... etc etc
i totally agree.
…
Added by Dieter Toews at 7:53pm on September 4, 2013
n distintos procesos de diseño, se explicaran los conceptos básicos para abordar un proyecto de diseño.
Se utilizara el entorno de Rhinoceros + grasshopper + weaverbird como herramientas de diseño, no es necesario tener conocimiento previos de los programas, únicamente manipular algún programa CAD.
Instructores:
Arq. Luis de la Parra
Arq. Daniel Camiro
Arq. Pablo A Ontiveros
Fechas:
Martes 19
Miércoles 20
Jueves 14
Viernes 15
Sábado 16
Fecha límite de Pago: Viernes 15 de Junio del 2012
Importante:
Todos los niveles de experiencia son bienvenidos el único requisito es tener un entendimiento básico de los programas CAD y una actitud positiva hacia el aprendizaje de dichas herramientas. Necesitas llevar una laptop, nosotros te instalamos los programas de prueba.
Si planeas venir de fuera de la ciudad avísanos y te pondremos en contacto con otras personas que también vayan a hacerlo para en caso de desearlo puedan compartir su lugar de estancia.
Para mayor informacion
mendoza@chidostudio.com
http://www.facebook.com/Chidostudio
Todos los mails se responden en un máximo de 24 horas.
Muchas gracias por tu interés saludos…
ceros TrainerProgramma:Metodologie di modellazione algoritmica e parametrica nel campo architettonico, strutturale e della fabbricazioneConcetto di AAD (Algorithm Aided Design)Grasshopper e la modellazione parametricProblemi di Form FindingDigital Fabrication e gestione dell’abaco dei pezziCase Study: nuovo stadio “Friuli” di UdineINGRESSO LIBEROInfo e pre-registrazione:info@mandarinoblu.com…
ad something to do with total internal reflection. Since Radiance is a stochastic ray tracing engine, there will always be some rays that undergo total internal reflection.
I once had an online discussion with Greg Ward about this. I am pasting the relevant excerpt below:
Is there a way to debug or track a rendering processes during runtime ie to know if it will render at all ? Secondly, is there a likelihood of something like total internal reflection happening and light rays not escaping ?
Sarith (Sep 30 '15)
1
The progress reports are the best way to make sure that the renderings are progressing, which they seemed to be doing until they got killed. Even in cases where total internal reflection prevents rays escaping, the tracing will hit some limit (either -lw or -lr and setting both to 0 will give an error) to prevent an infinite loop. Believe me, if there were any infinite loops in Radiance, people would be complaining about it!
GregWard (Sep 30 '15)
So even though the calculations don't go till infinity, they might consume(or demand) more resources than available. Although the glass primitive in Radiance is also a dielectric, it isn't as resource intensive as it is assumed to be very thin and therefore optimized. Trans is another material which seems to be resource hungry.
…
.0004. [1 of 7] Writing simulation parameters...5. [2 of 6] No context surfaces...6. [3 of 6] Writing geometry...7. [4 of 6] Writing materials and constructions...8. [5 of 7] Writing schedules...9. [6 of 7] Writing loads and ideal air system...10. [7 of 7] Writing outputs...11. ...... idf file is successfully written to : c:\ladybug\unnamed\EnergyPlus\unnamed.idf12. 13. Analysis is running!...14. c:\ladybug\unnamed\EnergyPlus\eplusout.csv15. ......
