s will learn to use these extensions in order to integrate numerous tools for analysis and simulation in the architectural process.
This course aims to develop a link between the virtual and the real context model through structural or environmental simulations, using other software or plug-ins dedicated. Through this link the virtual model receives physical properties that can further modify and adapt the initial model. This creates feedback loops that can optimize the design to provide an object responsive to environmental conditions.
Curriculum
Mesh subdivision with Weaverbird, continuous surfaces without NURBS
Genetic optimization with Galapagos, optimal search
Physical environment feedback with Diva and Geco, solar and day lighting analysis
Adding physical properties with Kangaroo Physics, interactive form-finding
Linking the parametric model with structural analysis using Karamba, structural performance simulation
Extracting data with Firefly and Kinect, 3D scanning and human movement tracking
Exchange of information between Grasshopper and other applications with Ghowl links to internet feeds or Excel files.
Schedule:
Module Grasshopper intermediate & advanced (24 h)
1 Nov – 15 Nov 2014
Sat:
9 - 13
14 - 18
Language: Romanian
Trainers:
Ionuț Anton, idz arhitectura (ART-Authorised Rhino Trainer)
Dana Tănase, idz arhitectura (ART-Authorised Rhino Trainer)
https://www.facebook.com/cursurigrasshopperrhinoceros
https://www.facebook.com/idzarhitectura
http://www.idz.ro/training/…
Added by Dana Tanase at 2:23am on February 2, 2014
er.
¿WHAT IS PYTHON?
Python is a modern programming language. Python is sometimes called a scripting language or a glue language. This means python is used often to run a series of commands as a script or used to create links between two other technologies as a glue. It is easier to learn and use than other non-scripting style, compiled languages like C#, VB, or C/C++. Yet it is quite powerful.
You may need Python if you want to automate repetitive task in Rhino much faster, perform tasks that you do not have access to in the standard Rhino or Grasshopper tools, generate geometry using algorithms, etc.*
*More info HERE
GOALS
- To get familiar with programming using Rhino.Python, its tools and standard strategies. - To understand curves and surfaces definitions created, which are the based for complex objects generation. - Create 2D and 3D parametric objects using surfaces with Rhino.Pyhton scripts. - Python components in Grasshopper.
CONTENTS
- Program interface and syntax: Scripts generation and modules. - Basic concepts and strategies for programming using algorithms. - Lists, sequences and maths functions. - Loops and conditions - NURBS curves - Surfaces definitions. - Python for Grasshopper.
Dates: May 1, 2, 8, 9
Timetable: Saturday and Sunday 4 - 8 pm (Madrid, CET)
ENROLLMENT
185 eur
160 eur - Early bird fee for first 4 students
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Added by Diego Cuevas at 3:36am on September 11, 2018
tly light vehicles such as bicycles and variations thereof. Although frame design is mostly of a structural nature, there are a number of elements that interact mechanically. Also, as you may be aware, bicycle and high grade tubing is not of constant section so shelling method in FEA is out of the question, but even so, because the joint needs to be modeled very accurately, that means different geometry and properties for welded area, heat affected area and base material; like so a simpler FEA package may not suffice.
I don't know karamba extensively, rather superficially, actually, but I'm under the impression it mostly deals with beam analysis. Pls correct me if I am under the wrong impression. I must say it would be very nice to have a complete FEA package inside GH really!!
Typical workflow for me would be to model everything in Solidworks, and then export to Ansys Mechanical. Although Ansys needs to read every input and naturally remesh back again, integration within Solidworks, Catia, Inventor, Creo, Solidthinking... and the sort, works reasonably well.
Now, I don't remember Ansys having a Rhinoceros plugin so that you could bridge the 2 together, but maybe I should go check again.
3) Great work with that fractal tree. It's nice to know it is a possibility at least. I have tried Apophysis and others, but to my knowledge there's not an application that could deliver 3D fractal designs in a way that you could further manipulate with conventional modelling techniques, maybe apply textures and render, or export to CAM, 3D printing... etc.
P.S.: I have tried all the apps mentioned above and then some more. All of them have serious limitations when it comes to parametric design. For complex models they crash plenty upon rebuilding... a number of time consuming errors appear, and general work flow isn't very efficient for purely parametric work. Speaking for myself, I'd rather spend the time on a definition that enables me to have full control and then generate a new result within seconds, than model everything very quickly and then taking a long time with each new result.
(Thanks for the replies and sorry for the long text, you asked to elaborate).…
le] demo):
1. A transformation Matrix is a 4*4 collection of 16 values that "deform" 3d things according the values in the cells. The orthodox way is to deploy "cells" left to right and top to bottom. Rhino does the opposite (why?) hence we need the transpose method.
