ni-corso introduttivo di Rhino e Grasshoper
Il corso non spiega una stampante 3D in particolare (quelle presenti sono state realizzate dai docenti) ma si rivolge a chiunque abbia la necessità di progettare un oggetto in 3D tra cui artigiani, studenti, ingegneri, progettisti spiegando pregi e difetti di tutte le stampanti.
Dalle 14.00 alle 16.00 Andrea Bruni e Valerio Monticelli di Studio MP affronteranno i temi:
1) Introduzione al mondo della stampa 3D
2) Il primo passo è creare un modello 3D - Introduzione pratica alla modellazione 3D con gli strumenti offerti dal software Rhinoceros
3) Preparazione e slicing attraverso Cura dei modelli per ottenere i risultati desiderati - ogni singola geometria è un mondo a sé. Non faremo qualcosa per te ma ti spiegheremo come farlo da solo.
Dalle 16.00 alle 18.00 Antonino Marsala di Mandarino Blu terrà un mini-workshop di introduzione aGrasshopper e la scomposizione di un pattern matematici secondo il processo di reverse engineering.
- Introduzione alla modellazione parametrica/generativa attraverso l'uso di Grasshopper- Il fiore della vita: significato simbolico e matematico- Scomposizione geometrica e analitica- Creazione del pattern attraverso la geometria generativa- Applicazioni pratiche
Biglietto 10,00 €
Biglietti disponibili al seguente link…
ub) but this update method comes with a caveat. If a more recent component has a different number of inputs/outputs or the names of these inputs/outputs are different, the component will fail. This is because the python code inside the component is up to date but the component, as a whole, is not.
I attached a GH file with the correct glazing ratio component, which I updated manually. To get the glazing component that I used in the video, you need to sync with the version of the components on the github.
In order to do this, the process is a bit convoluted these days since Github has stopped allowing automatic downloads but here are the steps for the best way if you don't plan on updating frequently:
1) Download a copy of our most recent code to your computer by going here (https://github.com/mostaphaRoudsari/ladybug) and clicking on 'download ZIP.'
2) Unzip the file and you should see one folder called userObjects. All of the files in here will be most up-to-date LB userObjects
3) Delete your old Ladybug+Honeybee userObjects by going to File > Special Folders > User Objects Folder in the GH program window and deleting all of the LB+HB components there.
4) Drag the new Ladybug userObjects from the unzipped location onto your GH canvass.
Your components are now up-to-date.
Be wary that, if you stay up-to-date with the github, the overall version of the components might not always be as stable as that which we release at the official download link but you will get access to all of the new features that we are building in. This includes things like the breakUpDist_ on the glazing component.
Glad to be of help! Right now, the best way that you can help and support LB+HB is just by spreading the word to your colleagues. The larger the community, the more that we can help each other. Also, testing out the tools and reporting issues is a huge help to us and allows us to find bugs that we would never be able to find on our own. In a few more months, we will be putting together a Wiki and this will include a lot of places for awesome users like yourself to contribute with example files from your projects, videos, and even scientific discussions / research papers that you have found relevant to the project. Lastly, I think we will have a LB+HB T-shirt drive at some point since there seems to be a good demand for this.
Stay awesome,
-Chris…
that, I have a few more comments on what you are trying to do:
1. It is not possible to divide the surface of a sphere with regular hexagons [the most efficient way includes pentagons as well (classic soccer ball)].
So I believe that in the image you posted there is some serious twisting taking place at the back side (you can actually see this starting on the right side of the picture).
Lunchbox's [hexagon cells] component divides the surface in U and V (orange slices for a sphere) and draws hexagons on it. The result is some serious deformation on the 2 poles and many non-planar cells. If you are ok with this, then my only tip would be to use an even number for the U divisions in order to have a clean seam:
instead of:
2. The hexagons you have defined in 2d are wrong as they are overlapping and also leaving gaps between them:
You should define your hexagons so that they form a honeycomb pattern. It could be something like this:
3. There is no direct way for hexagonal mapping, so your best bet would be to draw your pattern inside each cell (good GH data structure understanding is crucial for this). Also, the non-planar cells will probably give you a hard time there...
Hope I cleared some things and didn't cause more confusion!
