creating the structural frame, finding the endpoints, linking these endpoints with curves and afterwards lofting the surfaces between the curves.
The results were quite nice, however, the procedure is very time consuming and inefficient. There is just too much copy-pasting involved.
(see attached file: "Old Attempts.zip" )
Mesh relaxation:
I have later on used Daniel Piker's tutorials on Mesh Relaxation and realized that this might be the way to go.
The link to these online tutorials on wewanttolearn.net is:
https://wewanttolearn.wordpress.com/2011/10/22/mesh-relaxation-kangaroo-tutorial/
His tutorials, however, only deal with mesh boxes which are ideal cubes. He then joins them together in various directions, but it is under 90 degrees angle.
( see attached file: "Daniel Pikers Examples" )
What I would like to achieve:
I want my bridges to go in all directions and angles, not just under 90 degree angle.
Ideally I would like to make a square (polygon) follow a curve (which moves in all axis) at certain number of division points. I would then loft these squares into a mesh and use that shape as a mesh box. I would later use this mesh box and relax it the same way as Daniel Piker used the cubes in his tutorial. The anchor points are only the vertices of the squares which create the lofted mesh box.
( see attached file: "New Attempts" )
As you can see below this procedure works even if the curve is moving in all directions not only along xy axis. There are, however, many problems connected to it.
The problem:
Despite all the effort I cannot seem to come up with a design where I would be able to draw a random curve which would be the guideline for my mesh box and then apply this box to one definition in order to relax the mesh and create the shape that I want. Without this I am again forced into a lot of copy pasting as the final mesh box is made out of several sections.
Also is there any way I could make the final resulting mesh a bit smoother? Increasing the number of mesh faces is probably the only way, right?
Thank you guys so much for any potential help.
All best,
Luka
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phere with the maximum number of triangles but not much than a defined threshold.
I scaled that mesh just to fit Rhino grid, but it is not mandatory. What is useful, is to scale not uniformly the mesh (Scale NU). It could be done after cellular modifier applied or before or before and after. The 3 options are possible in the script. If you don’t need them just put 1 in scale sliders.
Ellipsoid mesh is the populated with points, I put 2 independents populations to randomize a bit further. For each vertices of the mesh the closest distance from the populated points is calculated.
Here is an illustration in color of this distance.
This distance is then used to calculate a bump. If domain for bump is beginning with negatives values to 0, it carves the mesh. Instead it bumps/inflates it.
Some images to illustrate the difference with populating 100 points with one or two populations.
Here some images to illustrate the application of scale before carving or after.
Next phase apply noise. At the moment I don't find it good.…
de geometries, which can easily be adapted to changing design intentions and requirements. The core concept of the software is that the brick unit is the basis for every action performed. Basically, a design is generated through drawing, placing and manipulating individual bricks. BrickDesignoffers different methods to manipulate the individual bricks in order to map patterns on a façade. These methods can be extended ad libitum through an open script interface, which gives access to a number of brick parameters.…
Added by Ayuka Oomura at 3:40am on November 4, 2013
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work with color to fit it into this logic (porous structure)?the range of colors: from white to yellow, orange, red. to blackis not so nice, saying, does not match to the design of the house.So there for it should only show the material what carries this pattern.So my question in yours case:i think that the picture of you must be thought as invert, so that it's become functional as well. if you thought this as invert,than you musst icrease the surface division,so that the rays of the sun can be disturbed to penetrate the house.that is a good the example:http://www.detail.de/inspiration/fuenf-hoefe-in-muenchen-100701.htmlin your case, the function of the patterns would get parametric significance. where more sunlight, consequently a denser pattern, and of course vice versa.therefore, the attractor should be the solar/sun system.http://digitalsubstance.wordpress.com/2011/12/07/facade-porosity-ad...What do you mean, i still see a version of you?http://www.youtube.com/watch?v=JoqDYcCDOTgThanks…
roduced the same error.
I tried to run them again with the file already open and I got this (I imagine predictable) error:
Sorry! But the number of available CPUs on your machine is 4.
Honeybee set the number of CPUs to 4.
Grid-based Radiance simulation
The component is checking ad, as, ar and aa values. This is just to make sure that the results are accurate enough.
Good to go!
Current working directory is set to: C:\ladybug\Parametric_Shading_Wall\psw_z0.25_t.025_y.2_r90_m3_lux\gridBasedSimulation\
Failed to remove the old directory.
WindowsError(32, 'The process cannot access the file because it is being used by another process')
Failed to read the results!
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
Runtime error (PythonException): Failed to read the results!