Done! Read below for errors and warnings:
16. 17. Program Version,EnergyPlus, Version 8.2.7-777c1f8d79, YMD=2015.02.28 16:09,IDD_Version 8.2.718. 19. ** Warning ** IP: Note -- Some missing fields have been filled with defaults. See the audit output file for details.20. 21. ** Warning ** Version: in IDF="'8.2.7'" not the same as expected="8.2"22. 23. ** Warning ** ManageSizing: For a zone sizing run, there must be at least 1 Sizing:Zone input object. SimulationControl Zone Sizing option ignored.24. 25. ** Warning ** ManageSizing: For a plant sizing run, there must be at least 1 Sizing:Plant object input. SimulationControl Plant Sizing option ignored.26. 27. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=F73533B3C6894C67936B_GLZP_1228. 29. ** ~~~ ** Opening Surface creating error=F73533B3C6894C67936B_GLZP_12_GLZ_1230. 31. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=F73533B3C6894C67936B_GLZP_2532. 33. ** ~~~ ** Opening Surface creating error=F73533B3C6894C67936B_GLZP_25_GLZ_2534. 35. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=F73533B3C6894C67936B_GLZP_2836. 37. ** ~~~ ** Opening Surface creating error=F73533B3C6894C67936B_GLZP_28_GLZ_2838. 39. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_940. 41. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_9_GLZ_942. 43. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_1044. 45. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_10_GLZ_1046. 47. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_1148. 49. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_11_GLZ_1150. 51. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_1552. 53. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_15_GLZ_1554. 55. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_2456. 57. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_24_GLZ_2458. 59. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_2560. 61. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_25_GLZ_2562. 63. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_3064. 65. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_30_GLZ_3066. 67. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_3268. 69. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_32_GLZ_3270. 71. ** Severe ** GetHTSubSurfaceData: Surface Openings have too much area for base surface=4BDFD67E6D0E486796CC_GLZP_3472. 73. ** ~~~ ** Opening Surface creating error=4BDFD67E6D0E486796CC_GLZP_34_GLZ_3474. 75. ** Warning ** GetSurfaceData: Very small surface area[2.94495E-004], Surface=F73533B3C6894C67936B_GLZP_076. 77. ** Warning ** GetSurfaceData: Very small surface area[3.84753E-004], Surface=F73533B3C6894C67936B_GLZP_178. 79. ** Warning ** GetSurfaceData: Very small surface area[9.16905E-004], Surface=F73533B3C6894C67936B_GLZP_380. 81. ** Warning ** GetSurfaceData: Very small surface area[4.96186E-004], Surface=F73533B3C6894C67936B_GLZP_482. 83. ** Warning ** GetSurfaceData: Very small surface area[2.37373E-005], Surface=F73533B3C6894C67936B_GLZP_684. 85. ** Warning ** GetSurfaceData: Very small surface area[6.35824E-004], Surface=F73533B3C6894C67936B_GLZP_786. 87. ** Warning ** GetSurfaceData: Very small surface area[5.86549E-004], Surface=F73533B3C6894C67936B_GLZP_888. 89. ** Warning ** GetSurfaceData: Very small surface area[7.63765E-004], Surface=F73533B3C6894C67936B_GLZP_1090. 91. ** Severe ** GetSurfaceData: Zero or negative surface area[-8.09566E-004], Surface=F73533B3C6894C67936B_GLZP_1292. 93. ** Warning ** GetSurfaceData: Very small surface area[1.51701E-004], Surface=F73533B3C6894C67936B_GLZP_1394. 95. ** Warning ** GetSurfaceData: Very small surface area[9.29917E-004], Surface=F73533B3C6894C67936B_GLZP_1596. 97. ** Warning ** GetSurfaceData: Very small surface area[2.94451E-004], Surface=F73533B3C6894C67936B_GLZP_1698. 99. ** Warning ** GetSurfaceData: Very small surface area[8.03294E-004], Surface=F73533B3C6894C67936B_GLZP_17100. 