hat differ in shapes, sizes and height the facade would be a mess. Some spaces need some light while other can't have any. I would like to have full freedom of creation inside the building, to make it as functional as possible. Thats why i decided the parametric "skin" solution would be best. Since the location has industrial past (factories made of brick) i decided that brick would give interesting result.
I tried creating the definition on my own but since i lack skill in GH i got some problems (especially multiplication of bricks and the diffrence between each "level" (half a brick on y axis) caused problems for me.
I post my simple sketch explaining the idea of definition i would like to create (sorry about quality):
1 - Brep - I would like to use 25x12x6cm (classic brick) but as well experiment with diffrent shapes - like the one on the right with hole inside - that would give more light. Thats why i think the best solution would be using brep for this definition.
2- Multiplication - biggest problem for me - I don't know how tall the wall would be, what will be the final shape of Brep (brick) and that's why i would like to manipulate this with sliders as well. All the walls are flat (maybe it would be easier to use surface?). As i managed to multiply the bricks easy way i don't know how to gain control over height of the wall - for example that it is 30 bricks high, but has each second row moved on x axis by the distance of 1/2 brick. I tried using Series but with no success. Could you help me with that please?
3 - Rotation - i would like to use image sampler for that so i can "paint" where i want more sun and where i dont need it at all (black and white). The rotation has to be limited to 180 degrees as well. Obviously i didn't get here yet, but i never used image sampler so if you could give me some advice how to use component and how to create such images i would be really grateful.
4 - More of a concept thing - since the connection angles differ from 90 degrees i will have to figure out how to connect the parts of the wall at sides ;).
I would like to ask you for help with the defintion, since i am totally stuck at step 2. I post what i came up with so far. Thank you for your time and help!
PS. I post an image that is pretty similar to one of options i would like to check for my building.
…
o, presso la sede Eurac e il TIS, nei giorni 21,22 e 23 maggio 2015.
Il processo di progettazione integrata è riconosciuto come metodo per ottenere gli elevati livelli di qualità oggi richiesti agli edifici. Con questo approccio diventano sempre più rilevanti il comfort visivo e la gestione dell’illuminazione naturale in relazione al risparmio energetico. Di fatto, il nuovo protocollo Leed v4 riconosce crediti ad hoc e conferma l’importanza della progettazione daylighting per “collegare gli occupanti con lo spazio esterno, rinforzare i ritmi circadiani, ridurre l’uso dell’illuminazione elettrica con l’introduzione della luce naturale negli spazi”.
Una progettazione robusta richiede l’uso di strumenti di simulazione efficaci e Radiance è riconosciuto come uno dei software con le capacità di fornire risultati affidabili. Radiance è utilizzato sia a livello di ricerca che tra i progettisti, ed è tra i più accurati per la simulazione professionale della luce naturale ed artificiale. Non ha limiti di complessità geometrica ed è adatto a essere integrato in altri software di calcolo e interfacce grafiche. Le principali e più versatili tra queste (DIVA4Rhino, plug-ins per Grasshopper e Rhinoceros3D), essendo in grado di facilitare notevolmente le procedure di programmazione, saranno oggetto del corso.
Il corso è rivolto a progettisti e ricercatori che vogliano acquisire strumenti pratici per la simulazione con Radiance al fine di mettere a punto e verificare le soluzioni più adatte alle proprie esigenze. Sono previste lezioni di teoria e pratica con esempi ed esercitazioni volte a coprire in modo dimostrativo ed interattivo i concetti trattati.
Il corso viene riconosciuto con 15 crediti dall’Ordine degli Architetti.
Le domande di iscrizione devono essere presentate entro il 27 aprile 2015.
Scarica la brochure con tutte le informazioni Corso Radiance - EURAC.pdf
Il corso è sponsorizzato da Pellinindustrie.…
hop innovativo sulle prospettive e sfide future del design computazionale.
