n en el diseño y fabricación digital de formas complejas y euclidianas.
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4. Guía Paso a Paso para la realización de un Renderizado usando Brazil 2.0. Presentación DIGITAL de proyectos.
Docentes:
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I want to use standard components I have to use 2 or 3 to get the result or use a scripting component, but sometimes I fell this could be avoided if we could access geometry properties and methods directly, let's say we want to use the x coordinates of a bunch of points, instead of decomposing the points to get the X input we could directly type X in the expression editor input to do so similarly to what happens with math formulas.
mmmm, I suppose that methods will be a bit trickier if more inputs where necessary.
On the other hand GH is very easy to start doing things with because the interface allows all levels of knowledge as shown on this forum where most of the questions, I'd say, have to do with solving specific geometry problems or asking for people experiences in similar problems and not always, how do I use a component if you know what I mean.
Overall I'm so, so happy GH is out there in the hands of creative people and in the hands of creative developers! Perhaps there is no need for GH to do any task because it certainly does quite a lot and it is so versatile, even better, that the requests of users get implemented as far as possible.
I think it's very difficult to compare two programs unless you are at the same level of proficiency on both, in the future I'm going to pay more attention as to if there would be a simpler way to do things in GH and if it required some implementation.
My two pence, 8)
Evert…
Added by Evert Amador at 4:03am on February 23, 2011
simple, there are many symetries in 3 main planes. So I used arcs rotated 45° from the main planes and I generate a pentagon which was mirrored and rotated many times.
At the end there are 24 pentagons and 8 hexagons so 32 faces, 54 points/vertex and 84 edges.
It could generate some others tessalation styles
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ifically: I have a 100' vertical plane lofted between curved top and bottom profiles. I contour it every 8' (normal direction is Z, giving me 13 horizontal curves). I use Divide Curve to divide each contour into 10 segments. The "Points" output of Divide Curve now yields 13 branches with 11 items each, corresponding to 13 contours with 11 points from the left end of the curve to its right.
I now want to string "vertical" lines, and connect all the 2nd items in each branch together, all the 3rd items, etc... in order to make a polyline that travels between each 2nd point or 3rd point. i don't want to use Cull Pattern/Nth/Index because the number of subdivisions could change (11 could become 20, etc).
How do I connect the Nth item of each branch in this tree? Moreover, how do I connect all values in a branch with their corresponding values in all other branches?
Thanks for any replies,
Richman Neumann
Solomon Cordwell Buenz Architects
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been covered since 0051 (correct me if I'm wrong):
1) Shoot for the moon first -- "Control Panel Mode" which allows for advanced interface design. See Max/MSP for example of modal function. I spent a lot of time laying out control panels so they are nice for clients and team members to look at. I spend a lot of time disabling wire display and dragging sliders and panels and graphs around into nice little clusters. Could be something as simple as a mode that disables the view of all component handles, cleans up graph objects, sliders, etc. I know the Remote Control Panel has been requested over and over again since it disappeared, but honestly it wouldn't be much use to me unless it was a full blown customizable interface. In the meantime I'll stick to my own "Canvas Control Panel" methods. (See below...)
2) More control over graph objects. Right now the bar graph for instance automatically sets the lowest and highest value displayed. Would be nice to be able to set extents manually so that you can compare apples to apples on two different lists that have different extents. Also would love to force the bar graph to show all values along x axis, not just first and last. Same goes for showing the numbers of instances for each value. Now it only shows instance numbers in oddball cases. Would like to force them to show for statistical purposes. Love percentages, but usually I also want accurate tallies. I tend to use a member index sets to generate my own lists.
3) Color input for Vectors -- there are fakey fake workarounds but none that are as versatile as simply having a color input.
4) COLOR INPUT FOR TEXT TAGS -- sorry to yell... this one really frustrates me. I often build interactive feedback systems that involve a lot of different types of data, and it is difficult to convey that input when all text is red (or green when selected).
5) Ability to justify text tags using paragraph controls -- currently default is left-justified. Would like to be able to center text horizontally and vertically, among other things.
6) Ability for text tags to handle multi-line text. Not sure the best way to implement this, but often I find myself wanting to attach 3 items of information to a particular object, and I have to string it all together in one line. Would be great if I could insert a "^M" character that stands for carriage return and have that display as multiline text (used in conjunction with above justification controls).
7) More control over Text panels. Thank you for including justification options... but sadly now it begs the question for margin and header control. Text slammed up against the left edge is pretty unsightly. Moreover, if you have labeled a text box, the drop shadow from the title bar tends to overshadow the first line of text if you have Path display turned off. Would like to add some header space to fix the problem and create a cleaner look.
