r graphics get saved as 24x24 pixel images before they are put into the grasshopper application, which means the icons look like crap when you zoom in. This is the aforementioned problem that needs to be addressed in GH2. There have historically been two approaches to this issue:
Provide pixel images with several sizes.
Render vector graphics directly.
Option 1 is common for apps that do not have variable levels of zoom, such as Windows Explorer. When explorer shows file icons it either shows them in 16x16, 32x32, 48x48, 96x96, or these days, various HUGE sizes. As a result *.ico files allow you put in different images for all these target sizes. Since Grasshopper has variable zoom levels, this is not an ideal solution. Also, it requires a lot more work per icon.
Option 2 is becoming more and more popular as increased graphics speed now allows for the real-time rendering of vector graphics. Yet, you still need a renderer that knows how to draw vector geometry crisply at low sizes. All vector renderers I know just interpolate the geometry linearly and if a line happens to end up 'between pixels' it's just fuzzy.
I don't have hard and fast rules for the icons, but I try to adhere to at least these:
Keep a border of 2 pixels free around the icon content. So basically only use the inner 20x20 pixels rather than the 24x24 you're allowed. This is needed because the drop shadow needs to go there.
Only draw silhouette edges around shapes, not inner creases. Typically a 1-pixel line will do. I prefer to use a dark version of the fill colour rather than black for edges.
Loose curves can be drawn in 1 or 2 pixel thicknesses, depending on how important the curve is.
Try to avoid text in your icons (not always possible).
Stick to 1 colour family per icon, preferably per icon family. You can add highlights with another colour if you must, but too many hues make an icon hard to read (for the example the [Voronoi] icon, it has red, green and blue and it's a bit of a mess, on the other hand [Colour Wheel] has the full spectrum and seems to work quite well...).
Very roughly speaking, if there's both black and red geometry in an icon, it means the red is component input and the black is component output.
Drop shadows are pixel effects, applied to the 24x24 image. They have a blurring radius of 2 pixels, a horizontal offset of 1 pixel to the right, a vertical offset of 1 pixel to the bottom and they are 65% black.
When you use high contrast shapes (for example black edges on a light background) the anti-aliasing provided by vector renderers such as Xara or Illustrator won't be enough to make it look smooth. I'd recommend avoiding high contrast if at all possible, but if not possible then draw a 1-pixel line around the dark bits in 95% transparent black. This effectively extends the anti-aliasing range from 1.5 to 2.5 pixels and it helps make things looks smoother.
--
David Rutten
david@mcneel.com…
s levels of detail by subdividing a 6 sided cube mesh and projecting its vertices according to a referenced height map. This is one of the standard conventions for building full sizes planets. At the lowest level (0) the mesh planet is made of 6 pieces(each 32x32 resolution). The next level down (1) is made of 24 pieces... 6 divided by 4 = 24. Level (2) is 96 quads etc etc. The script will generate each quad at its sub-division level and compare edge vertices to neighboring quads. It will then make sure any shared vertices are in fact at the same projected vector. This ensures a planet quad with edge vertices that match.
The problems comes in texturing each quad.
If I build the quad as a nurb surface from points I can place the texture easily because each surface UV maps squarely to my texture map (which is also square).
If I build the quad as a mesh I cannot just apply the square texture to the mesh UVs. This is because when you unwrap the UVs from a mesh they will not unwrap like a nurb surface's UVs. Therefore to get the correct mapping I would have to manipulate each UV back to an evenly aligned array (which is 1024 points in a 32x32 resolution UV). Maya and blender have 'relax uv' and 'align UV' functions but they don't do the trick and manual corrections are out of the question. So why not skip the mesh method and use the nurb method?
I did this and there is a trade off. The nurb will accept the material texture I want with no other work on my end but when I export the object as an .obj rhino creates its own mesh to describe the nurb(with various unsatisfactory setting options). This works great up to a point because at some level the interpreted mesh will have vertices that do no match at the edges, ie .. creating visible seams in the mesh. The picture below is the nearly seamless planet at LOD(1) made of 24 quads, each with 32x32 vertice resolution and a 512x512 jpg texture running in Unity3d 5. It works but at close level there are seams. This will be resolved simply by having the next LOD(x) instantiate before getting close enough to see the seam but at core nerd level I want the seamless mesh.
So, I can make the seamless mesh but I can not realistically texture map it. I can also make the nurb surface from points and texture it at the expense of the edge vertices matching. I am at the split in the road but I want to have my cake and eat it too. Thoughts, comments, trolls...?
Thanks for reading =)
Footnote: For you pros I am not using seamless noise across the map I am using grasshopper to sew up my otherwise non perfect edges.
