them can be addressed before winter.
Bugs:
. Vector preview is great, but it doesn't refresh (clear) when you disconnect components. You must delete the component or reconnect to refresh the vector previews.
. When passing values through a note pad, note pad fails to update continuously. Moving the notepad updates the display.
. Cannot pass a notepad integer into an fx1
. Point preview in RH5 appears as large red blocks, not as red crosses. (This is an old bug, may have been fixed with RH5 update in the meantime.)
. After adjusting Graph in dialog box, graph appears to be a solid grey object until moved.
. After copying and pasting, a lot of components are broken, return nulls. Requires reconnect to recompute (haven't had this problem in a while, will see if I can find a file that recreates it)
. BIG ONE: Loading a graph mapper with a file not found creates broken file... graph mapper disappears off canvas and the output wire appears turns orange and appears to be coming from the 0,0 pixel of the canvas. This happens any time you try to port a .ghx file to another system with different drive letters/paths, etc.
Wish list:
Mass addition for vectors
Interactive domain control for Image Sampler (like with Gradient Mapper)
Allow Addition Component to handle String values (A + B = AB)
BIG ONE: Request Override for Icon display for Parameters, Wireless receiver, and script components if you change the name
BIG ONE: Add new behavior for Stream Filter and Stream Gate: Allow multiple index numbers. The Index number picks the value/object in the corresponding index position in the selected list.
For instance:
List 0: A, B, C, D, E
List 1: 1, 2, 3, 4, 5
List 2: .1, .2, .3, .4, .5
Index Stream: 0, 2, 2, 1, 1, 2, 1, 0, 1
Results: A, .2, .3, 4, 5 (This is new behaviour and more useful than Weaving)
I have attached a GHX that includes VB components that do this, but it would be better to have GH components with I/O manager options and data matching behavior, etc.
Thanks,
Marc Syp
Knowlton School of Architecture
The Ohio State University
Columbus, OH…
curves A and B.
For each point pA on curve A,
you need the corresponding tangent vector tA on curve A, and the lists of "cone" vectors pB(j)-pA and tangent vectors tB(j) on curve B. so you have three vectors tA, tB(j) and AB(j)
these three vectors define a parallelogram thas varies along j
3d determinant of the three vectors above gives you the volume of this parallelogram. When 3dDet = 0 then it means it's flat, the vectors are coplanar. Thats what we're looking for.
So you just need to plot the curve 3Ddet = f(pB) , still for each point on A
'pB is the parameter here'
graphically solve these cuves to find the zeros and you feed back the resulting parameter in curve B. draw te line, done.
You can manage double solutions or cusps directly on the plot by using clostest point and >= conditions to kill unwanted results.
I do it twice, from crv A to crrv B and from B to A to make sure I catch start and end generatrices each time.
The videos you posted are interesting. I don't understand how it works with just 2 slider to tune the curves.
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as passing this extra check and because of that it was running faster. It doesn't mean that the first analysis is totally wrong as it depends on the analysis case and should be checked and optimized before running the final analysis.
You can read more about radiance parameters here (http://radsite.lbl.gov/radiance/refer/Notes/rpict_options.html), and here (http://radiance-online.org/community/workshops/2011-berkeley-ca/pre...). Since you have a light-shelf I suggest you to add to the number of ambient bounces (ab).
Now back to your wish to have the analysis run faster you can comment the line hb_writeRADAUX.checkInputParametersForGridBasedAnalysis() inside Honeybee_runDaylightSimulation and it won't overwrite the initial values but make sure that you run a number of test cases and compare the results between the runs.
Back to your definition, it looks good to me. You could have saved yourself some time by using MassToZone component and then just adding the ceiling separately but there's nothing wrong with your approach.
The main place in the definition that can change is how you're generating the vertical fins. I imagine you can use a single set of components to generate every group of the fins but again your definition will work.
I updated your file to the latest version, which means you also need to update Honeybee and Ladybug in case you're looking to modify the file.
Hope it helps,
Mostapha…
ace when I start running Galapagos/Octopus (below is "room orientation optimization" shared at http://hydrashare.github.io/hydra/viewer?owner=mostaphaRoudsari&fork=hydra_1&id=Room_Orientation_Optimization&slide=0&scale=1&offset=0,0) It may take quite some time to see some results. That's fine for the above simulation. But my real challenge is, when I am going to optimize room dimension with respect to ASE and sDA calculations, either Galapagos or Octopus goes wildly and never come up with a solution. I believe the time-consuming calculation, especially sDA with higher -ab numbers, trigger the lag a lot? Any suggestion/trick to improve it?
Most importantly, based on your experience, for example to optimize window/exterior shades sizes and achieve ASE<10% and sDA>55% (LEED v.4 requirements), Octopus (due to its capacity of multiple objectives) is the only choice? Any other approaches within grasshopper?
The alternative approach in my mind as a GH beginner is as follows. But I am not sure whether it is doable. Again, your comments will be greatly appreciated.
Since all my room/window/shades dimension are controlled by number sliders, I am thinking whether a component from GH will trigger these number sliders (not necessary to be all of them but one by one) automatically. If this is possible, I can do "data recorder" to record outputs from ASE and sDA. Eventually I will have a database of the input parameters and sDA/ASE results.
Does it make sense? Is there a component which can trigger number slider output at certain step?
Many thank!
