robablemente las uniones son forzadas/rotadas levemente para que calcen.
Probablemente se puede variar el angulo de 90° entre cada pieza a un angulo que permita crear el octagono perfecto, pero habría dos posibilidades de giro entre cada pieza.
Tal vez el problema hay que repensarlo desde el octagono/poliedro que forman los triangulos en el modelo y luego generar los triangulos.
Bueno aca mi definicion y algunos comentarios:
- Hoopsnake pide una condicion inicial que solo la utiliza en la primera iteracion (input S).
- Luego hay que definir el algoritmo reiterativo/recursivo que es toda la parte de abajo. Como input se utiliza el output S de hoopsnake (en la primera iteracion es la misma informacion que ingresaste en S).
El resultado de este algoritmo/proceso vuelve a ingresar a hoopsnake en el input D para una nueva iteración.
- El output H es el historial de toda la geometria/datos procesados en las iteraciones.
Ahora te explico el algoritmo:
- Se toma el triangulo y se sacan los puntos en las esquinas.
- Se revisa si los puntos estan contenidos en otro triangulo existente y hago cull para dejar los libres (ocupo el output H del hoopsnake para ver los triangulos de las iteraciones anteriores). En la primera iteracion hago un bypass para dejar todos los puntos iniciales libres (ya que no hay historial en el hoopsnake).
- La parte de abajo es para elegir una de las dos opciones max disponibles (tu comentaste arriba que habia tres opciones... en realidad son tres opciones en la inicial, luego son solo dos opciones. No se que va a pasar si se se completa el octagono, teoricamente habría solo 1 opcion disponible, pero no pude reproducirlo por el problema geometrico).
A modo de ejemplo, en la imagen le deje todas las opciones disponibles y conecte directamente (dos para el triangulo) para tratar de generar los octagonos.
- La parte final es simple, desde el centro del triangulo se genera una linea hacia las opciones disponibles para generar un plano perpendicular para la simetria y luego se rota en 90° (que creo debería ser otro angulo). Puedes mover el slider del plano perpendicular para generar la interseccion deseada en los triangulos (0.5 para interseccion completa).
Como ya te indicaron, yo tampoco hice el tema de las areas.. pero deberia ser simple en mi definición: Calculas el area del output H (triangulos), aplicas flatten, mass addition y si el numero resultante es mayor al area de la placa que quieres, debería generar un valor falso que va en el input B de hoopsnake.
Sorry que no haya ocupado tu definicion, pero ocupe un grasshopper antiguo y ademas ya había solucionado un problema similar con un alumno el semestre pasado, asi que realicé lo que me acordaba :D
Saludos y suerte!
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nputs to run (please refer to the image)
Currently, here is how I set the data:
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager) { //Create default size
double defaultBaySize = 0; pManager.AddTextParameter("LotLib", "Llib", "Lot Library", GH_ParamAccess.tree); pManager.AddCurveParameter("BoundaryCrv", "BC", "Boundary Input", GH_ParamAccess.list); pManager.AddIntegerParameter("Direction", "D", "Direction of gridLines", GH_ParamAccess.item, 0); pManager.AddNumberParameter("CCsize", "S", "Distance from column to column", GH_ParamAccess.item, defaultBaySize); pManager.AddCurveParameter("GridCrv", "GC", "Take in curves input for gridlines", GH_ParamAccess.list);
}
protected override void SolveInstance(IGH_DataAccess DA) {/* Setup */ GH_Structure<GH_String> LotLib = new GH_Structure<GH_String>(); DA.GetDataTree(0, out LotLib); List<Curve> BoundaryCrv = new List<Curve>(); if(!DA.GetDataList(1, BoundaryCrv)) { return; } int Direction = 0; DA.GetData(2, ref Direction); double CCsize = 0; DA.GetData(3, ref CCsize);
List<Curve> GridCrvs = new List<Curve>(); DA.GetDataList(4, GridCrvs); if (!DA.GetDataList(4, GridCrvs)) { return; }}
Is there a way can set data in the way if the component does not receive inputs for BoundaryCrv but only GridCrvs, the BoundaryCrv List will empty.