INFO ED ISCRIZIONI
PLUG IT | Rhino + Grasshopper | Livello Base | Modellazione parametrica e controllo di forme complesse
Plug it, primo step del percorso formativo in tre fasi “AAD Workshop Series“. Plug it fornirà ai partecipanti un’effettiva padronanza delle più avanzate tecniche di modellazione digitale, approfondendo le metodologie della modellazione algoritmica e parametrica nel campo dell’architettura e del design del prodotto. Il corso è rivolto a studenti e professionisti dei settori della progettazione architettonica, design, moda e gioielleria, con esperienza minima nel disegno CAD bidimensionale (acquisita su qualsiasi piattaforma software) e si articolerà in lezioni teoriche frontali ed esercitazioni guidate
FORM FINDING STRATEGIES | Livello Intermedio | Analisi ambientale ed ottimizzazione della forma
Form Finding Strategies è il secondo step del percorso formativo in tre fasi “AAD Workshop Series“. Il workshop intende esplorare le possibilità di generazione di forme efficienti in relazione ad influenze esterne ed alle caratteristiche intrinseche della materia stessa. Analisi ambientale (input solari, termici ed acustici) ed analisi/ottimizzazione strutturale FEM saranno le principali metodologie utilizzate per raggiungere gli obiettivi di ricerca della forma. Saranno introdotti numerosi plug-ins tra cui: Weaverbird, Kangaroo, Geco/Ecotect, Ladybug, Millipede. Il corso si rivolge a studenti e professionisti con conoscenza base di Rhino e Grasshopper.
PERSPECTIVES | Livello Avanzato | Python coding e modellazione algoritmica avanzata
Il nuovo corso Perspectives proposto per la prima volta nel 2019 (ed ultimo step del percorso formativo in tre fasi “AAD Workshop Series) introdurrà gli studenti alla programmazione Python ed alla sua integrazione con Grasshopper. Verranno inoltre esplorate tecniche avanzate di generazione formale basate su iterazioni. Tra i principali plugins utilizzati: GhPython, Anemone, Hoopsnake, Plankton, MeshMachine, Pufferfish. Pensato come workshop innovativo sulle prospettive e sfide future del design computazionale, è rivolto a studenti e professionisti con esperienza in modellazione algoritmica con Grasshopper.…
ts in extreme aliasing effects that carry into the 3D realm as regular steps along what should be smooth surfaces.
On sleeping on it, I realized I hadn't yet tried fast Unary Force on fine quad meshes from the standard Grasshopper meshing system that includes the meshing options component.
Bingo! It's fast now. Workable. I don't need super fine meshing since I'm not running from aliasing. I can still use rather fine local meshes since Unary Force lets Kangaroo do a simple thing just in the Z direction rather than a full 3D force.
After only a minute or so of Kangaroo initialization that slows the interface, each of a dozen needed cycles takes half a second, FOR THE ENTIRE GRAPHIC.
I just set the timer to 1 second so I can move around the interface, and I double click the Windows taskbar timer shut-off to enjoy the result.
WHILE RUNNING VIA TIMER, IF I CHANGE A SPRING/FORCE SETTING IT SUFFERS NO DELAY AT ALL AND JUST ALTERS THE OUTPUT OVER TIME. I can change Unary Force from 20 to 100 and immediately see the bigger areas balloon like crazy:
It's fast enough overall to play with, yet the individual steps are slow enough that it's fun to watch the hysteresis as it overshoots back from 100 to 20 Unary Force, going concave in the middle of bulges then back to more shallow hills.
A force of 1000 is a bit disturbing, I wonder if I can tamp it down with greater spring strength or will that just give me the same result as before?
Looks like it's the same, just the ratio matters. Makes sense I guess. At one point it blew up though. Hitting the reset button...a minute later it blows up again...and just doesn't like huge numbers, so I don't see an advantage playing with bombs. The high mesh strength is pulling the mesh apart.
With low Unary Force and moderate mesh tension, you get flat tops, as if the overall force on the mesh fighting its anchored edge vertices, is enough to displace it, but the surface itself is too stiff to care about local gravity.