Nikos
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basis" problem ... all of a sudden - quite recently - a girl posted the MITESIGF (Most Important Thread Even Seen In Grasshopper Forums). She doesn't even realized that: she's novice:
http://www.grasshopper3d.com/forum/topics/array-1
4. Why this MITESIGF is MITESIGF? For 2 reasons:
4.a: Wooden pairs (Beams) Profile Curves (belonging in some tree) MUST allow individual control on a per "item basis" (OK, that's obvious) - see Images posted in the thread. No attractor (or any other "global" policy) can cut the mustard here (to tell you the truth this happens in 99% of pure engineering cases, but they appear very rarely in GH Forums - if at all, mind). If the profile curves are defined with 5 points (or 9 for the double thing) we need "on-the-fly" control over this Array (like the radii in your Sphere Manipulator) :
4.b: Critical Bottom-to-Top issues arise: Create a "global" topology (call it "parent") - the beams - and then place real-life "components" (call them "childs") that affect (most probably) the "parent". OK, that's impossible to do with GH/Rhino (peace of cake with CATIA/Microstation) but you can "approximate" things up to a point. Alternatively: you can "trigger" some interest from GH/Rhino developers if they have any AEC market(s) in mind.
Topic 4.a requires the master-to-slave slider thingy (iterate over branches (index slider:master) > reset the 5 values (value slider:slave) > modify them on the fly > save > increase/decrease branch > ...).
Other than that my definitions are far more challenging than this simple case ... but ... anyway ... long is the path (and hilly).
more soon.
best, The Troll
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e= -3
e = -4
Setting exposure values is a "post-processing" thing done to improve the display of the image on a device or photograph. So, your analysis will still be physically based. I think towards the end of his video Mostapha talks about how the exposure values can be set through Honeybee....
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he time to work with it.
the project is about facade strips which turns along height. the top angle is
parallel to the facade and the bottom is max. 90 degrees twisted, but the strips
should turn diffrently to achieve more dinamic look.
first i have tried to achieve this by calculating distance between the rotation angle from points of the grid and a single point.
then i have tried to ad some more effecting points and used the distance to the divided surface (the circles are just to control the area of effection):
i manually lofted it.
the result is a bit annoying becouse the points that effect the angle are always visible:
i have triend to solve this by drawing a line and divided it to recieve points along the bottom of the geometry. the result is not working properly:
Anyway,
there must be a better/smoother way to achieve this. i would like to effect the twist of the surfaces by distance to a spline, but im just lost. can you help me please?
the problems im encountering:
0- distance spline to grid to effect the angle
1- list of x/y coordinates and angle of rotation for each point of the grid
2- export points to excel
3- lofting lines in one direction only (x1, x2, x3...)
4- reduce the list data to 2 decimal (0,00)
5- maybe angle from radian to degrees
thx…
he process. The last one is there because fixing it would cause another problem, which we feel is more serious. Solutions may well be forthcoming in the future though.
1. Grasshopper curves and points are drawn more towards the camera than they really are. This is a conscious decision. Often Rhino geometry and Grasshopper geometry exist in the same place. If we would draw the Grasshopper preview in place, then there's no telling whether you'd see the Rhino curve or the Grasshopper curve. We feel it's important that you always see the Grasshopper curve on top. This is why we draw all curves and points slightly towards the camera. However we don't do this for meshes. This results in something akin to the image below. The eye represents the location of the viewport camera, the shaded box represents the actual location of the geometry and all the thick black lines represent the edges of the geometry moved towards the camera. As you can see, the red lines will be visible, even though they should be behind the shaded box. This effect can get very strong when the camera is close to some geometry relative to the size of the boundingbox of all geometry.
2. Wires behind the camera are sometimes visible. This is a bug I don't know how to solve. We'll get around to it eventually. When an object is behind the camera the display transform sometimes makes it visible in front of the camera in some weird inverted perspective mode.
3. Meshes are not z-sorted prior to display. This means that the order in which they are drawn is not back-to-front, but fairly arbitrary. This means that a transparent mesh may appear to punch a hole in the mesh behind it. If this is annoying you to no end, you can use Ctrl+F on the Grasshopper components that contain the meshes that are punching holes and then press F5 to recompute. The draw order should now be different. Of course sometimes it will only 'fix' it for a specific camera angle.
--
David Rutten
david@mcneel.com
Poprad, Slovakia…
that aren't relevant anymore or if there are any I missed please let me know. Maybe we can get a list like this in a better place as well.
Thank you.