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
rtrace: fatal - (psw_z0.25_t.025_y.2_r90_m3_lux_RAD.oct): truncated octree
Traceback:
line 336, in script
@Mostapha, if it is indeed a different issue, what do you think it could be?
Thanks again,
-Nicholas…
ky.exe did not accept -p parameter and made empty sky.cal file.
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Edit: solved run problem, Bee did not download OpenStudioMasterTemplate.idf
Get it here: https://github.com/mostaphaRoudsari/Honeybee/issues/119
Now get empty HDR:
C:\ladybug\prox\imageBasedSimulation>rpict -i -t 10 -vtv -vp 245.129 -226.458 20 0.405 -vd -0.549 0.656 -0.518 -vu -0.332 0.397 0.855 -vh 42.862 -vv 26.991 -v l 0 -vs 0 -vl 0 -x 800 -y 600 -af prox_RAD_Perspective.amb -ps 8 -pt 0.15 -pj 0.6 -dj 0 -ds 0.5 -dt 0.5 -dc 0.25 -dr 0 -dp 64 -st 0.85 -ab 2 -ad 1024 -as 175 -ar 150 -aa 0.200 -lr 4 -lw 0.050 -av 0 0 0 prox_RAD.oct 1>prox_RAD_Perspectiv e.unf rpict: 0 rays, 0.00% after 0.0000 hours rpict: skybright`c__ladybug_skylib_cumulativeSkies_SINGAPORE_SGP_SINGAPORE_SGP_1 : undefined variable rpict: 1020 rays, 4.91% after 0.0000 hours
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Hi friends,
trying to get a cumulative sky image metric to run and encountered an issue with the image-based metrics component. It throws:
Runtime error (KeyNotFoundException): honeybee_materialLib Traceback: line 768, in main, "<string>" line 1442, in script
I guess this is some sort of setup issue on my end, or I messed up the definition? Any help appreciated.
Thanks,
Max
…
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POSTS
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ike using something like the Z vector, but technically you can use any vector you want. This vector will actually determine the static rotatation of all the planes, so you can control that here if you like. One important thing that I've noticed is that the closer the vector is to the plane of the curve or if its too similar to one of the tangent vectors, the more likely you'll have "flipping"
2) Take the cross product between the tangent and the static vector. This will be your first perpendicular vector, which you can use for the X component of the plane.
3) Take the cross product between the tangent and the result of the previous cross product. Use this result as the Y component of the plane. All three components (X, Y, and Z (which is the tangent vector)) are all perpendicular to each other now.
After you've done that you should have planes that decrease twisting. If your curve is not planar, then there will always be some twisting in the frames, but it will be minimal enough to use them effectively.
There also may be "flipping" within the frames, which means one (or both) of two things. First, you could have planes that have reversed their vectors, so the X vector is properly oriented, but pointing down when it should be pointing up. Second, the X and Y vectors could have potentially swapped, so that Y "should" be X and X "should" be Y. In order to check these things, you'll need to do a few tests. The first one is find out whether the vector (X or Y) of the plane your testing is pointing in the opposite direction of previous vector. The second test is to find out whether the vector (X or Y) of the plane your testing is perpendicular to the previous vector. In both cases, an angle test between the two vectors will be able to tell you what you need to know, but you will likely NEVER get exactly 180 for an opposite test or 90 for a perpendicular test. That means that you have to choose a range with which to determine that a given vector is opposite or perpendicular.
You should start testing the X vector to see if anything is wrong. If you find that the X vector is fine, then just move on because Rhino will only allow you to create right handed planes, and the Z vector (the tangent) will always be the same.
I don't believe that there's a native function within the old dotNET SDK for calculating angles, so use the example at the link below. It basically takes the arcCosine of the Dot Product of the two vectors your testing to return the angle in Radians. I'm not sure if this function is included in RhinoCommon or not....
http://wiki.mcneel.com/developer/sdksamples/anglebetweenvectors…
ed when membrane cones are invited to the party (then mesh (via Starling is the best way) the brep and send data to Kangaroo : the easiest thing to do). But patch doesn't trim the inner Loops and ... well initially I thought to find this in SDK and do the job:
Well... I confess that I can't get the gist of the Brep.Trim (as explained in SDK).
Thus go to plan B: having already the closed breps (the "cones") as cutters ... attempt a Boolean difference
but this does that (this looks to me a bit paranoid, but some reason must exist):
What I want is this:
the code that mess things is (open the script inside definition attached):
BTW: where in SDK is that DeBrep thing?
BTW: Delaunay GH syntax is still cryptic to me (but this is not an issue anymore)
I would greatly appreciate any help on that final step (to greatness).
The full working definition soon (v5: with 90% of components replaced by C# stuff).
best, Peter
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