Then you have less flat areas as you increase Unary Force:
Weird, there *is* some sort of absolute effects, rather than just relative, between Unary Force and spring stiffness, since now I'm getting flat tops even in the extreme:
Oh, wait, strike that, I may be seeing but a single step with the timer off, subject to hysteresis. With the timer back on...it can sit there a minute...not locked up but just idling...until you see the Display > Widgets > Profiler time start cycling to near half minute numbers...makes you want to hit the reset button...and indeed that locks the interface for another initialization...and yes, it was merely hysteresis, not an equilibrium result. My former flat tops may have been due to that too, due to my use of the Windows taskbar timer disabler. The lesson is that you can obtain different results by using a long timer setting and just stopping it before it equilibrates.
This script is a keeper, fast and fun after the relatively mild Kangaroo initialization period is over.
The uniform mostly quad meshing is all done in Grasshopper too, from any flat surface with holes, especially from images of shapes that are traced with potrace to give surfaces with holes.
Could I switch to hex meshes from triangular meshes to do the same thing with fewer vertices?
Are there other forces I can add to smooth the bulging? Letting things bulge is not so bad if you then just scale down the result in Z afterwards (though perhaps the same result could be had with lesser force):
Also, can this same thing be done with possibly faster Kangaroo 2?…
Added by Nik Willmore at 10:02pm on February 21, 2016
es has guided me in a - what I once thought - specific path within architecture, but recent discoveries (like the Grasshopper-community etc.) have learned me that the field of digital and parametric architecture is so-to-speak alive and kicking. This is also the main subject I would like to write my thesis about. It is however mainly the subject and defining its boundaries – what do I really want to explore and research? – which is the most difficult factor at this time.
A concrete idea is non-existant, and my current visions will probably be redirected when I have a first meeting with the promotors in February. Moreover there is the knowledge that it is impossible to make a thesis at the institute in Antwerp on no matter what subject in the world of digital architecture. Understandably too, it’s a small world and does not always result in realised projects, but in impressive imagery. At this moment however, I am thinking of two possible research fields to focus on.
In a first option the focus might lie on how digital design tools can be used to bring a certain aspect of interactivity to building facades. Such interactivity can occur both in the design phase and throughout the use of the building. The first scenario, in which the interactivity occurs when designing, I would focus on how the designer can shape a building’s outer perspective in function of environmental parameters: obstacles, elements that block sunlight from entering the building, visually important landmarks, etc. It should be noted however that focus will mostly lie on the design element, and less on the energy-efficiency and sustainability. Tools that will be researched would include Grasshopper, Rhino Scripting, Processing and ParaCloud.
A second possible approach could be categorized under both Swarm Intelligence and Generative Design and might study how the aforementioned digital techniques might be implemented in the new urbanism. We notably see more (innovative) interventions in which the design and planning is heavily influenced by movement patterns and morphogenetic parameters and functions. Based on the outcome of these scripted techniques, designers tend to work towards a proposal which answers a certain urbanistic issue.
All additional insights, guidelines, tips, comments are more than welcome in order to help me define the scope of my thesis subject. I must admit I am pretty new to this digital design world (it is not actively promoted at my home university, but it is promoted at the university where I am studying for one year now) and thus have limited experience at the time of writing.
Please also feel free to check out the blog post concerning this topic, which is a little more elaborate: http://nielswouters.be/thesis-digital-design-english/
Thanks for all your help!
…
ou will see all of the available components on a ribbon at once so there is no need to keep clicking drop down menus.
It's all about discoverability with GH. What if you're a beginner and don't know about the Create Facility (dbl click canvas) how can you find Extr?
Even if you hover over every component or use the drop down lists you will not see the name Extr appear anywhere.
Sure it makes sense that Extr is short for Extrude but it's also the Nick Name of Extrude to Point component
So you can easily miss the fact that one has a Distance Input verses a Point Input.
I think I made the move to Icons around about the move from version 0.5 to 0.6, possibly before. I initially thought that I would go back to text because I loved the mono chromatic look of the text but I soon realised that Icons were the way forward. The greatest benefit is speed. You don't need to digest and decipher every component (which is written 90 degrees to the norm).