101. ** Warning ** GetSurfaceData: Very small surface area[6.83026E-004], Surface=F73533B3C6894C67936B_GLZP_18102. 103. ** Warning ** GetSurfaceData: Very small surface area[9.29917E-004], Surface=F73533B3C6894C67936B_GLZP_20104. 105. ** Warning ** GetSurfaceData: Very small surface area[3.19851E-005], Surface=F73533B3C6894C67936B_GLZP_21106. 107. ** Warning ** GetSurfaceData: Very small surface area[7.63765E-004], Surface=F73533B3C6894C67936B_GLZP_23108. 109. ** Severe ** GetSurfaceData: Zero or negative surface area[-4.05899E-004], Surface=F73533B3C6894C67936B_GLZP_25110. 111. ** Warning ** GetSurfaceData: Very small surface area[6.35824E-004], Surface=F73533B3C6894C67936B_GLZP_27112. 113. ** Severe ** GetSurfaceData: Zero or negative surface area[-9.91146E-004], Surface=F73533B3C6894C67936B_GLZP_28114. 115. ** Warning ** GetSurfaceData: Very small surface area[2.70158E-004], Surface=F73533B3C6894C67936B_GLZP_29116. 117. ** Warning ** GetSurfaceData: Very small surface area[3.22781E-004], Surface=F73533B3C6894C67936B_GLZP_30118. 119. ** Warning ** GetSurfaceData: Very small surface area[4.67821E-004], Surface=F73533B3C6894C67936B_GLZP_33120. 121. ** Warning ** GetSurfaceData: Very small surface area[3.22737E-004], Surface=F73533B3C6894C67936B_GLZP_34122. 123. ** Warning ** GetSurfaceData: Very small surface area[2.65634E-004], Surface=4BDFD67E6D0E486796CC_GLZP_0124. 125. ** Warning ** GetSurfaceData: Very small surface area[4.70736E-004], Surface=4BDFD67E6D0E486796CC_GLZP_1126. 127. ** Warning ** GetSurfaceData: Very small surface area[3.42507E-004], Surface=4BDFD67E6D0E486796CC_GLZP_3128. 129. ** Warning ** GetSurfaceData: Very small surface area[5.89276E-004], Surface=4BDFD67E6D0E486796CC_GLZP_4130. 131. ** Warning ** GetSurfaceData: Very small surface area[1.91146E-004], Surface=4BDFD67E6D0E486796CC_GLZP_6132. 133. ** Warning ** GetSurfaceData: Very small surface area[9.71205E-004], Surface=4BDFD67E6D0E486796CC_GLZP_7134. 135. ** Warning ** GetSurfaceData: Very small surface area[4.34494E-004], Surface=4BDFD67E6D0E486796CC_GLZP_8136. 137. ** Severe ** GetSurfaceData: Zero or negative surface area[-3.60159E-004], Surface=4BDFD67E6D0E486796CC_GLZP_9138. 139. ** Severe ** GetSurfaceData: Zero or negative surface area[-1.11946E-004], Surface=4BDFD67E6D0E486796CC_GLZP_10140. 141. ** Severe ** GetSurfaceData: Zero or negative surface area[-3.41257E-004], Surface=4BDFD67E6D0E486796CC_GLZP_11142. 143. ** Severe ** GetSurfaceData: Zero or negative surface area[-8.21483E-005], Surface=4BDFD67E6D0E486796CC_GLZP_15144. 145. ** Warning ** GetSurfaceData: Very small surface area[2.65716E-004], Surface=4BDFD67E6D0E486796CC_GLZP_16146. 147. ** Warning ** GetSurfaceData: Very small surface area[4.84044E-004], Surface=4BDFD67E6D0E486796CC_GLZP_17148. 149. ** Warning ** GetSurfaceData: Very small surface area[7.12297E-004], Surface=4BDFD67E6D0E486796CC_GLZP_19150. 151. ** Warning ** GetSurfaceData: Very small surface area[6.14324E-004], Surface=4BDFD67E6D0E486796CC_GLZP_22152. 153. ** Warning ** GetSurfaceData: Very small surface area[8.88887E-004], Surface=4BDFD67E6D0E486796CC_GLZP_23154. 155. ** Severe ** GetSurfaceData: Zero or negative surface area[-9.89060E-004], Surface=4BDFD67E6D0E486796CC_GLZP_24156. 157. ** Severe ** GetSurfaceData: Zero or negative surface area[-1.14849E-003], Surface=4BDFD67E6D0E486796CC_GLZP_25158. 159. ** Warning ** GetSurfaceData: Very small surface area[4.00479E-004], Surface=4BDFD67E6D0E486796CC_GLZP_27160. 161. ** Warning ** GetSurfaceData: Very small surface area[6.63061E-005], Surface=4BDFD67E6D0E486796CC_GLZP_28162. 163. ** Warning ** GetSurfaceData: Very small surface area[1.09018E-004], Surface=4BDFD67E6D0E486796CC_GLZP_29164. 165. ** Severe ** GetSurfaceData: Zero or negative surface area[-2.49326E-005], Surface=4BDFD67E6D0E486796CC_GLZP_30166. 