Thank you very much …
t, you can see 6 (+) signs with what you can add (A,B,C,P,Q,R).
Let's say you add A = 90 and B = 50.
Now you can't add the third angle (cause its 180-(50+90) = C output).
What you can add at the moment is P,Q,R.
You choose to add P = 10.
There is no more a possibility to add Q and R.
All component outputs now give us the data.
2. Triangle with P,Q,R
When you zoom the component, you can see 6 (+) signs with what you can add (A,B,C,P,Q,R).
Let's say you add P = 15, Q = 20.
Now if you add R, the component's outputs all the angles and edge lengths.
If R > P+Q then component throws warning. (> or >= ?)
You cannot add A,B or C anymone.
3.Triangle with P,Q and C
When you zoom the component, you can see 6 (+) signs with what you can add (A,B,C,P,Q,R).
Let's say you add P = 15, Q = 20.
Now if you add C (angle), the component's outputs all the angles and edge lengths.
You cannot add A,B or R anymone.
To make it all easier, disable the possibility to internalize the data.
Tolerance issue... Maybe round the angles always to floor , with 0.1 precision ?
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We are posting a few experiments, created with the work-in-progress RABBIT 0.2. We plan to release it within a week or two…
RABBIT 0.2 has a lot of new features:…
Added by Morphocode at 8:42am on February 23, 2010
Introduction to Grasshopper Videos by David Rutten.
Wondering how to get started with Grasshopper? Look no further. Spend an some time with the creator of Grasshopper, David Rutten, to learn the
nd linear/planar tectonics. Within this new field of investigation, the Stuttgart VS will be researching into novel techniques of material mixtures and grading, associative design and double curvature surface generation.
For the second cycle of this exploration we will be based at the Institute for Lightweight Structures and Conceptual Design (ILEK) at the University of Stuttgart. Drawing from the Institute’s long history of experimentation and research on tensile structures instigated by Frei Otto in the 1960s and conducted at present by Werner Sobek, this year we will be focusing on the design and fabrication of materially graded membranes, as well as the application of UHPC and FGC on fabric formworks. The workflow followed will be divided into two stages:
1. Computing Membranes: Computational form finding methods will be taught by professional engineers and architects from ILEK and str.ucture GmbH. The aim will be to utilise the latest software technologies to form find membranes for textile structures, or fabric formworks for complex concrete structures. The results will be evaluated against criteria such as internal air pressure, as well as asymmetric and wind loading. The outcome of this research will inform the material grading procedures (i.e. changing the stiffness, thickness or porosity of the membranes themselves, or the consistency of the concrete poured into the formworks) that will follow in stage two.
2. Fabricated Grading: The digitally computed membranes or formworks will eventually be fabricated physically, utilising the workshop and robotic fabrication facilities at ILEK. The objective will be to rethink conventional research on tensile and concrete structures as isotropic constructs, by customising attributes such as materiality, reinforcement, rigidity, translucency, patterning, and porosity among others. The final, graded prototypes will be made up of mixtures of materials, all accurately engineered to respond to variable environmental, structural and aesthetic criteria, in essence forming multi-material structures that have finally caught up with the latest material developments.
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Teaching team consisting of AA diploma tutors and ILEK and str.ucture GmbH engineers.
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Computational skills tuition on Grasshopper, Rhino Membrane, and Karamba.
Lectures series by leading academics and practitioners in architecture and engineering.
Fabrication of functionally graded membrane and/or concrete structures.
Eligibility
The workshop is open to current architecture and design students, PhD candidates and young professionals. Software Requirements: Rhino (SR7 or later) and Grasshopper.
Fees
The AA Visiting School requires a student fee of £595 and a young professional fee of £895 per participant, which includes a £60 Visiting membership fee.
The deadline for applications is 10 July 2017.
For more information, please visit:
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For inquiries, please contact:
mixedmatters@aaschool.ac.uk…
es has guided me in a - what I once thought - specific path within architecture, but recent discoveries (like the Grasshopper-community etc.) have learned me that the field of digital and parametric architecture is so-to-speak alive and kicking. This is also the main subject I would like to write my thesis about. It is however mainly the subject and defining its boundaries – what do I really want to explore and research? – which is the most difficult factor at this time.
