ram.com/Helicoid.html.
To be more precise, I'm not quite clear how to apply this equation to the helicoid and integrate it into my code:
where corresponds to a helicoid and to a catenoid.
I've made some attempts not worth to be shown here. Maybe somebody can help me with a pseudocode or a simple description how to start solving this classic geometric transformation.
Thanks, Sebastian
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Added by Sebastian at 11:19am on December 27, 2012
ructural member. It can only be used as a Veneer / Cladding. You may observe from my sketch that structural member is only a timber frame. Hence we do not need to have a valid bond as long as the brick veneer is tied together with each other and to the timber structural frame behind.
Nevertheless, though i understood the components used in the definition, i only partially understood the logic behind your definition i.e. only until 'Divide Dist' and Extracting the points. After that I did not understand the logic behind using
a) Extracting 40 random values and than using those values as input for Seed to extract another set of 40 random values.
b) Extracting list length, subtracting with random values created in (a) above and then dividing with number 3.
c) Duplicating the Datas
d) The most perplexing is using above logic (a,b,c) to to extract number of branches (number-40) by using Tree Statistics. If number 40 is the input we required for 3rd Random component Why couldn't we connect the List Lenght to Pramviewer and extract the number of branches (40) and connect the output to the Random Component?
e) Finally i did understand the logic behind creating 2 Vector to create the bricks. But i did not understand the addition following the vector.
f) Why do you use the function 'simplify'? - what does it do? I know it simplifies the data tree, but what does simplifying a a data tree do to the entire definition?
Hannes, i know this is quite comprehensive list of doubt, but your help is and will be always appreciated.
Cheers
AB
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ails.
Some word about the mesh... (see Image_01)
I took a flat 4 points NURBS surface as imput (very easy, it defines the total area of my pavilion) and some points (that defines the contact with the ground).
Then I extracted a grid of points from the NURBS (Surface_Util_Divide surface) and compared 'em with the contol points, in order to associate to each grid's point its own attractor (Vector_Point_Closest Point).
Than I moved the points down. I used the distance from each point to its attractor (inverted) as amplitude for the vector of the movement, in order to say: the nearer you are to the control point, the more intense your movement will be. During this operation I've passed the distances' data list into a graph mapper (Params_Special_Graph Mapper), in order to regulate in a very intuitive and interactive way the shaping of my canopy.
At the end of the process I asked GH for a simple Delaunay mesh (Mesh_Triangulation_Delaunay Mesh). It's a very cool command, I believe!!!
Ok, now some word about the component, it's design and it's repetition/adaptation to the mesh...
(see Image_02)
I took the mesh and extracted components on first and faces's information on second. Then I selected and separated the vertexes (1°, 2°, 3°) of each triangular face into threee well defined list.
Then I re-created the triangles' edges. Please pay attention because it's not the same if you use output information from Delaunay components, because here we need a justapposition of edges where triangles touches each others.
After this work I joined the edges and found their centroid. At the same time I found the mid point of each edge.
Now the component... (see Image_03)
It' a little bit longer to describe: I'll try to be synthetic.
Substantially it is a loft from a curve to a point, repeated three times for each triangle (Surface_Freeform_Extrude Point). The point is an elevation of the centroid of the triangle (you can choose if the exstrusion has a single height or it's related to an attractor. In my case it was fixed). The curve is combination of things. There's an arch, which starts on the edge (there's an offset from the corner) end terminates on the same edge (on the other side, obviously). While it's generation the arch passes through a third point which belong to another segment. This last connects the mid point of the original edge (base triangle) with the centroid. The result is a kind of polyline, with two segments and an arch. If you go back to the image of the component that I posted probably you'll understand what I'm saying better than with the definition.
The posit…
up structural systems in the parametric environment of Grasshopper. Participants will be guided through the basics of analysing and interpreting structural models, to optimisation processes and how to integrate Karamba3D into C# scripts.
This workshop is aimed towards beginner to intermediate users of Karamba3D however advanced users are also encouraged to apply. It is open to both professional and academic users.
Earlybird (until May 10):
Professional EUR 750 (+VAT)
Educational EUR 375 (+VAT)
Course Fee:
Professional EUR 825 (+VAT)
Educational EUR 415 (+VAT)
Course Outline
Introduction & Presentation of project examples
Optimization of cross sections of line based and surface based elements
Geometric Optimization
Topological Optimization
Structural Performance Informed Form Finding
Understanding analysis algorithms embedded in Karamba and visualising results
Complex Workflow processes in Rhino3d, Grasshopper3d and Karamba3d
Places are limited to a maximum of 10 participants with limited educational places. A minimum of 4 places are required for the workshop to take place.