8) Easier access to text font size. Buried in a Special Font... menu. I want to be able to up up down down (left right left right select start) if you know what I mean.
I guess that's it for now... just the things on the top of my head in this category. Looking forward to installing the new release, have to wait until this major project is over though.
Cheers,
Marc
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tructions, vid's, pdfs are always great
..but your SurfaceMorph def's almost working enough to try with my different surfaces, perhaps we'll complete the last step below?"2) I am not sure what you mean by my ‘custom domain’"- ..(attached) see your 1st posted def. screenshot "CODE.jpg" for your singular Dom with C,D and Out parameters i can't find in GH, but only VB or Python components possess that i could find,."..Your second screen shot appears to have worked OK.."- ..cool!, good to know its mostly functioning properly, but when i Preview polygons a number are missing. The only difference is the Domain parameters. When i 1st used your def. vertex lines(Ln) were drawn but Blend points and surface appeared only after using Deconstruct Domain and Merge components. I substituted these cause there was no Domain with those param's in GH.- ..8) and those are identical surfaces, i assume it still work if they had different vertex counts?, as would your current def. RE: 4 rows of data points..with differing numbers of points in each row.
Awesome!, thanks Lyndon,Jeff…
same simulation with two different settings, with _numOfCUPs_ set to 1 and again with it set to 10. I'm running it on a 6 core/12 thread CPU so I should have no problem handling 10 threads.
I've attached an Excel file with my results for how long it took with a single thread vs. how long each of threads took on the 10 thread run. What it amounts to is that with a single thread it took 51 minutes, and with the 10 thread option it took 47 minutes for it all to finish. With the latter the first 9 threads finished between 28-34 minutes which is a significant time savings over the single thread run, but the last thread still took almost as long and gave us only about an 8% time savings.
This is only one simple comparison and only one simulation type, but I've seen this same result happen over and over again over the past year or so with several simulations (annual, irradiance, illuminance,...). I also don't think it's necessarily a Honeybee problem, because even running the simulations myself by creating the octree mesh and running radiance and daysim from the command line I had the same issue where splitting a model up and running parallel simulations that were then recombined took just about as long as running it all in one thread. Add into this the time necessary to combine the different files at the end and your multithreading time savings become even less.
So is it me, my machine, radiance, bad karma?…
Tetrahedron: 24 Symmetries
Pyramid: 8 Symmetries
Design space = 24 X 8 = 192 permutations
So I decided to write a simple orientation script to iterate over all permutations. And this is the result. Below are some technical notes.
I used the vertices of the shapes for creating a 3 point plane, and used it for orientation.
I used compound transform to combine multiple steps of transformation.
The cross reference component is very handy, generating all the possible combinations without worrying too much about data tree.
The spatial relationship and the basic grammar A -> A + B and B -> A + B
The basic grammar and possible marker positions.
All results in 6 iteration steps
All results in 6 iteration steps (Top View)…
. Now i can duild the angle (i check angle with a vec cross prod). I sort the angles and the node index
now i can pass the point as ventrices to a polyline component.
and at the end the polyline in green
Example of a bad figure
Why bad?
Because i can order the points in the marked area. The angle method is not working enymore.
Point 8 and 9 are ok. Point 6 comes now before the 9.
Point 14 is ok. But point 15 comes before. And so on...
I have no idea how to solve this…
2. See this? It's a abstract (for the moment) layout of some WIP thing: Imagine a region where "evenly" random points are placed (and then a random zNoise is added) - then a ball-pivot/delauney triangulation is applied ... then ... :
2. I use my method to create "even" points (I suspect that David's is way better/faster/cooler ... but anyway): after a random point is found (inside the region) an additional check is performed: think of the point as a "candidate" that must "pass" a 2nd constrain: if the min distance from all the already found (random) points is smaller than a user defined one > reject and try again (the "try-again" thing [call it: min distance "loops"] is also user controllable). Thus that C# captured attempts to place 122 points but due to (a) the min distance constrain AND (b) the low (about 8 in this case) amount of "try-again" loops it finishes with "only" 59 (not a big deal for this case). The interesting part is that the attempts required are 1573 (~30 times the random points returned). Of course there's a lot of factors affecting this 1573 (variable) thing ... but don't stick to that.
3. So if David uses a "similar" culling method (add some " " more, he he) ... for 80K points ... well we are talking about a BIG number of attempts.
I can provide you with a "no-even" random points C# that (I assume/guess/hope) can speed things a bit (after all: who's gonna notice an "even" random distribution of 80K points within a micro cube?).
best, Peter
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