ore simplest way, for example i need to declare min distance (minDist) like huge number to avoid overlapping values. may be find way do not use second loop in script at all . In the neoarchaic's script has line 99 (j = pts.ClosestIndex(pt)) but i have no idea how to do it in C#.
2. In a file i prepared GH+Hoopsnake and GH+Anemone solution for this script . Can i use the same principle in C# (shipt list with wrap values )? This solution I need for studying list operations in C#.
Thank you for helping .
ps..My script:
int num = x.Count; double minDist,dist; int minI = 0; int i = 0;
Point3d pt; List<Point3d> z = new List<Point3d>();
while (i < num) { i++; z.Add(x[minI]); pt = x[minI]; minDist = 1000000000000; x.RemoveAt(minI);
for (int n = 0; n < x.Count; n++){
dist = x[n].DistanceTo(pt);
if ( dist < minDist) { minI = n; minDist = dist; } } } A = z;
…
near logic you were asking:
This is simply using a line as a reference, and finds the projection of the mesh points on it. Then, the values along the line can be used to create a linear growth. A second example is then here a simple attractor logic. The closer to the point, the larger the thickening.
A last example is using the linear increase example as a start point, but then applies the sin function to it. This creates a moving wave. Note also how this trigonometric function returns on top of itself.
I hope this helps,
Giulio
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Giulio Piacentino Weaverbird development…
once all neighbors overlap, its fine. otherwise just think, they can not be too big, as they will be trimmed, so maybe say: quad size is given by the host surface BBX diagonal length. for the trimming: as long as u have no concave parts on the surface, u can trim each cell with all others. try to work with planes instead of the planar cells. that saves performance. use plane-plane intersection, then u get edge lines, which then u just need to chamfer together. u can find neighbors for each cell by i.e. (the cheapest option) neighbors are the 10 closest cells to a test cell. remember: u just need to limit the number of intersecting planes. this works for rather evenly distributed cells with little concave curvatures. i found useful a kind of searchlight strategy. think of a rotating cone. from all points currently in the cone, the closest is designated as neighbor. i know this is totally unscientific, but i hope i could help!ps. lets see this http://www.grasshopper3d.com/photo/faceted-shell…
can try playing around with that.
The other reasons were pretty much covered by Mostapha and Chris. Usually you want AB (the ambient bounces) to be greater or equal to 5 no matter the quality, as it is one of the most important variables for a dependable simulation. Of course it depends on the nature of your geometry but 5 min. is a safe bet.
Btw, I couldn't see which geometry you are plugging where as one pipeline was empty in the file you posted when I opened it. Could it be that you forgot a surface?
Another point is the unit range you are using. Is that really 10 lux as maximum in your picture? Because in that case it makes sense for everything to be yellow (inside and outside) as you most likely will have more than 10 lux everywhere.
P.S.: Selecting medium/high quality sets all the variables for you, no need for additional sliders. In your case you are actually overwriting the quality settings.
Kind regards,
Theodore.…
X, Y & Z parameters. At the moment 'Z' parameter is set to 0.
Now when i use a planar surface components it works well. But because i have Z parameter i need Edge surface component to work well. Edge surface gives me a funny shape, not like planar surface.
Essentially with Z parameter as 0, edge surface should look like planar surface, or not?
When i try edge surface with simple 4 points it works. The moment it gets relatively complex i do not get desired result.
All the points 1-26 in the curve were formed progressively in order i.e. 1, 2, 2...26 in GH not in Rhino.
What m'i doing wrong?
cheers
aB
…
e.
i have come as far as creating a mesh entirely in GH to my desired form. Could any-1 please help me with creating fenestrations / holes into this mesh in GH?...
I have been stuck with this since a week now...not able to find any solution to move ahead!
i have Tried Voronoi by converting this mesh in to surface...it doesn't really work on the mesh that i have created...
any-1 with some suggestions?
cheers
aB
…
in 10 minutes or so!
If you are interested to know about the process of putting the Ladybug together, what's going on right now and what's coming next, just check the workshop website for webcast information! Here: http://www.nrel.gov/buildings/2013_radiance_workshop.html
Cheers,
Mostapha…
below:
The comand prompt window (see attached image) seems to put -ad 1000 as default even if it seems to be set to 512 in grasshopper. In contrast to -ad, the modification of -ab to 3 has been taken into account. Have you set minimum values for RADparameters? If yes, would it be possible to force them to custom values?
Thanks in advance for your help
Best regards,
Aymeric…
oxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!…
Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…