The workshop will be cancelled should this quota not be filled by May 31st.
The workshop will be taught in English. Basic Rhino and Grasshopper knowledge is recommended. No knowledge of Karamba3D is needed.
Participants should bring their own laptops with either Rhino5/Rhino6 and Grasshopper3d installed. A 90 day trial version of Rhino can be downloaded from Rhino3d.
Karamba3D ½ year licenses for non-commercial use will be provided to all participants.
…
e and i get it. If you have time check the attached papers we published a while ago in relation to the contribution of thermal mass in the reduction of temperature in residential buildings. See the nice contribution of the heavy TM or the lower one for light TM.
As for the solarHeatCapacity, your description (of the 50W) is derived on a 1 Facade/Floor ratio and fully glazed. The only way to reduce it is to increase the ratio (bigger facade area). Which is not recommended (energy losses), but this is a different issue. So, roughly, we can say that 50 is the lower value. If i have less glazing area this number will be higher (right?)
I want to define a value list of "architectural situations", so it is easy to explain and understand. One situation can be:
"Ratio facade/floor 1 & Fully glazed" = 50
"Ratio facade/floor 1 & Half glazed" = 75
"Ratio facade/floor 1.5 & Fully glazed" = 30
"Ratio facade/floor 1.5 & Half glazed" = 50
"Ratio facade/floor 0.75 & Fully glazed" = 70
"Ratio facade/floor 0.75 & Half glazed" = 90
Makes sense for you something like this?
I also defined a value list for the timeConstant like this:
Light Building (Mobile home) = 1Medium-light building (Cement tiles on floor) = 4Semi Heavy Building (Concrete floor + Tiles) = 8Heavy Building (Concrete floors/ceilings + Heavy external and internal walls) = 12
As for the first 5-10 cm effective TM in general my assumption is that you take half of the mass to your space and half to the space above/below you. Will be interesting to do a parametric study on just the thermal mass, uninsulated and insulated to see what the depth limits effectivity will be. Interested in doing such a study together? Can be a nice work even for publishing.
Thanks a lot ... again,
-A.…
393&xg_source=activity
In this case we see a geometrically approach, which doesn’t works efficient, because it required knowing how they behaviors together before, and I think it is not the ‘really behaves’.
To make the structure ‘really behaves’ I tried use kangaroo and the result works very well! As you can see I simply give the 2-set reverse UForce, and then they start to rotate until they found their equilibrium. That means 90 degree rotation. I was wondering what we can do to make a endless-rotation. I am mean 360 degree or more like this:
https://www.youtube.com/watch?v=4owFczeqqMQ
By the way, I try to give supports which allow a horizontal movement only (Just curious how we could keep the anchor-movement horizontally and in the same layer, for example like usual supports for compression ring…). I use the AnchorXYZ, but Kangaroo-Engine seems don’t accept its output.
So maybe some one knows a better solution?
…
Added by Jon to Kangaroo at 7:40am on March 11, 2014
problem later) to fit more shapes that are otherwise won't fit in.
On the example below horizontal rectangle couldn't fit in but its rotated analog could and thus was placed in.
Later, when placed shapes are used to generate frames, because of this rotation, the position of the starting points changes and because of the approach I use to generate the frames some angle values are attached to the wrong corners, this brakes the frame shape and looks like this (on the left the frame of sick shape and on the right the frame of the healthy shape):
Again, this happens because the angle values are assigned to the specific corners (points) and previously rotated shapes get these all messed up:
Easy fix, don't rotate the shapes, problem is, I've already baked a good number of them for later use. I'd like to avoid regeneration because it takes a lot of time and without rotation I constrict the algorithm even more.
Better fix, use a different approach, this is where I'd like to hear suggestions and kicks in a right direction. Please take a look at my definition. It works but I have a feeling like giving an amputee a job of sweeping the floor.
…
ceros.
Public concerné /
Architectes et designers, utilisateurs de Rhino souhaitant paramétrer Rhinocéros à l’aide de Grasshopper,
programme associant des composants et une structure de graphe interagissants avec le modèle Rhino.
Une bonne connaissance de Rhinocéros est nécessaire. La langue de la formation est le français.