I'm not saying you should move to Icons forthwith but at least consider that once you have a better knowledge and understanding of GH, Icons will set you free.
My top ten tips that I would highly recommend to anyone wanting to better themselves with GH.
1) Turn on Draw Icons
2) Turn on Draw Fancy Wires
3) Turn on Obscure Components
4) Use the Create Facility like a Command Line eg "Slider=-1<0.75<2" or "Shiftlist=-1"
5) Use Component Aliases to customise your use of the Create Facility eg giving the Point XYZ component an alias of XYZ will bring it up as the first option on the Create Facility as opposed to the other possibilities.
6) Try to answer other people's questions even if it's not relevant to your own area. By looking into solving a problem outside of your comfort zone and then posting your results it is very rewarding but it also lets you see the other approaches that get posted in a new light.
7) Take the time to understand Data/Path structures.
8) Buy a second monitor - There is nothing that can compare to real estate when working in Grasshopper.
9) Read Rajaa Issa's Essential Mathematics
10) Pick a panel in a tab on the ribbon and get to know every component inside and out and then move on. Start with the Sets Tab > List Panel…
16-20 / PUEBLA JULY 23-27
This workshop is intended primarily for architects and designers interested in learning parametric and generative design applied to the generation and rationalization of complex geometries for their implementation in different design processes. The course will cover basic concepts and methodology to address many design issues through the development of algorithmic tools via a visual programming language and the development of digital fabrication schemes. Rhinoceros 3D and Grasshopper are going to be used as our modeling tools and V-Ray as our rendering engine. Monday to Friday from 10am to 2pm and from 4pm to 8pm 40hrs.
No previous knowledge of Rhinoceros 3D or programming required, CAD background desirable.
Students: 4,000 MXN Professionals: 5,000 MXN Info: workshop@3dmetrica.com 044 55 28790084 www.3dmetrica.com
www.facebook.com/3dmetrica
TALLER DE VERANO ARQUITECTURA PARAMETRICA DISEÑO GENERATIVO RHINO + GRASSHOPPER + V-RAY
TOUR MÉXICO 2012
MEXICALI 25 AL 29 DE JUNIO / CIUDAD DE MÉXICO 2 AL 6 DE JULIO / MORELIA 9 AL 13 DE JULIO / GUADALAJARA 16 AL 20 DE JULIO / PUEBLA 23 AL 27 DE JULIO
Este taller está dirigido principalmente a arquitectos y diseñadores interesados en el aprendizaje del diseño paramétrico y generativo aplicados a la generación y racionalización de geometrías complejas para su implementación en diferentes procesos de diseño. En el curso se abordarán los conceptos básicos y metodología para hacer frente a diversas problemáticas del diseño mediante el desarrollo de herramientas algorítmicas a través de un lenguaje de programación visual y el desarrollo de esquemas de fabricación digital. Se utilizarán Rhinoceros 3D y Grasshopper como herramientas de modelado y V-Ray como motor de renderizado. Lunes a Viernes de 10am a 2pm y de 4pm a 8pm 40 hrs.
No se requieren conocimientos previos de Rhinoceros 3D ni de programación, conocimientos previos de CAD deseables.
