ively and creatively solve today’s product development challenges.
Our Rhino3D Foundations for Industrial Design class provides an in-depth look at 2D and 3D tools and methods with Rhino3D, a NURBs surface modeling software. In this class, we will systematically work through Rhino3D’s core features, using them to model the various components of a consumer product. Over the course of 3 days, we’ll cover some foundational topics, including Rhino interface and navigation, Rhino3D object types and properties, creating and editing 2D and 3D geometry, procedural modeling, automation, transforming geometry, Rhino modeling best practices, freeform vs. precision modeling, and exporting geometry.
You’ll take away the following:
Navigate the Rhino modeling environment
Create, edit, and modify curves, surfaces, and solids
Precision model using coordinate input and object snaps
Use transformation and universal deformation tools
Apply best practices for layer management and model annotation
Download the course one-pager. Need more information? Connect with us.
This class is ideal for:
Industrial designers who are new to Rhino3D and want to learn its concepts and technical features in an instructor-led environment.
For groups of 10 or more, contact Mode Lab at hello@modelab.is
Interested in additional training options?
https://www.modelab.is/upcoming-computational-design-events…
rent actors to work together in real time on an architectural project.
DixieVR was born from the idea that virtual reality could become a fantastic tool for architecture and architects, not only for virtual tours but for the conception at its very core. Inspired by the efficiency of sandbox games, DixieVR will allow you to build a fully parametric 3D model from scratch in a very intuitive way and to simulate various factors like natural and artificial light, gravity, and more. DixieVR is also multi-user oriented : several people, architects or not, are able to work together in real time on the same 3D model and in the same shared immersive environment !
The project started in the Digital Knowledge department of Paris-Malaquais Architecture School.
The DixieVR Softwares can be found here : dixievr.github.io
// Interoperability
DixieVR deals with .dix files. For more information about this file format, please refer to the Interoperability documentation of DixieVR.
You can use this DixieIO plugin for Grasshopper/Rhinoceros for exchanging data between DixieVR (PC) & DixieViewer (Android).
You can import or export objects at any time inside a DixieVR scene. The Software also come with a library of premade objects that you might find useful. Adding your own premade objects to this library might be a good habit.
If you are hosting a scene, you also have the choice to open a .dix file directly from the main menu, this will load the last scene in which the geometry has been saved.
// Plugin
The DixieVR Plugin can be found in the Extra tab, come with 3 components and a example definition:
Dixie2Gh : Import DixieVR geometry to Grasshopper/Rhinoceros reading a .dix file (up to 1000 beams and/or 750 faces).
G2D_Polylines : Export Grasshopper/Rhinoceros Polylines to DixieVR writing a .dix file (up to 1000 line segments).
G2D_Mesh : Export Grasshopper/Rhinoceros Mesh to DixieVR writing a .dix file (up to 750 triangulated faces).
To install:
In Grasshopper, choose File > Special Folders > Components folder. Place the DixieIO_01.gha file there.
Right-click the file > Properties > make sure there is no "blocked" text.
Restart Rhinoceros or Unload Grasshopper.
// Contact - DixieVR
vr.dixie@gmail.com dixievr.github.io
- Oswald Pfeiffer oswaldpfeiffer.com
- Mathieu Venot mathieuvenot.com…
make quad mesh usable with Kangaroo and with limited inputs parameters in order to simulate funicular structures like "Vaulted Willow" or "Pleated Inflation" from Marc Fornes and the Verymany.
Here is a first attempt script.
As inputs there are :
Lines_in, just lines, no duplicates, on XY plane could have Z values, but the algorithm works on a , on XY plane could have Z values, but the algorithm works on a flat representation.
Tolerance is used to glue lines when points are closer than tolerance
Width is the half width of the “roads” going through the network
Angle is the shape of the ends of the roads, 0° means flat end, 180° a totally rounded end
Deviation is the shift generating spikes or enabling to generate pleated geometry
N_u is the number of subdivision along the “roads”, image above with 3 subdivisions on the roads
N_u is the number of subdivision across the “roads”
Zbool if false everything is flat, if true the mesh is in 3d, best with angle = 180° or -180°
For the outputs there is the topology of the network (like Sandbox)
As outputs geometry are put on datatree, each branch represent a path on the road, above 3 paths, which are brep output.
Adding a diagonal there are now 4 paths so 4 branches
The mesh M goes with F which are fixed points, anchor in Kangaroo.