Other programs in the pipeline:
-WorldMachine 2
-Wilbur
-Photoshop
-Unity3d…
ARRAY with certain spatial order or mechanism under consideration of ecological design. The evaluation and definition of “ARRAY” are open to applicants’ imaginations. While the term “ecological” is subjected to many definitions: social, ecological, sustainable, its re-evaluations are open to students’ interpretations. Entrants are free to choose or make site, real or virtual.
ELIGIBILITY
Open to international students in the fields of architecture and design related disciplines from an accredited four-year or five-year architecture program. Graduates with certificate in 2011 are accepted. Teamed collaboration consisting of no more than 3 students in the above mentioned fields is permitted. Works submitted must be of applicants’ original works. Works done through school studios are accepted, but limited to 2011 term.
ENTRY FEE
Free
DEADLINES
Online Registration deadline: Oct 30th, 2011, 17:00 Taipei Time
(Upon completing registration, applicant will receive a registration number via email.)
Submission deadline: email sent by Nov 3rd, 2011, 17:00 Taipei Time
SUBMISSION REQUIREMENTS
This is a digital competition and no hardcopies are necessary. Entrants must submit their proposal via email no later than Nov 3rd, 2011 17:00 (Taipei Time) to the following email address:
hojenhwang@mail.ntut.edu.tw
The project submission must contain the following files:
1. Two A1 boards in portrait format (594mm x 841mm), with identification number at the upper right corner. Names and other identifying information are not allowed on front side of the boards. The resolution of the boards must be 300dpi, RGB mode and saved as JPG files.. The files must be named after the registration number followed by the board number. For example: 03956-board1.jpg and 03956-board2.jpg.
2. A DOC file containing the project discription (600 words max). This file must be named after the registration number followed by the word "discription". For example: 03956-discription.doc.
3. A scan of statement form. This file must be named after the registration number followed by the word "statement_scan". For example: 03956-statement_scan.jpg.
4. All the files must be placed in a ZIP folder named after your registration number. For example: 03956.zip. Size of the ZIP folder is suggested to be less than 15mb, while size more than 25mb will not be accepted
AWARDS
(1) Gold Prize winner will be awarded TWD 60,000 and a trophy.
(2) Silver Prize winner will be awarded TWD 30,000 and a trophy
(3) Bronze Prize winner will be awarded TWD 15,000 and a trophy
(4) Honorable Mention winners will be awarded TWD 5,000 and a merit certificate
Winners will be announced and notified by mid of Nov, 2011.
JURY
Two stages of open jury. Details to be announced
PUBLIC EXHIBITION
Nov 13, 2011~ Nov 18, 2011 at NTUT, Taipei
…
Added by Yu-Min Su at 2:03am on September 23, 2011
rves/holes. However, the Kangaroo script itself is prone to locking up so it seems like it might take forever. You can even double click stop the timer from the Windows task bar, I hadn't noticed that before:
You have to use that or right click disable the timer since even with the Reset toggle button input set to True the timer itself locks up the script a bit when you are changing things around.
Just setting the min/max numbers both to a desired mesh size gives a uniform mesh:
Oh weird, it's about if the timer is right click set to so small an interval that it gets ahead of Kangaroo! When you see how long each cycle is taking with the Display > Canvas Widgets > Profiler you just set the timer for above that and the interface comes back into being responsive. It only takes a few Kangaroo cycles to do the inflation, so a full second timer interval is even workable.
A finer mesh:
It's funny running it so slow since it overinflates at first, bulging out, before it equilibrates.
You have control over inflation pressure and mesh stiffness, for a variety of effects.
This is a good system once I realized the timer needed to be mellowed out.
What made it work was the fast custom meshing since a normal mesh is awful and MeshMachine wouldn't work with sharp corner holes at all, breaking out of the boundary even if I fixed curves or vertices or did the equivalent with NURBS surfaces instead of a starting mesh.
There is an initiation time for Kangaroo that doesn't show up on its Profiler time that happens even with the timer off.
There are some fine areas that can't inflate with a reasonable mesh setting:
Worth playing with but no match for ArtCAM since it suffers odd delays in between working fast. If I could get better 2D meshes, that were more adaptive it would be better, but MeshMachine is one of the only re-meshers I know and it's broken for even mildly sharp hole features.
Ah, how about a crude mesh that is then subdivided, guaranteeing inner vertices everywhere? Sort of works, but is still too dense. Way too dense to even do anything. The subdivision triangulates the quads, vastly increasing the mesh wire density. Better just to make a finer initial mesh with plenty of quads.…
Added by Nik Willmore at 12:57am on February 21, 2016
, Engineer and Researcher from France with broad programming experience. He is the author of the City in 3D Rhinoceros plugin for creation of buildings according to geojson file and with real elevation. Guillaume already created a new component: "Address to Location". It enables getting latitude and longitude values for the given address:
2) Support of Bathymetry data: automatic creation of underwater (sea/river/lake floor) terrain. This feature is now available through new source_ input of the "Terrain generator" component. Here is an example of terrain of the Loihi underwater volcano, of the coast of Hawaii:
3) A new terrain source has been added: ALOS World 3D 30m. ALOS is a Japanese global terrain data. Gismo "Terrain Generator" component has been using SRTM 30m terrain data, which hasn't been global and was limited to -56 to +60 latitude range. With this addition, it is possible to switch between SRTM and ALOS World 3D 30m models with the use of source_ input.