Estudiantes: 4,000 MXN Profesionales: 5,000 MXN Info: workshop@3dmetrica.com 044 55 28790084 www.3dmetrica.com
www.facebook.com/3dmetrica
…
and 3d rapid prototyping using state of the art material simulation and optimisation. Participants will be guided through methods of advanced structural analysis and evolutionary algorithms implemented in Grasshopper, Karamba and Octopus in a 5 day workshop taught by Robert Vierlinger and Matthew Tam within the premises of the Academy of Fine Arts & Design in Bratislava, Slovakia. The workshop will cover the basics of setting up a karamba definition and more advanced form finding techniques with beams and shells through to preparing files for 3d printing and 2d documentation. For the Grasshopper newcomers there is a preparatory crash course on 20 July 2015 taught by Ján Pernecký. The workshop will be held entirely in English. VENUE Academy of Fine Arts and Design in Bratislava: VŠVU / AFAD, Hviezdoslavovo námestie 18, Bratislava, Slovakia ROOM 135 PRICING Early bird Student (until Jun 30, 2015) €320 Early bird Professional (until Jun 30, 2015) €380 Regular Student (from Jun 30, 2015) €400 Regular Professional (from Jun 30, 2015) €475 The fee covers only the tuition. Travel expenses, accommodation and food is to be covered by the participants. SCHEDULE Day 1 Lecture - Karamba in Projects from Competition to Construction Introduction to karamba - Setting up a basic karamba model Shells & Beams - Understanding the impact of load on geometries. Beams - Cross Section Optimization, Load Path Emergence Day 2 Extraction and Visualization of data from Karamba Complex Geometry - Processing of Free Forms for Karamba Force Flow - Understanding and Visualizing results on shells 3d Printing - Preparing geometries for rapid prototyping Day 3 Lecture - Form Finding in Karamba Isler Shells - Hanging Forms with karamba Shells - Shape Optimisation with Galapagos Trusses - Topology Optimization with Galapagos Columns - Positioning with Galapagos Multiobjective optimisation strategies with Octopus Day 4 Frequency Analysis & Non-Linear Analysis with Karamba Extraction and Visualization Part 2 BIS - Building Information Systems with karamba Day 5 Participant’s Examples and Topics Reviewing 3d Print Studies Large Complex Models Reviewing learn techniques and strategies Concluding lecture - public PARTNERS rese arch Academy of fine arts and design…
ght on why this is, and some ideas I have for how to improve things going forward.
MeshMachine grew out of some scripts I started developing over 3 years ago (described here), originally just with the aim of achieving approximately equal edge lengths on a smooth closed triangulated mesh.
As time went on, I kept adding things, such as ways of keeping boundaries and sharp edges fixed, different ways of controlling edge lengths that vary across the surface, and different ways of pulling to surfaces.
I was also still experimenting with different rules for the core remeshing operations, such as valence driven vs angle driven edge flips.
All of these things meant many variables in the script. I wanted to share the work so others could play with it, but not really knowing exactly what people might use it for made it difficult to simplify the interface, so I just exposed most of these variables I was using (actually there were originally even more, but I felt a component with 20+ inputs was excessive, and combined some of them and fixed others to default values).
I've never been happy with that component, but some people want a component that you can just feed a surface and get a mesh with 'nice' triangles, without too much fuss or needing to know anything about how it works, while other people want to be able to vary the density based on proximity to the border, and curvature, and attractor points and see the intermediate results, and model minimal surfaces without pulling to any underlying surface, and...
Since then I did the rewrite from Kangaroo to Kangaroo2, and through that process, and associated conversations with Steve Baer, David Rutten and Will Pearson, my ideas about how to structure libraries and make cleaner more flexible Grasshopper components changed. Much of this centres around using interfaces (in the specific programming sense, not to be confused with UI), because they allow separating code into multiple components, while still allowing to edit parts of it within Grasshopper, and other parts in a proper IDE (because I find the GH code editor is not conducive to writing large amounts of well structured object oriented code).
Towards the end of last year, Dave Stasiuk and Anders Deleuran invited me and Will Pearson over to CITA for a few days of mesh and physics coding and beer drinking. During this time I made the first steps to restructuring MeshMachine to be more modular and interface based like Kangaroo2, instead of one giant script. One of the main motivations for doing this was to make it easier to combine the K2 physics library with the remeshing. However, at the time I hadn't yet released K2, so it didn't make sense to post examples that used those libraries. After the launch of K2, this restructured MeshMachine development has been a bit on the back-burner, but this discussion and Dave Stasiuk's work with Cocoon is inspiring me to pick it up again.
Seeing how you are combining the Cocoon and MeshMachine, and how Dave is also using interfaces in his recent work suggests to me it might be possible to integrate them more smoothly...
…