U and V are lines in datatree, there will be used as spring in Kangaroo, U above
This script could be used to draw sort of roads, like in here https://codequotidien.wordpress.com/2013/03/22/hemfunction/
But the primary purpose is to do that.
…
noceros 3D, en caso de aprobar satisfactoriamente el examen, se les otorga un reconocimiento avalado por el CMJ y la Secretaría del Trabajo. Este workshop va dirigido principalmente a estudiantes de arquitectura; sin embargo, ya que la parametrización es una herramienta que abarca diferentes ámbitos del diseño, se pueden integrar estudiantes de diseño industrial, artistas o estudiantes que tengan relación con lo gráfico y lo formal. Al finalizar el curso, los asistentes serán capaces de manejar Rhinoceros y Grasshopper en un nivel medio, con el objetivo de que el alumno pueda continuar aprendiendo con alguno de nuestros workshops subsiguientes o de manera autodidacta.
Las personas inscritas deben tener conocimientos básicos de geometría y de preferencia utilizar algún programa de dibujo en 2D o modelación en 3d. Rhino.GetMe Rigid // Enfocado a construir un objeto de diseño parametrizado a cualquier escala, el workshop se divide en tres módulos: Módulo 1 // Rhinoceros 3D // Una sesión de cinco horas. Módulo 2 //Grasshopper // Una sesión de cinco horas. Módulo 3 // Ejercicios prácticos /Tres sesiones de diez horas c/u. Es necesario traer el equipo necesario para trabajar, se cuenta con equipos en caso de que algún alumno no cuente con laptop pero son limitados, por favor avísanos a la brevedad si lo requieres. Se les recomienda que traigan dispositivos de almacenamiento en caso de que necesitemos compartir información.
El costo del Workshop es de $6500.00 para profesionales y $5000 pesos para estudiantes.
Pre-venta únicamente para estudiantes, hasta el día viernes 29 de junio, con un costo de $3500.00 pesos.
El cupo del evento es limitado puedes apartar tu lugar y terminar de liquidar antes del 29 de junio en pre-venta, antes del 6 de junio en admisión general.
Para hacer tu registro al workshop por favor envía un correo a workshop@transformalab.com incluyendo:
Nombre
Universidad u oficina de procedencia
Teléfono móvil
En el caso de estudiantes por favor incluyan una copia escaneada de su Constancia de Estudios para hacer válido su descuento.
Una vez recibida su información se les enviará un correo con la información necesaria para realizar su pago mediante depósito bancario, y posteriormente un mail de confirmación de su participación en el Workshop.
www.transformalab.com…
onstrates the following:
1. The definition's functionality employing HumanUI for the custom user interface.
2. The evaluation of the definition's ability to handle different point cloud data sets.
3. Video reports with the definition's results, animating subsequent per deviation step frames.
This definition calculates best fitting plane deviations. The number of manual set parameters has been minimized to two the facade per World UCS axis selection and the search width. This defines a box, which is used to crop protruding architectural details, which do not contribute to the analysis, but also ensures that large deformations are included in the calculation.
For the automation of the vertical and horizontal sections creation, the analyzed cloud is clustered, according to user defined number of 2d grid cells. The deviations corresponding to each cell are averaged in mean and median mode.
The process is displayed mostly in real time, with some speed up in some parts. Too long calculations have been omitted during video edit. The setup is responsive and benchmarks show that changing between dense point cloud data sets and facades is pretty quick (6.5-7.5M points, 25-45 deviation steps, 44x22 clusters), updates are calculated in acceptable timings (3-6 minutes).
I would like to thank Heumann A. and Zwierzycki M. who provided direct support with HumanUI and Volvox. Also Grasshopper3d forum users Maher S. and Segeren P., who contributed with Rhino viewport manipulation scripts.
More on Volvox:
http://papers.cumincad.org/cgi-bin/works/Show?_id=ecaade2016_171&sort=DEFAULT&search=ecaade%20volvox&hits=2629
http://www.food4rhino.com/app/volvox
http://duraark.eu/
HumanUI:
http://www.food4rhino.com/app/human-ui?page=1&ufh=&etx=…
the use of digital technologies as architectural design tools. The workshop " Computer Aided Design: parametric design and digital fabrication " aims to do some introductory teaching in the use of some of these tools.
The workshop will focus on the use of computational models of parametric behavior for generating architectural forms. The generative capacity of these models it will be tested in the development of designs defined by repetitive non-standard components, based on the parametric control of its variations and series differentiations. This process will be developed by the use of a three-dimensional modeling software - Rhinoceros, associated with an application for visual programming - Grasshopper.
