2_Radiation.gh template, reorganized it a bit for a June 21 7am-7pm study (everything in orange bubbles below)… However I realized that the template was only the Sky Dome Visualization tool.
So I took a wild guess and I grabbed the Ladybug_Radiation_Analysis component using it to produce a mesh on the floor of an office building. (everything in white bubble below)
1) Is this the correct component to give me relative values of sunshade behavior? (Later I’ll connect my sunshade geometry into the Context input to block incoming daylight)
2) Is it incorrect to let the grid size be anything except 1m square? (I ask because the individual, total and average Radiation result output values swing wildly when I change the grid size.)
My Best,
Rob…
vate Sub RunScript(ByVal x As Object, ByVal y As Object, ByVal z As Object, ByRef A As Object, ByRef B As Object)
Dim c_list As New list(Of nurbscurve)
Dim P_list As New list(Of Point3d)
For i As int32 = 0 To z
Dim c As New Ellipse(plane.WorldXY, i / 2, i)
Dim g As New NurbsCurve(c.ToNurbsCurve)
g.rotate(y * i, New vector3d(0, 1, 0), New point3d(x, 0, 0))
c_list.add(g)
Dim e As New BoundingBox
e = g.getboundingbox(False)
p_list.add(e.Center)
Next
Dim polyline As New polyline(p_list)
a = c_list
b = polyline
End Sub
To do the same thing is more easy in the old version
because i can't get the center of an ellipse directly
how can i do ???
thanks
ceason
…
ry grateful.
Well, i get some explanation of my problems:
First of all, i was working on making an double helix building, thing that i've solved making a sketch of lofting an transformating helix., but now i want to make some transformations to the helix, to make it less boring.
I want to transform the helix making somethin like that, making displacements on the helix to let the sun get in the building.
Well i've tried the ways that i know, but i'don't know if it's a better way or simply way of doing it.
i've attached my working files where i explain where i've get stuck
I've tried by this ways:
1) selecting the part of the helix wich i've want to transform.
This selection that i've made i think that was rought, i think that the best way to select the part that i've want to move is by the turns, but i've get lost in this way.
When i've get this points and i move it, if i divide the original helix in a few points it seems to work, but the result appears to be an helix but it isn't because i've made interpolation with few points.
If i divide in lots of points, when i make the "transformation" it isn't what i've expected, i think that i have to move this points in a gradiend move, to get a nice deformed helix.
This way is on the 1.ghx
2) The second way that i've tried is with map to surface, and morph box, but here i don't get the transformation thay i've want, or i don't know if i'm doing something wrong.
This way is on the test1.ghx
In the rhino file attached there is a "transformed helix" that i've want to obtain in GH, made by rhino, it's the blue one. It is the result that i've want to get,the displacement in xy plane, and after that transformation continue the helix.
1.ghx
test1.ghx
test1.3dm
Thanks for your attention.
…
hole. Currently I control it through PREVIEW, in component Solid Geometry or Solid DiferencedIn practice, the procedure of generating this whole is not needed, if the number of wholes = 0, or Yes/No (appeared or no) Question: How to use Boolean Toggle (optionaly):
1 to control the component PREVIEW state (On/Off)2 better for me- to start or stop the procedure to create whole (whole = 0,false - no whole needed)Hope you will hlep.
regardsSlawek…
as part of the firm's mantra. As a result of these ideals, my role involved Grasshopper 3D development (alongside other software development roles when needed).
As someone with a programming background, I was at first indifferent on work with a graphical programming language, as I said to myself "I surely can accomplish things done here with much less fluff." Through the six months of use and development, things became more clear both as a workflow of using GH on a canvas or diving deep via Visual Studio. On a lower level, the C# datatypes that are used profusely within the components and the lack of custom datatypes (which IMO is a great thing) makes development and compatibility with existing/future components a breeze.
I personally cannot wait to see what Grasshopper 3D 2 will entail (even though I am not an architect and won't be able to afford a Rhino license after today). David's blog is something I fanboy'd to for a good couple weeks; his thoughts on software development are things that resonate with me. I cannot wait to see this sapling of Grasshopper 3D blossom into an even better product both on the top level and lower level (SDK, documentation, software architecture, speed, rendering, and more) with the second edition. Hopefully, development means David will still be able to find the time and love to allocate towards GH 1, while he's busy changing the world, answering developer's questions religiously, writing documentation, and just being a super human developer in general. David you're an absolute monster. In a good way.
The GH developer's community is small, but the closeness and helpfulness of the community is not meager in any sense. Keep up the paradigm-shifting, making programming accessible to programmers/architects alike, and the incredible user experience thoughts that go into Grasshopper.