Right Mouse - When wiring, plugs wire into multiple inputs.Shift+Click - Pick component aggregate.Shift+Clicking - Place component aggregate.Alt+Left - Click Split canvas tool.Ctrl+Q - Preview toggle.Ctrl+E - Enable toggle.Ctrl+Left - Navigate upstream.Ctrl+Right - Navigate downstream.Ctrl+M - Mesh Edge display toggle.Ctrl+1 - No previewCtrl+2 - Wireframe preview.Ctrl+3 - ShadedCtrl+Alt+Shift+Click - Save image of canvas.Ctrl+Alt and Shift+Ctrl+Alt - Highlights components on the canvas and component palette.Ctrl+Shift - Rewire component input/output.Double Click - Find/SearchAlt+Drag - Copy component on canvas.Ctrl+Tab - Document cycling.Ctrl+Shift+P - PreferencesCtrl+N - New fileCtrl+O - Open fileCtrl+S - Save file.Ctrl+Shift+S - Save as.Ctrl+Alt+S - Save backup.Ctrl+W - Close open document.Ctrl+Z - Undo copy.Ctrl+Y - RedoCtrl+X - CutCtrl+C - CopyCtrl+P - PasteCtrl+Alt+V - Paste in placeCtrl+Shift+V - Paste in centerCtrl+A - Select allCtrl+D - DeselectCtrl+Shift+I - Invert SelectionCtrl+Shift+A - Grow SelectionCtrl+Shift+Left Arrow - Grow UpstreamCtrl+Shift+Right Arrow - Grow DownstreamCtrl+Left Arrow - Shift upstreamCtrl+Right Arrow - Shift downstreamCtrl+G - Group selectionF3 - FindF4 - CreateF5 - RecomputeCtrl+B - Send to backCtrl+F - Bring to frontCtrl+Shift+B - Move backwardsCtrl+Shift+F - Move forwardsInsert - Bake selectedCtrl+Q - Toggle previewCtrl+E - Toggle enabled selected
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r. I have a substantial amount of help from another member of the community, but I find myself stuck again. I cannot get my hexagons to rotate in the XZ and YZ directions. I am not even sure what module I would use for that. It was suggested that I rotate the planes before I actually create the hexagons, and in that scenario I encounter the same issue. I am not sure what module to use for that. I am going to attach the two scripts I am working with right now. The one below the first is my current one. There is a hole where the rotation should be occurring, though. Any help would be greatly appreciated. If you have not seen my first post, this is what I am attempting to accomplish:And these were the great instructions I was given originally: "Reply by Andrew Kudless yesterday
Kevin,
Try this:
1. On each point place a XY plane
2. Rotate each plane in XZ and in YZ by random amounts (make sure you have different seeds in the random component)
3. Use the Polygon component to make a Hexagon on each plane. Use a new random component (with a new seed) for the diameter of the hexagons. Use a domain component and sliders to set the minimum and maximum random diameters.
4. You can make the curves into solids in a couple of ways:
4a. Input the hexagon curves into a planar surface component to make flat surfaces. Next extrude the surface in the direction normal to the plane to make a solid
or
4b. Extrude the hexagon curves in a direction normal to each plane. Then use "Cap Planar Holes" to make the extruded surfaces into solids. " If anyone can help me with my most current issue, that would be extremely helpful. Thank you, Kevin
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Added by Kevin Miller at 1:05pm on January 21, 2013
n be moved to the appropriate place. The files are sensitive, but I can email them directly to you if you like.
1/ Contouring (and also Brep/Plane Intersection) generates non-closed curves from a closed brep (the screenshot actually shows a surface instead of a brep, but the same thing happens):
2/ Contour generates non-planar curves (one is also open, see below). This is very disturbing because it cannot be used to create a 'boundary surface'.
3/ Offset doesn't return all results. This seems like more of a rhinocommon problem. It always returns a valid result, but often not the one I want. Better would be to return all results and let me choose what I want.
4/ Fillet issues. See image below, the fillet component works fine up to a certain radius and then the one on the right disappears completely (presumably the radius is too large so it gives up). However, if I use the FilletAtParameter component, the fillet works at each of these points but it won't do all of the fillets at once (regardless of how I arrange the data tree). My work around at this point is to get it to fillet each of the sharp bits separately and then RegionUnion all the curves together, which is incredibly slow.
5/ There is no ExtrudeTapered component, so I wrote a quick VB.Net component to expose this functionality. Firstly: I cannot for the life of me figure out what the "Base Point" input does. This seems to have no impact on the result and the documentation is missing. Secondly: giving it a non-unitized vector does very strange things to the result.
Thank you for your help!
Steven
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