The last day of the workshop is dedicated to the use of digital manufacturing tools in architecture. Part of the work will take place at the facilities of the Institute of Design of Guimarães (IDEGUI) providing for the use of their laboratories and manufacturing CNC machines (computer numerically controlled).
At the end of the workshop, it is intended the students to understand that the use of digital technologies in architecture can overcome representational functions, and their integration in the design conception, analysis and construction enriches the methodology of project development.
Terms & Participants
The workshop will take place at the School of Architecture of the University of Minho (Campus Azurém, Guimarães) and the Institute of Design of Guimarães (Couros, Guimarães).
The workshop is pointed at students who attend the 3rd year and 4th year from MiArq, EAUM.
The maximum acceptance is 20 students and a minimum of 10 students.
Deadline for entries is April 11 and must be performed by eaum.pac@gmail.com.
Program summary :
Day 23 April 14 -20h
Introduction to 3D modeling in Rhinoceros. Regular geometries, ruled surfaces and NURBS surfaces.
Day 30 April 14 -20h
Parametric design in architecture. Introduction to methods of visual programming.
May 1, 9 -13h 14 -18h
Development of a design idea by the use visual programming processes in Grasshopper.
May 2, 9 -13h 14 -18h
Introduction to methods of digital fabrication. Manufacture physical models of the proposals made.
It is expected that this meeting will take place in the IDEGUI labs.
team:
Bruno Figueiredo ( Lecturer, EAUM )
Paulo Sousa ( PhD candidate , EAUM )
Nuno Cruz ( Invited Lecturer , EAUM )
Cláudia Alvares ( 5th year MiArq student , EAUM )
Javier Bono ( 4th year MiArq student, EAUM )
João Amaro ( 5th year MiArq student, EAUM )…
rtitions." (http://wias-berlin.de/software/index.jsp?id=TetGen&lang=1)
To continue with my wrapping career, TetRhino (or Tetrino) is a .NET wrapper for the well-known and pretty amazing TetGen mesh tetrahedralization program. It provides one new GH component for discretizing or remeshing objects using TetGen. Basic tetrahedralization functionality is exposed with a few different output types that can be controlled. At the moment, the only control for tetrahedra sizes is the minimum ratio, which is controlled by a slider. This is hardcoded to always be above 1.0-1.1, as it is very easy to generate a LOT of data (and crash)...
The libs are divided again into different modules to allow flexibility and fun with or without Rhino and GH, so have fun. All 4 libs should be placed in a folder (maybe called 'tetgen') in your GH libraries folder. Remember to unblock.
Once again, the libs are provided as-is, with no guarantee of support for now, as I use them internally and do not intend to develop this into a shiny, polished plug-in. If there is enough interest, I can tidy up the code-base and upload it somewhere if someone more savvy than me wants to play.
TetgenGH.gha - Grasshopper assembly which adds the 'Tetrahedralize' component to Mesh -> Triangulation.
TetgenRC.dll - RhinoCommon interface to the Tetgen wrapper.
TetgenSharp.dll - dotNET wrapper for Tetgen.
TetgenWrapper.dll - Actual wrapper for Tetgen.
Obviously, credit where credit is due for this excellent and tiny piece of software:
"The development of TetGen is executed at the Weierstrass Institute for Applied Analysis and Stochastics in the research group of Numerical Mathematics and Scientific Computing." See http://wias-berlin.de/software/index.jsp?id=TetGen&lang=1 for more details about TetGen.
To wrap up, some notes about the inputs:
These are the possible integer Flags (F) values and resultant outputs for the GH component:
0 - Output M yields a closed boundary mesh. Useful for simply remeshing your input mesh.
1 - Output M yields a list of tetra meshes.
2 - Output I yields a DataTree of tetra indices, grouped in lists of 4. Output P yields a list of points to which the tetra indices correspond.
3 - Output I yields a DataTree of edge indices, grouped in lists of 2. Output P yields a list of points to which the edge indices correspond. Useful for lots of things, very easy to create lines from this to plug into K2 or something for some ropey FEA (or not so ropey!) ;)
As this component can potentially create a LOT of data, especially with dense meshes, care should be taken with the MinRatio (R) input. This will try to constrain the tetra to be more or less elongated, which also means that the lower this value gets, the more tetra need to be added to satisfy this constraint. Start with very high values and lower them until satisfactory.
Hopefully shouldn't be an issue, but it's possible that you need the 2015 Microsoft C++ Redistributable.