2. Since "translate" and "perspective" are "symmetrical" the transpose boolean toggle (within the C#) "flips" rows with columns ... so we get perspective or move.
3. When in perspective "mode" the vanishing points are computed internally within a min/max limit (per X/Y/Z axis) thus avoiding the usual havoc with "extreme" perspective angles (very common "glitz" in pretty much every CAD app - CATIA excluded). Vanishing points (and limits) are oriented with respect the pos/neg value of a given control slider.
Note: slider values are percentages between min/max (mode: perspective) and/or actual values*100 (mode: move).
4.In order to start mastering the whole thing: don't change anything: just play with these 4 sliders selected:
5. The 123 sardine cans challenge: even with DeusExMachine = true (see inside C#: that one redirects the transformation per BrepFace and then joins the breps instead of applying it on a brep basis)... odd things (and/or invalid breps) occur ... thus what is required in order to make things working 100% ??.
he, he
best, Lord of Darkness …
printers.
How I want to communicate this: The depth of transparent cubes is relative to the brightness of a picture (low depth = bright, high depth = dark). Then I assign each cube as red or blue depending on the RGB values of the cube column's corresponding pixel - this is where I'm stuck.
What I've done: I have one image sampler containing a greyscale version of my image which is outputting the brightness measurements. This made into lines, which are divided to create the points from which the cubes are created. (I have had to invert the image in photoshop as brightness gives black a low value when I need a high one, and vice versa)
What I want to do next: In the second image sampler I have an image which has a Red to Blue gradient applied to it. I want to group my cubes into reds and blues depending on the colour values in this image (so they could eventually be saved as a "blue" and "red" stl to be 3D printed).
So columns that correspond to a blue part of the image will contain a completely blue stack of cubes, and the same with red. But where there's a combination of blue and red values I need a combination of blue and red cubes mixed together. I was hoping to do this by turning the RGB values into some kind of ratio that will help assign each cube a group but I'm struggling.
Would love any thoughts on resolving my problem, even if it's only for part of it! This was quite hard to explain so let me know if there's anything that needs clarifying.
Thanks…
ndrea Graziano (Co-de-iT) Arch. Salvo Pappalardo (AION architecture) Arch. Giovanni Basile (Officina Ermocrate)
[.] Descrizione:
Modulo 1 Il workshop è finalizzato a fornire ai partecipanti i fondamenti della modellazione parametrica e generativa attraverso Grasshopper, plug-in di programmazione visuale per Rhinoceros 3D (uno dei più diffusi modellatori NURBS per l‘architettura e il design). Il workshop mira a gestire e sviluppare il rapporto tra informazione e geometria lavorando sui sistemi di involucro in condizioni specifiche. La discretizzazione di superfici (pannellizazione sia Nurbs che Mesh), la modellazione delle geometrie attraverso informazioni (siano esse provenienti da dati di analisi ambientali, da mappe di colore o da database), l’estrazione e la gestione di informazioni richiedono la comprensione delle strutture dei dati al fine di definire un processo che va dalla progettazione alla costruzione. I partecipanti impareranno come costruire e sviluppare strutture di dati parametrici per informare geometrie ‘data-driven’ e come estrarre le informazioni rilevanti da tali modelli per il processo di costruzione.
Modulo 2 Il workshop, volto a promuovere le nuove tecnologie digitali di supporto alla progettazione e alla fabbricazione, fornirà ai partecipanti, utilizzando Grasshopper, gli strumenti per la preparazione dei modelli 3D di elementi modulari decorativi "bricks & tiles" in argilla la cui successiva prototipazione avverrà tramite fresatura dello stampo con pantografo CNC a 3 assi. Il workshop darà quindi ai partecipanti i fondamenti per l’utilizzo di tale strumento di fabbricazione digitale e si concluderà con la fabbricazione di un proprio modello realizzato durante il corso.
[more info]
[Press Kit]…
ke triangle faces like they are in the 2D case of mostly hexagons/pentagons being the dual of a triangular mesh. What you are seeing is in fact fragments of the original non-flat mesh surface.
Perhaps I could isolate the mostly hexagons themselves and create alternative cells with patches for faces to handle non-flat faces. See, if you look very close at the literature figures, they simply leave out the lines in their actual surface faces that themselves have multiple mesh faces, whereas I'm outputting NURBS so end up with polysurface faces when I make a formal clipped Voronoi.
In the 2D case, flattening the cell edges is equivalent to flattening the 3D faces, but that's rarely what people want to do in the 2D case so they just chop the boundary up into curved little cell edges:
It was going to be difficult to clip the 3D case at all without grabbing a small hexagonal/pentagonal piece of the original mesh but once I have done that, I can then possibly replace it with a single surface often non-flat patch, as an option instead. If I tried to make them all flat it would require altering the geometry at least in places, likely most places. See the figure on the right. The faces are not flat!