A concrete idea is non-existant, and my current visions will probably be redirected when I have a first meeting with the promotors in February. Moreover there is the knowledge that it is impossible to make a thesis at the institute in Antwerp on no matter what subject in the world of digital architecture. Understandably too, it’s a small world and does not always result in realised projects, but in impressive imagery. At this moment however, I am thinking of two possible research fields to focus on.
In a first option the focus might lie on how digital design tools can be used to bring a certain aspect of interactivity to building facades. Such interactivity can occur both in the design phase and throughout the use of the building. The first scenario, in which the interactivity occurs when designing, I would focus on how the designer can shape a building’s outer perspective in function of environmental parameters: obstacles, elements that block sunlight from entering the building, visually important landmarks, etc. It should be noted however that focus will mostly lie on the design element, and less on the energy-efficiency and sustainability. Tools that will be researched would include Grasshopper, Rhino Scripting, Processing and ParaCloud.
A second possible approach could be categorized under both Swarm Intelligence and Generative Design and might study how the aforementioned digital techniques might be implemented in the new urbanism. We notably see more (innovative) interventions in which the design and planning is heavily influenced by movement patterns and morphogenetic parameters and functions. Based on the outcome of these scripted techniques, designers tend to work towards a proposal which answers a certain urbanistic issue.
All additional insights, guidelines, tips, comments are more than welcome in order to help me define the scope of my thesis subject. I must admit I am pretty new to this digital design world (it is not actively promoted at my home university, but it is promoted at the university where I am studying for one year now) and thus have limited experience at the time of writing.
Please also feel free to check out the blog post concerning this topic, which is a little more elaborate: http://nielswouters.be/thesis-digital-design-english/
Thanks for all your help!
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ned' as this is kind of unknown to me, which is why I wanted to look for a tool or script that might generate some geometry between the two. The fundamental principle is that the input meshes must retain 90+% of their original geometry (ie not deformed into an approximated wrapped shape) but be joined together by some sort of mesh geometry which acts as a link between the two shapes. The form for this could be highly abstract and doesn't need to conform to any parameters other than allowing the original meshes to be highly visible. I hope that makes sense, it may only be clear in my mind now that I have pursued it this far!With regards to the geometry wrapper, I found the example file that you sent us and attempted to plug in similar variables with my meshes, however the values returned by the geometry wrapper are constantly zero, no matter what I seem to change. I am currently plugging the mesh into a bounding box, which forms the box for both the geometry wrapper and iso surface and then inputting integers for the remaining parameters, though I'm not quite sure what actions these are performing. Would it help if I could send you my definition? I'm currently trying to internalise my meshes, though my rhino keeps crashing when I try! If you aren't able to follow any of the above let me know and I'll try and put together some simple diagrams that may explain it better.
Thanks,
Tom…
Added by Tom Jelley at 3:28pm on November 12, 2014
unique properties (color, UV map, vertex normal) the vertex is duplicated. So if you weld a mesh using the weld command with an angle tolerance of more than 90 degrees you're left with a box with 6 faces and 8 vertices.
It's quite a common way to describe meshes, Also the way your graphics card consumes meshes, so there's little CPU processing needed to process the meshes and feed them to the graphics card. If it's hard drive space you're worried about, there may be some compression possible. Apart from primitives, I don't know a geometry that do not represent a box by having four faces (including maya's polygons).
A mesh is considered closed when there are no naked edges. So for boxes this does not return false. I assume that internally spatial queries are used (or perhaps a check if the vertices are exactly the same)(see https://github.com/mcneel/rhinocommon/blob/master/dotnet/opennurbs/opennurbs_mesh.c )
Conclusion: If you want faces to show as having a (semi) creased edge, you'll have a vertex direction for each vertex.
However, if your goal is to make gears, I'd skip the whole part of creating meshes, and leverage Breps and extrusions to create the geometry, or using Extrusion (the geometry) might be a solution to create lightweight geometry, and forget about creating meshes yourself.
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