Thank you Mostapha, Giulio, Andrew Heumann, David Rutten, and all the acquaintances I got to interact with, for taking the time to read and answer my [often inane] software development questions.
For the next six months I will be going back to classes as part of my Computer Engineering curriculum. Today is my last day at this co-op. For my third co-op, I will be working outside the US (as my CPT/OPT will exceed the allowed 365 days), though the details of which company or country I will be working in unknown yet; will be starting that process in the coming months. My anticipated graduation date is 2016.
Again, thank you all for the sweat, the lessons, the insight, and of course, the fun. It's been a pleasure working alongside you all.
With much appreciation,
theGreenCabbage.
EDIT: A link to some of my work that we released:
http://www.food4rhino.com/project/kt-tools
…
uld help me to optimize the script, so it works reliable.
At the end the script should work only by the input of the following informations:
- Top-Curve
- Bottom-Curve
- accuracy ( like poly-count)
- is the bowl an open or closed structure?
This is an example of a good result:
From here its probably the best if you open both attached files, so you understand the problems.
1. Bug:
Offset direction of the bottomcurve needs to be set up by hand sometimes.
The script uses "loft" on a bunch of 3pt Arcs to create transitions. Arc 3pts" needs a "Point B" on the offset of the bottom line. Sometimes the offset is inverted, so i need to change it by hand.
The rule to make it work correct is: "The offset of the bottom line goes into the same direction as the top line, but on the same hight as the bottom line."
How can i implement this in GH?
2. Bug:
The floor generation needs a lot of guessing the right index numbers of lists.
The script uses 2x "Deconstruct Brep" to find the actual bottom curve of the created transition Brep. "Patch" is used to create a floor from this curve.
If the bowl is an open structure, the script creates a line between the endpoints of the bottom curve to close it, in order to create a trimmed "Patch". But again, you have to set up the right Index Numbers by hand...
3. Bug:
If the bowl is an open structure and the endpoints of the top-line and the bottom-line are the same the lofting is not working. At the moment I use a script that finds double points in the list and deletes it.
But the the result is, that the loft is not starting at the beginning or the end. Here is an Image.
I have only a little experience in gh, but i really want to learn more.
Thank you all for your help!…
s been great ! I found alot on info on this topic which got to experiment many different possible solutions. Unfortunately none of which resulted with me.
This a two part related question.
I want to do is resolve the paneling of two surfaces to be later populated with a component through the blend morphed box command. The surface shown on the image is the ' problematic surface '. An image of the isotrimmed surface and the loft curves used to generate that same surface.
1) İs it possible to ' remap / reset / regularize ' ' the UV grid of a surface independently of how it got constructed ? ( In this particular situation the lofting of the curves is creating an uneven UV grid. You can see their are kind of skewing to meet those smaller edges on the corner.
2) Finally, a step after that, visable in the last image shows a the blend box applied to these surfaces in which I used ' U-V SMART SBDIVIDER ' ( Closest result I could get to regularizing the UV grid ) . As you can see, the quads do not seem to be aligned. I have used some scripts I found on this forum to alternate between different directions and change the UV direction, but no direction seemed to align the faces to give clean twisted boxes.
FYI ( second surface not visable above is a simple patch of the edges of the first surface. )
Thanks alot for any help on this and for all the help I've gotten so far from existing discussions... Cheers!
FR…
getting answers for on the web.
Our goal is to install a scientific research lab in a forest to study the proliferation of a deadly tree disease so we would like to design a sort of big cocoon that is in part randomly generated and that would wrap around the trees inside it similar to how the disease proliferates through the forest... Unfortunately, we are having a few problems modeling it on grasshopper, here are our questions :
First off we have generated a grid on which we have attached vertical lines that represent the trees of the forest we are working on, we have also modeled a grid that is the dual to the first one (links the centers of the cells of the first grid together to form another grid). We have generated points of random z coordinates that follow the x and y coordinates of the second grid, and we have applied metaballs to those random points.
1. We would like to know how to create a surface from the curves generated by the metaballs in my grasshopper file ?
2. We would like to know if it is possible to push the surface away from the lines on the grid, as if there was a magnetic field pushing matter away from them ? we are hoping it would look a bit like this (the black lines being the trees and the big grey volume the surface wrapping around the trees, avoiding them) :
If you have any ideas of a better way of representing what we want to model please let me know (or if it isn't well explained please call me out on that). What we like about our grasshopper file for now is that you can kind of change the sizes of the metaballs pretty easily, the fact that they are randomly generated and smoothly blend together, but if you know a better way of achieving a similar result please let us know!