4) 9 new components have been added:
"Address To Location" - finds latitude and longitude coordinates for the given address.
"XY To Location" - finds latitude and longitude coordinates for the given Rhino XY coordinates. "Location To XY" - vice versa from the previous component: finds Rhino XY coordinates for the given latitude longitude coordinates. "Z To Elevation" - finds elevation for particular Rhino point. "Rhino text to number" - convert numeric text from Rhino to grasshopper number. "Rhino unit to meters" - convert Rhino units to meters. "Deconstruct location" - deconstructs .epw location. "New Component Example" - this component explains how to make a new Gismo component, in case you are interested to make one. We welcome new developers, even if you contribute a single component to Gismo! "Support Gismo" - gives some suggestions on how to make Gismo better, how to improve it and support it.
5) Ladybug "Terrain Generator" component now supports all units, not only Meters. So any Gismo example file which uses this component, can now use Rhino units other than Meters as well. Thank you Antonello Di Nunzio for making this happen!!
Basically just forget about this yellow panel:
This panel is not valid anymore, so just use any unit you want.
6) A number of bugs have been fixed, reported in topics for the last couple of weeks. We would like to thank members in the community who invested their time in testing, finding these bugs and reporting them: Rafat Ahmed, Peter Zatko, Mathieu Venot, Abraham Yezioro, Rafael Alonso. Thank you guys!!! Apologies if we forgot to mention someone.
The version 0.0.2 can be downloaded from here:
https://github.com/stgeorges/gismo/zipball/master
And example files from here:
https://github.com/stgeorges/gismo/tree/master/examples
Any new suggestions, testing and bug reports are welcome!!…
Added by djordje to Gismo at 5:13pm on March 1, 2017
well, very similar input data must result in wildly different hashes. For example, imagine we have an algorithm which computes hashes of text, and the hashes it computes are all numbers between 0 and 999. We then apply this algorithm to a piece of text:
"When Spring comes back with rustling shade" = 385
So far so good. Now imagine we change the text slightly, for example by removing a single "l":
"When Spring comes back with rusting shade" = 973
Minor change -> very different hash. There are of course way more unique texts than there are numbers between 0 and 999. This must therefore mean that a lot of text will result in the same hash. For example "When Spring brings back blue days and fair." may also result in a hash of 385. Because of the pigeonhole principle, there is nothing to be done about this.
Now for the tricky bit. Hashes are often used to validate executable code. Say your friend James at MI6 sends you a small program that will allow you to eavesdrop on Angela Merkel, and -over the phone- he tells you the hashcode for that application. You can then hash the application yourself, verify that it indeed results in the same hashcode and then you know you can trust the executable.
But now Jack from the FBI intercepts the email and adds a few sneaky lines of code to the original application allowing him to determine from your internet search history with up to 95% accuracy whether you like extra cheese on your pizza. The application has now been tampered with, it can no longer be trusted and you should be able to figure this out as it will no longer result in the same hash code.
But wait! Some hashing algorithms are more secure than others. MD5 is now officially considered to be 'hacked' and it is no longer recommended for doing naughty spying. Specifically, Jack will be able to inject his own code in such a way that it does not result in a different hash. Instead, the SHA family of hashers are to be used, as it is not yet known how to trick these hashers.
This is where the problem comes in, because apparently the US government has forcefully disabled the use of MD5 for all purposes. This is a shame because I use it to quickly compare bitmap icons for identicalness so I only have to store an icon in memory once. There is no security hole due to this, because I'm not hashing secure data. MD5 is somewhat faster than SHA, and since I have to hash several hundred icons on Grasshopper start, I opted for the faster one.
(Very) long story short; you're hosed. Grasshopper uses MD5; USgov does not like; Grasshopper does not run on USgov computers.
I'll do some testing to see if I can switch to SHA and then we can see whether or not that solves the problem. This however will take a while as I'm going on a business trip next week and have yet to prepare my presentations.