167. ** Severe ** GetSurfaceData: Zero or negative surface area[-3.17446E-004], Surface=4BDFD67E6D0E486796CC_GLZP_32168. 169. ** Warning ** GetSurfaceData: Very small surface area[8.60686E-004], Surface=4BDFD67E6D0E486796CC_GLZP_33170. 171. ** Severe ** GetSurfaceData: Zero or negative surface area[-2.48515E-005], Surface=4BDFD67E6D0E486796CC_GLZP_34172. 173. ** Fatal ** GetSurfaceData: Errors discovered, program terminates.174. 175. ...Summary of Errors that led to program termination:176. 177. ..... Reference severe error count=24178. 179. ..... Last severe error=GetSurfaceData: Zero or negative surface area[-2.48515E-005], Surface=4BDFD67E6D0E486796CC_GLZP_34180. 181. ************* Warning: Node connection errors not checked - most system input has not been read (see previous warning).182. 183. ************* Fatal error -- final processing. Program exited before simulations began. See previous error messages.184. 185. ************* EnergyPlus Warmup Error Summary. During Warmup: 0 Warning; 0 Severe Errors.186. 187. ************* EnergyPlus Sizing Error Summary. During Sizing: 2 Warning; 0 Severe Errors.188. 189. ************* EnergyPlus Terminated--Fatal Error Detected. 41 Warning; 24 Severe Errors; Elapsed Time=00hr 00min 1.51sec190.…
resting make a challenge of games between all the community. Look here.
To all of us like games. There are many ways to make it, and isn't something that takes a long time. Essentially only need a good idea.
Therefore, if you want to participate, you will be subject to these rules:
1. You must publish the Grasshopper definition, without cluster with passwords. 2. Can not compete with a file already published. 3. May judge the whole community, but once finished the date of delivery and they must follow these bonuses:
- Playability. More entertaining, better.
- Originality. Classic, modern or new games adapted to Gh. - Divergence. Thinking differently, usual components used for other reasons. - Master. If you learn from its definition, reward it. - Simplicity. Not necessarily less components, rather a clear logic.
- Smoothness. Should be quick, no need to rent a supercomputer.
The deadline is November 30. From 1 to December 15, all we can score / value, with 3, 2 and 1 points to the first, second and third respectively. Who has the highest score on 16, wins the challenge.
Good luck! …
a little confusing in the first place. Reorient is meant for geometry not planes. If you reorient a plane to another plane, all you get is the plane you orient to (ignoring the numerical inaccuracies). Your example might be meant for demonstration purposes, though...
If you reorient a plane with very little deviation from WorldXY to WorldXY, the deviation will gradually get smaller until it is shifted out of existence, because input and output data is off by more than those roughly 15 digits. Imagine you only have 4 digits. You try to add up a lot of 0.001. Once you reach, 10.00 another 0.001 doesn't matter. The result can only be 10.00. Even with 15 digits not all numbers can be added or multiplied with a valid result. This is when off planes "degenerate" to WorldXY.
The combined transform will first combine all transforms, which doesn't introduce any errors for your simple action. This results in a single "Orient to WorldXY". This essentially cancels out two of the three orientations and gets you the result of just one.in Theory it doesn't matter if you add A to B and C or the other way around. In limited computer math, the order does matter.
Now all this is technically a "bug" in the display logic. "WorldXY" will only be displayed when all axes do exactly match WorldXY, ignoring all that tolerance stuff.
Other components will pay attention to tolerance. Like Planarity will return true, even if the cruve isn't exactly planar. Here's a little example for you to play with.
…