A few pics of what it looks like as of now :
Here is our grasshopper file attached, to generate the metaballs you just have to make a point in the center of the very first cell of the larger grid, so the corner of the second grid, and link it to the point in the grasshopper file.
Thanks, Sarah, Vincent and Nicholas…
ature. By investigating the process of decay across various scales, we will formulate rules of generating decomposition as our design research area. These rules will evolve into design strategies for the creation and fabrication of a large-scale prototype. The design and fabrication process will be informed by the use of robotic fabrication techniques.
The three-week long programme is formulated as a two-phase process. During the two-week initial phase, participants benefit from the unique atmosphere and facilities of AA’s London home. The second phase, lasting for a week, shifts to AA’s woodland site in Hooke Park and revolves around the fabrication and assembly of a full-scale architectural intervention.
Prominent Features of the programme:
• Teaching team: Participants engage in an active learning environment where the large tutor to student ratio (5:1) allows for personalized tutorials and debates.
• Facilities: AA Digital Prototyping Lab (DPL) offers laser cutting, CNC milling, and 3d printing facilities. The facilities at AA Hooke Park allow for the fabrication of one-to-one scale prototypes with a 3-axis CNC router, various woodworking power tools, and robotic fabrication.
• Computational skills: The toolset of Summer DLAB includes but is not limited to Rhinoceros, Processing, Grasshopper, and various analysis tools.
• Theoretical understanding: The dissemination of fundamental design techniques and relevant critical thinking methodologies through theoretical sessions and seminars forms one of the major goals of Summer DLAB.
• Professional awareness: Participants ranging from 2nd year students to PhD candidates and full-time professionals experience a highly-focused collaborative educational model which promotes research-based design and making.
• Fabrication: According to the specific agenda of each year, a one-to-one scale prototype is fabricated and assembled by design teams.
• Lecture series: Taking advantage of its unique location, London, Summer DLAB creates a vibrant atmosphere with its intense lecture programme.
Eligibility: The workshop is open to architecture and design students and professionals worldwide.
Accreditation: Participants receive the AA Visiting School Certificate with the completion of the Programme.
Applications: The AA Visiting School requires a fee of £1964 per participant, which includes a £60 Visiting Membership fee. A deposit of £381 is required when registering with the online form. The deadline for applications is 20 July 2015. No portfolio or CV is required. Online application link:
https://www.aaschool.ac.uk/STUDY/ONLINEAPPLICATION/visitingApplication.php?schoolID=325
Return train tickets between London-Hooke Park, accommodation & food in Hooke Park, and materials from Digital Prototyping Lab (DPL) are included in the fees.
Programme Directors:
Elif Erdine (AA Summer DLAB Director): elif.erdine@aaschool.ac.uk
Alexandros Kallegias (AA Summer DLAB Director): alexandros.Kallegias@aaschool.ac.uk
…
elease, so for now I am back to the basics - using only what is built into the official release for the time being.
Perhaps as plugins are updated, the updated version/ release date/ download link can be added to this compatibility list. If someone has beaten me to this on another site; please let me know.
Plugins I intend to test would solicit compatibility advice for;
CENTIPEDE
CHAMELEON / WORKS /
DIVA
FAR CALCULATOR / WORKS /
FIREFLY / UPDATED / Firefly (1.0067) now works for 0.9.006. Download at www.fireflyexperiments.com
FLOWLINES / WORKS / native tools provided in 0.9 release
GENERATION / WORKS /
GECO / WORKS / update scheduled for 10.08.2012
GH KANGAROO / WORKS / plus more on the way! (per Daniel Piker)
GHOWL / WORKS /
GHYTHON / FIXED / Link to updated file; GhPython 0 5 1 0
GOAT
HAL / PARTIAL COMPATIBILITY / Fix should be available toward end of Aug.
HELIOTROPE \ BROKEN \
HOOPSNAKE
HORSTER / WORKS /
HUMMINGBIRD / WORKS /
LOCAL CODE / WORKS /
LUNCHBOX / WORKS / UPDATED 8.04 DOWNLOAD HERE
MATIS
MESHEDIT / WORKS / update scheduled for 10.08.2012
QUOKKA
SCARAB
SLINGSHOT \ BROKEN \
SOLARCIRCLES
SPIDERWEB / WORKS /
STARLING / WORKS / VER 0.2 AND 0.1
PANELING TOOLS / UPDATED / http://www.grasshopper3d.com/group/panelingtools/forum/topics/pt-gh-new-release-of-august-22-2012
WEAVERBIRD \ BROKEN \
…