Structure et Objectif de la formation /
La formation se déroule sur 3 jours : les 2 premières journées sont consacrées aux « fondamentaux » de
Grasshopper avec en préambule une introduction au design et à l’architecture paramétrique et leurs impacts
dans la conception, la création et la construction.
La troisième journée sous forme d’atelier est dédiée à l’étude de cas concrets proposés par les stagiaires, qui,
quelques jours avant la formation, pourront envoyer leurs projets par mail à - info AT rhinoforyou DOT com -
Les stagiaires, après la formation, pourront rester en contact avec les formateurs de HDA par le biais du
blog complexitys.com et le twitter @HDA_Paris. La durée de cette formation permettra d’atteindre une
autonomie et une bonne compréhension basée sur des exemples concrets.
Programme ind icatif des notions traitéES pendan t la formation /
Introduction à la conception Paramétrique . Rhinoscript, Grasshopper: différences et similarités . Interface
graphique de Grasshopper . Objets, Données, Listes . Opérateurs scalaires : La mathématique de
Grasshopper . Gestions des données : la logique de Grasshopper . Vecteurs, Points, Lignes, Surfaces : La
géométrie de Grasshopper . Listes, Arbres, Branches . Le dessin paramétrique: exercices divers et exemples
. Références, Bibliographie, Support de cours . Ateliers d’architecture et design paramétrique (3ème jour) .
Moda lité de la formation /
Venir avec un PC portable équipé de Rhinocéros version 4.0 SR 7 et de la dernière version du plug-in
Grasshopper (téléchargeable sur www.grasshopper3d.com).
Le coût du stage de 3 jours est de 1050 € HT par personne.
Réserver votre place dès que possible car les places sont limitées à 10 participants maximum.
Inscriptions et renseignements: Jacques Hababou, info AT rhinoforyou DOT com
Pour en savoir plus sur l’architecture paramétrique: www.complexitys.com…
.
Today we have gone live, and the plugin is available on Food4Rhino. You will find an installer package, sample files, and a demo video on getting started:
http://www.food4rhino.com/project/human-ui
Visit the Bitbucket Repo and poke around in the code:
https://bitbucket.org/andheum/humanui
Check out today's coverage in Architect Magazine:
http://www.architectmagazine.com/technology/nbbj-releases-human-ui-to-bring-parametric-modeling-to-the-masses_o
Finally join our group and ask any questions or post any comments here:
http://www.grasshopper3d.com/group/human-ui
See below for detailed description!
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Human UI
Primary Development by:
Lead Developer: Andrew Heumann / andheum / @andrewheumann
Product Manager: Marc Syp / marcsyp / @mpsyp
Contributing Developer: Nate Holland / nateholland / @_NateHolland
Gone are the days of faking a user interface by laying out sliders and text panels and hiding wires on the Grasshopper canvas. Human UI interfaces are entirely separate from the Grasshopper canvas and leverage the power of Windows Presentation Foundation (WPF), a graphical subsystem for rendering user interfaces in the Windows environment.
OLD NEW
In other words: Human UI makes your GH definition feel like a Windows app. Create tabbed views, dynamic sliders, pulldown menus, checkboxes, and even 3D viewports and web browsers that look great and make sense to anyone--including designers and clients with no understanding of Grasshopper.
Human UI has been in development at NBBJ for over a year, as part of a larger NBBJ Design Computation initiative to deliver our tools internally as Products -- with fully automated installation, managed dependencies, analytics, documentation, and “magical” user experience. Human UI has been a huge component of the user experience part of this puzzle, and we are excited to share it with the larger Grasshopper community so that others can benefit from it and contribute to its development.
The initial release of Human UI is accompanied by a few simple examples to get you started, but we have developed sophisticated user interfaces with these tools at NBBJ and will slowly be rolling out more advanced examples. We also look forward to opening up the development to the community and seeing what new features and paradigms we can add.
Download the plugin at Food4Rhino and get started building Custom UIs for Grasshopper right away! We are happy to answer any questions or field discussion in the dedicated Grasshopper Group. Please join us!
Join the Grasshopper Group
http://www.grasshopper3d.com/group/human-ui
Download the plugin + sample files
http://www.food4rhino.com/project/human-ui
Visit the Bitbucket Repo
https://bitbucket.org/andheum/humanui
We look forward to seeing where this project takes you, please share your projects made with Human UI!
Sincerely,
Design Computation Leadership Team, NBBJ
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