--
David Rutten
david@mcneel.com…
Added by David Rutten at 12:06pm on March 31, 2014
azione 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 ad involucro in condizioni specifiche.La discretizzazione di superfici (pannellizazione Nurbs o Mesh), la modellazione delle geometrie attraverso informazioni (siano esse provenienti da analisi ambientali, mappe o database) e l’estrazione e la gestione di queste informazioni, richiede la comprensione di strutture di dati al fine di gestire completamente 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, esplorerà l’integrazione tra design e prototipazione tramite processi di stampa 3d di materiale ceramico al fine di comprenderne allo stesso tempo sia il comportamento del materiale che i vincoli e le opportunità offerte dall’utilizzo di tali tecnologie.Infatti utilizzando grasshopper ed una macchina a controllo numerico i partecipanti apprenderanno le modalità per la generazione parametrica dei modelli e la creazione del codice per la loro prototipazione (Gcode creato direttamente in Grasshopper). Il workshop darà quindi ai partecipanti la possibilità di testare direttamente i loro elaborati digitali stampandoli in modo da comprendere come le informazioni articolate tramite tali strumenti di design producano specifici effetti sia morfologici che estetici.…
ut in the next few days.
I've found getting really good handling of static vs kinetic friction to be a pain though.
Distinguishing between collisions and resting contact generally becomes more complicated than it might first appear.
If the collision with the mesh or ground is 'hard' I project the particle positions, so they can never penetrate, and reverse the component of their velocity normal to the surface (multiplied by the restitution factor). This means that whenever you have some structure of springs resting on a hard surface, there is usually still some tiny imperceptible bouncing. This makes it hard to properly apply static friction (which would zero the tangential velocity if the tangential force was below some threshold and it is not already sliding), because particles are generally not perfectly on the surface, even when apparently at rest. Obviously it's not good to have friction affecting things that aren't touching the surface.
This is the origin of the 'settle' parameter in the settings. The idea was that when the motion of a particle normal to the surface drops below that limit, it will be totally zeroed, and the particle becomes properly resting on the surface. I never really like having to use these kind of weird ad hoc fixes though.
Alternatively, if the collision is 'soft' I use a spring-like force to push particles out of the ground/mesh.
This can cause problems because in many cases you just want a simple constraint that they never go below ground level, and there is a limit to how stiff you can make these spring-like forces.
The advantage though, is that because any particle resting 'on' the ground/surface will actually be slightly below/inside it, and one can use this to decide whether to apply contact friction.
With bouncing collisions, it is a little simpler. There is just the question of what to do with the velocity component tangential to the surface. See the bottom comment by me here, for more on the 'tumble' setting:
http://www.grasshopper3d.com/video/kangaroo-traction-test
So you see, it is challenging to get one consistent model that will give correct behaviour for all cases (eg a simple static 'leaning ladder' type problem, a bouncing particle, and vehicle wheel traction), without having several of these odd seeming and non-intuitive settings.
…
Added by Daniel Piker at 11:11am on October 18, 2012
m is different from email spam.
Email spammers want you to buy their product. You are the target of the ad contained in each email spam you receive. Comment/web spammers want your readers to buy their product. You (the blogger, author, moderator) are not the target.
2. Web spammers are social engineers.
Email spammers write messages to get your attention. Comment spammers write messages to escape your attention. They want you to believe they are real bloggers, real people, writing real comments, so you’ll approve the comment and publish it on your site. They use flattery, appeal to your good nature, and simply lie in order to convince you to give them the benefit of the doubt.
3. Web spammers are basically advertising on your blog..
..and they're keeping all of the profits. They’re not even asking your permission first. Right now someone is offering to sell links from your blog to anyone willing to pay a few dollars (or a few cents). If your blog is well known, it may even be listed by name, with backlinks for sale at a set price.
4. It’s all about the backlinks.
Web spammers are selling links from your blog to their clients. They do this to game the search engines and trick your readers into visiting dubious web sites. Their clients are sometimes seemingly harmless, but are often peddling fake pills, porn, scams and malware. Sometimes they’ll use “buffer sites” – that is, innocent looking web pages intended to disguise the fact that they’re really advertising something more sinister.
5. Spammers employ humans.
Not all spam is delivered by spambots. Spammers are increasingly using humans to write and post comments by hand. Typically they are exploiting low-paid workers in internet cafes, schools and factories. Sometimes they are viral marketers paid to promote a new product. Either way they are trying to exploit your blog for their profit – and hoping to do it without you noticing.
…
Added by Danny Boyes at 4:51am on October 24, 2013
he results are accurate enough.Good to go!Current working directory is set to: C:\002_VIDEO\02_UNI\TU_GRAZ\01_DISSERTATION\02_RESEARCH\08_POMODORO\01_SIMULATION_MODEL/03_HONEYBEE\VF_00\gridBasedSimulation\start cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get Commandlinestart cmd /c C:\Users\paratufello\AppData\Roaming\Ladybug\unnamed\annualSimulation\unnamed_7_DS.batWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineWMIC PROCESS get CommandlineRuntime error (IndexOutOfRangeException): index out of range: 0Traceback: line 271, in script…