Happy tetrahedralizing...
UPDATE: The tetgen.zip has been updated with some fixes.
UPDATE2: This is now available on Food4Rhino: http://www.food4rhino.com/app/tetrino
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Added by Tom Svilans at 1:27am on October 24, 2017
up before you can produce a nice render. If you are using vray for Rhino you need to first learn how to set up (as an architect) a nice solar daylight system with environment, is actually very easy. (1 - set up sun lighting, 2 - set up environment, 3 - choose correct settings, such as activating indirect illumination)
However, since sketchup is the perfect draft tool for architectural design, it happens to have an environment with daylight defined already when you open an empty file. Vray for sketchup knows how to use all these settings so the only thing you need to do is to hit render. Apart from that you need to learn some simple material settings, which you find here: http://www.vray.com/vray_for_sketchup/manual/, the same manual for rhino here: http://www.vray.com/vray_for_rhino/manual/
The advantage of using vray for sketchup rather than for rhino (although if you can handle vray for one program its exactly the same for the other), is that you can easily import models from 3d warehouse. Sketchup is an excellent render set-up platform, except its only 32-bit so a to complex scene will simply not render. Rhino 64-bit will handle this better.
Conclusion, learn vray, whatever you learn can be applied to sketchup, rhino and 3ds max. Sketchup is probably a tool you already use and vray for sketchup will render with correct settings by default. Later when you take it to the next step you can go one and learn vray 2.0 for 3dsmax.
Personally I like using Luxology render engine that comes with Microstation, simply because I handle it better and Microstation is the best tool for architects in my opinion. However Vray is similar but more powerful.…
Added by Martin Hedin at 4:11pm on October 21, 2011
something in 3d, explode it to single surfaces, reference it to GH in proper order -manually- then unfold it with gh).
To make it really elegant you could try to make some "topology language" - have you seen this talk by Robert Lang http://www.ted.com/talks/lang/en/robert_lang_folds_way_new_origami.... ?
You can always make only few parametric types of structures - like leg, hand etc. (this is much easier than Mr.Lang's ) which can change its sizes, but topology stays the same.
Beside - Your sandwich looks really good, i played something similiar before.... have you tried thin PE (polyethylene) sheets ? Its similiar to PP (polypropylene) but a little bit softer. It is (PP) commonly used as tic tac box cap ( http://www.absolutelynarcissism.co/wp-content/uploads/2011/09/Tic-T... ) and some say that it can fold/unfold about 1000000 times. It would really simplify the whole production (just one cnc router needed to obtain full structure). Of course bending it will require prefabrication to look like e.g. http://www.grasshopper3d.com/video/the-swarm-2012 by Mr. Wieland Schmidt.
To clear things up :
1. It certainly can be done with rhino/gh
2. You should write some more on how should it all work (what you provide as geometry)
3. You should also provide some more info how 2d drawing looks now.
EDIT : I forgot about kinematics - use kangaroo. There are forces now like bending resistance etc.
…
ese explanations help (we will also look at your file) asap.
About your question regarding the Tutte graph drawing algorithm (also known as topological embedding):
The Tutte algorithm can be viewed as a special case of Spectral Graph Drawing, which is a mathematical solution for topological embedding formulated as an optimization problem. The formulation of the topological embedding (e.g. as in Tutte algorithm) is in fact quite similar to the so-called force-directed drawing that is often solved by heuristic methods like the one we have made for the SYNTACTIC plugin. You can read more about Force-Directed Graph Drawing (a.k.a. coin-graph drawing and kissing disks drawing) and Spectral Graph Drawing and Spectral Graph Theory in my dissertation.
The functionality of the Tutte algorithm is only guaranteed for graphs that are 3-connected, i.e. graphs with more than 3 vertices which cannot be torn apart unless at least two vertices are removed.
https://en.wikipedia.org/wiki/K-vertex-connected_graph
Speaking of the conditions for the Tutte algorithm to work properly: Practically, this implies, for instance, that there should not be rooms connected only to one other room.
Anyhow, long story short, we have decided to continue with Spectral Graph Drawing and 3D force-directed graph drawing. These algorithms are ready and with a couple of adjustments for maximum speed and stability we will release them shortly. Some conditions for these algorithms are easier to ensure, but in general if a node(room) is connected to only one space or the graph is not well connected one cannot expect a good graph drawing from neither of these methods. The other issue that is also common is that the force directed graph drawing will not work if one forces a big bubble to be squeezed in the middle of smaller bubbles. Stay tuned. …