The question is whether the Rhino Patch command will reliably close the cell with a mere patch on there instead of a faceted polysurface.
I'll look into this. One option is to include the center point in the patch forming command, to not flatten the face so much.
Doing Patch in Rhino, manually, I'm *not* getting a closable solid easily:
Any ideas? I can increase the spans of the patch I guess, without a huge memory hit since it's just surface pieces. Even with 10 spans and stiffness only 1 it still won't close though. Ah, it's because it has sharp facets from the clipping itself and a patch will simply not form a sharp kink in the face of a single surface so will never close?! 30 spans is already getting up there and it won't close either:
Not even if I include a mesh version of the polysurface face in my Patch command will it close the solid, even with low stiffness, since it simply will not make a proper kink in the the edge. It can't really, since a patch is a single surface and it would require huge numbers of UV control points to get within closing tolerance.
I'm kind of stumped. I've included a file if you want to show me how to patch that surface.
Loft to a point from the border curve to the vertex just gives back a more complicated polysurface:
…
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
…
dings
University: Islamic Azad University, Science and Research Branch, Tehran
Supervisor: Dr. Azadeh Shahcheraghi
Designer: Ali Eslami
Design Process Animation: grasshopper 3d + gray + rhino v-ray 3
camera Control & animation in grasshopper: horster camera Control for Grasshopper
optimization : Galapagos Evolutionary Solver
radiation analysis: ladybug
Motion graphics: Adobe After Effects
Architectural Animation: lumion 7
Music: Free Background Music – Trellum - Calm Evening
intro( inspiration): HBO intro
Architectural Animation_ Designing National Cyber Games Center in Tehran by Using Digital Architecture Findings
Game is one of the oldest human behaviors and it is specifically related to the culture and region in every society. Considering the change and growth in societies, they –the games- coordinate themselves with these changes. Inventing digital tools, games entered a new arena and quickly changed to a remarkable area in industry and economic market and they also attract more time and audience towards themselves, not requiring big and special spaces, being accessible to public. Regarding the extensive effects of computer games on economic, cultural, educational, physical and mental health arenas, every country has done a deal with content control, supporting producers, increasing public awareness and etc within its special background. Iran computer and video games foundation as a non-profit organization takes charge of different domain support and control in this effective industry under the supervision of Ministry of Guidance. Architecture and computer games in different domains have influenced each other and are interconnected. And since games are played in one space, they require game space designing together with type of the game. So game designers need knowledge and studies in architecture design. Architecture, inventing digital tool, used its features to advance its goals, as games did. Although at first it used them for drawings and visual expressions of ideas, extending these features, they were used in design process. Meanwhile, using digital technics produced specifically for animation making and computer games leaded to their more proximity. In the design of Iran computer and video games center, we tried to use digital features in all steps. Therefore extracting main parameters from the designing process steps and changing them to computer codes (using algorithm), we tried to make its various states producible and to provide the possibility of optimizing the required area, maximum vision to key spaces around the site and also the amount of received light. Also in designing the project facade, after research on various technics of exfoliation and façade design, Media façade was used for a better compatibility with video games. With an approach to creating mobility for the audience and the computer game producers in the greenbelt near the project, physical playgrounds were created for them.…
g? What can be done to speed up the process? Algorithmic Design Workshops is a platform created by ecoLogicStudio to engage these questions introducing novel parametric modeling techniques in the context of architecture and landscape design. Each event will be a opportunity for learning design techniques, testing new methods and debating their potential applications or evolution. Architects, Landscape architects, urban designers and students alike will find in the workshops a unique opportunity to improve their technical skills while confronting themselves with the most debated advanced design subjects.
This workshop, particularly suitable for beginner/intermediate users, offers a playful introduction to algorithmic and computational design with Grasshopper. The ambition is to generate 3 dimensional artificial landscapes based on the recognition of natural pattern formations (valleys, mountains, dunes, marshes, coral reefs, etc.), their subdivision in territories of occupation and the development of related path systems. The workshop will start from processing satellite images of natural formations and extracting patterns from them with the GH point set reconstruction tools. Applicants will than begin the process of generation of 3D architectural landscapes based on a series of structuring operations and negotiations with the project site. An evaluation process will than follow and will allow the recognition of inhabitable spaces, accessible slopes and ground movement volumes.
more information on:
http://algorithmicdesignworkshops.wordpress.com/2011/10/04/algorithmic-landscapes-gh-advanced-modeling-workshop-october-2011-ecologicstudio/…