Cheney …
perienced with grasshopper, but so far I've managed to combine the following:
Giulio Piacentino's "Catenary arch from height" script
Pirouz Nourian's "Mobius" script (Obtained from a friend)
End Result:
Here's where I'm stuck: I want the mobius twist to revolve around the midpoint of the arch, but the script uses the input values to determine the endpoints, resulting in a weird sinuous shape when viewed from above. Also, the secondary end points (generated by the mobius script, determining the width of the surface) are generated by default along the z axis, resulting in an arch that only touches the "ground" at two points. I attempted to work around this issue by trying to force the zHeight parameter to correspond with the y axis (thus rotating the arch 90 degrees so it would lay "flat"), but the script interprets the third point as a value and not as an actual point to bisect. I thought this might be an issue with the C# component that I obtained from Giulio Piacentino's script, so I attempted to tinker around with the source code. Unfortunately, I'm not fluent in C# so I only managed to mess everything up (I've since recovered the code from the cache). Anybody got some ideas? -BC …
r graphics get saved as 24x24 pixel images before they are put into the grasshopper application, which means the icons look like crap when you zoom in. This is the aforementioned problem that needs to be addressed in GH2. There have historically been two approaches to this issue:
Provide pixel images with several sizes.
Render vector graphics directly.
Option 1 is common for apps that do not have variable levels of zoom, such as Windows Explorer. When explorer shows file icons it either shows them in 16x16, 32x32, 48x48, 96x96, or these days, various HUGE sizes. As a result *.ico files allow you put in different images for all these target sizes. Since Grasshopper has variable zoom levels, this is not an ideal solution. Also, it requires a lot more work per icon.
Option 2 is becoming more and more popular as increased graphics speed now allows for the real-time rendering of vector graphics. Yet, you still need a renderer that knows how to draw vector geometry crisply at low sizes. All vector renderers I know just interpolate the geometry linearly and if a line happens to end up 'between pixels' it's just fuzzy.
I don't have hard and fast rules for the icons, but I try to adhere to at least these:
Keep a border of 2 pixels free around the icon content. So basically only use the inner 20x20 pixels rather than the 24x24 you're allowed. This is needed because the drop shadow needs to go there.
Only draw silhouette edges around shapes, not inner creases. Typically a 1-pixel line will do. I prefer to use a dark version of the fill colour rather than black for edges.
Loose curves can be drawn in 1 or 2 pixel thicknesses, depending on how important the curve is.
Try to avoid text in your icons (not always possible).
Stick to 1 colour family per icon, preferably per icon family. You can add highlights with another colour if you must, but too many hues make an icon hard to read (for the example the [Voronoi] icon, it has red, green and blue and it's a bit of a mess, on the other hand [Colour Wheel] has the full spectrum and seems to work quite well...).
Very roughly speaking, if there's both black and red geometry in an icon, it means the red is component input and the black is component output.
Drop shadows are pixel effects, applied to the 24x24 image. They have a blurring radius of 2 pixels, a horizontal offset of 1 pixel to the right, a vertical offset of 1 pixel to the bottom and they are 65% black.
When you use high contrast shapes (for example black edges on a light background) the anti-aliasing provided by vector renderers such as Xara or Illustrator won't be enough to make it look smooth. I'd recommend avoiding high contrast if at all possible, but if not possible then draw a 1-pixel line around the dark bits in 95% transparent black. This effectively extends the anti-aliasing range from 1.5 to 2.5 pixels and it helps make things looks smoother.
--
David Rutten
david@mcneel.com…
ect + Geco
TUTORS:
Arturo Tedeschi (Authorized Rhino Trainer) + Maurizio Arturo Degni
Il workshop avanzato ECOLOGIC PATTERNS affronta l’impiego di strategie parametriche all’interno del processo progettuale, approfondendo l’utilizzo di Grasshopper in sinergia con plug-in, software di analisi ambientale e simulazione fisica. Obiettivo fondamentale è la generazione della forma come risultato di tecniche di form-finding e di input ambientali (solari, termici e acustici). Verranno acquisiti nuovi strumenti operativi e di simulazione al fine di costruire modelli parametrici ottimizzati in grado di adattarsi a diverse condizioni di contesto.
MORE INFO…
o Common - just like C#. But Rhino Python has a "Scripting Language Wrapper" which breaks commonly used taks down to simpler functions.
Here's a general Example:
Take a look at the code on this website http://wiki.mcneel.com/developer/rhinocommonsamples/addline). Generally it's Rhino Common code in three language to create a line. They look equally difficult.
But if you use Rhino Python Scripting you can use an simplified syntax to get the same result. It's very similar to Rhino Script.
The code would be:
import rhinoscriptsyntax as rsstart_point = rs.GetPoint("Get start point")end_point = rs.GetPoint("Get end point")line_id = rs.AddLine(start_point, end_point)
OK - No Error Tracking here, but still you can see that the syntax is much simpler. (And in the end you just have less lines of code you have to debug.
And the good thing about Rhino Python is, that you can mix these approaches. Once you reach a level where Rhino Python Script doesn't get you there, which by the way happens very rarely, you can still use the Rhino Common methods.
Also, in Python Sycripting 99% of what you probably would like to do is available as a "wrapped" script function.
Rhino Python Script is currently also better documented than Rhino Common for C# and VB.Net. If you have used Rhino VB Script before, these functions will be very familar to you.
I'm not sure, why it's currently a separate plug-in. I belive the reason is that Rhino 4 (which is supported by GH) doesn't support Rhino Python. Also it's currently WIP, so it needed to be updated more frequently than GH itself. In the long run (I believe) it might be integrated into GH as a general component
- Martin
P.S.: To use Rhino Python within GH is a little more tricky than my example - but nothing compared to developing C#
P.S.2 Here's the code with Error Tracking:
import rhinoscriptsyntax as rsdef AddLine(): start_point = rs.GetPoint("Get start point") if start_point is None: print "No start point was selected" return end_point = rs.GetPoint("Get end point") if end_point is None: print "No end point was selected" return line_id = rs.AddLine(start_point, end_point) return line_idAddLine()
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