u are posting in the wrong place.
99% of the posted questions in the general discussion forum are from novice grasshopper users who have lack of very basic knowledge.
In my opinion, the best response to these posts is providing the simplest (easiest to understand) solution to the problem, plus an explanation of why the definition wasn't working, plus some suggested fields of study.
On the other hand, you provide a very fancy solution, which gets the job done (and usually a bunch of other jobs as well), but there is 0% chance it will be comprehended or further developed by the OP...
This is the typical giving_fish_VS_teaching_how_to_fish debate.
As for the "please ignore me if you enjoy being primitive" argument, I am afraid it is not as simple as that. A post with 3-4 replies (which, in this case, would be 3 subsequent versions of your solution, plus an awkward "ehm, tyvm" from the OP) has a great chance of going unnoticed by anyone who could provide a gh solution...
And finally I have to point out that the right place for coding discussion is just a doorstep away.
cheers,
a not-pissed-off co-member of this forum …
Added by nikos tzar at 8:29am on February 15, 2015
ostly via C# because ... er ... the remaining 99% (how to do some real-life canopy and/or a real-life truss out of the relaxed line graph) is only doable via code - no ExoW/IL (so ... the 1% is indeed doable).
At first ... just double click the Kangaroo1 engine, halt the simulation AND ONLY THEN redirect the resulting line list to the ExoW/IL. As delivered neither is active.
Note: ExoW and/or IntraLattice MAY or MAY NOT work (each one has his own issues, but ExoW despite the glitches yields way better looking liquid stuff). So the liquid root may or may not be the holly grail that you expect (life sucks).
Note: As is delivered this only does a liquid node load bearing structure (ideal for Planet Utopia). Paint the thing black, do some proper pavement, populate with birds of pray, wait for the envelope def (that's freaky), put humans inside, lock the doors > massacre.
…
narity constrains as well. Let's over-simplify the case. Using that planar test data set shown we create a classic Adjacency Matrix that tells us what node is connected with what (you can use Sandbox for making the connectivity required in order to make the Matrix) :
Some other freaky thingy gets the Matrix, does freaky things (using recursion) and finally yields node indices that belong to a closed loop/cycle (see the forefront and the back). The other indices shown (describing "bigger" loops) are used for other type of stuff/checks:
More soon…
to perform the kind of merge I want. Basically:
I have a series of three integers, each representing a radius measure:
Radii[0-2]
I have a three sets of series of 3Dpoints, each set with ~100-400 vals:
PListOne[0-333]
PListTwo[0-333]
PListThree[0-333]
I want to link the data paths up so that the Radii form the first dimension of the array, and that the second dimension is the corresponding points set. So
Radii[0] = 500 (the radius)
Radii[0][0] = 50,75,0 (the first point in PListOne)
...
Radii[2][99] = 44,66,0 (the 100th point in PListThree)
This should be really simple, but I cant seem tog et my head around the right components to do it. I've attached a file with number series in place of the radii/points lists. If someone could show me how to merge the components in the manner above, it would be extremely appreciated.…
all the other rules.
2. No Flattening! use path shift / trim tree instead of flattening.
3. No Path Mapper! I have never met a data operation with the path mapper that could not be achieved through relative means.
4. No Simplify! It makes things *look* nicer but believe it or not those zeros are meaningful and shouldn't just be eliminated. If you are OCD about the way your paths look, then Path shift after every operation that introduces a new branch level (a new "0" at the end) IF AND ONLY IF you are sure that in the case of your definition the component will always function "1 to 1" - that is, for every single input there is only one output.
5. If you absolutely must flatten (to take a global bounds, or generate random values for every item, or whatever) be sure to Unflatten before continuing.
6. Design for the worst case - start with primary inputs in the most complex data structure your definition is likely to need to be able to handle (a tree for instance) rather than a single item.
If you follow the above rules, 99% of the time your definitions will respond appropriately to any change in upstream data structure. If you want an example of how this works in practice, post your definition and I can help find "relative" approaches to the "absolute" things you are currently doing. …
bursts of calcium which interacts with a photoprotein to create flashes of light.
In the Pacific Canada Pavilion gallery at the Vancouver Aquarium, the public can excite origami jellies into creating beautiful patterns of colour and light using a touch screen controller.
When left alone, free from human intervention, the origami jellies instinctively react to each other. Random, generative displays of drifting coloured glow are triggered, not unlike jellies in their natural environment.
Jelly Swarm overhangs the gallery space. The soft, coloured light emitted by the jellies reflects on the aluminum surface. Viewed from below, the visual effect evokes looking up to the ocean's surface from undersea.
The installation features 94 origami jellies, folded in Tyvek. Each jelly contains its own RGB LED module. The 472ft² hanging surface was custom designed in 3D and fabricated from 6061T6 aluminum. Water jet cut and anodized on both sides, it comprises 154 generated triangles and 430 connector pieces.
Programed as self-contained objects capable of interacting with their closest neighbours, the Jelly LED modules are interrupted only by external intervention - the public engaging with the small display interface. Data is sent from an AIR app to each LED module via mbed wirelessly.
Credits -
Concept: Alex Beim & Joseph Wu
Design: Reynaldo Tortoledo & Alex Beim
Jelly Design & Fabrication: Joseph Wu
Programming: Reynaldo Tortoledo & Pablo Gindel
Electronics: Pablo Gindel, Dong Yang & Mike Manning
Surface Fabrication: Burak Ataman
Engineering Consultant: Leigh Christie
Design Assist: Pam Troyer & Kenji Rodriguez
Plinth Fabrication: Ken Sullivan
Installation: TI team & Don Knudson
Electrical: Evan Maxwell
Production: Andy Meakin
Video: Neil Fisher & Kenji Rodriguez
@tangibleint…
n en el diseño y fabricación digital de formas complejas y euclidianas.
Tomando como plataforma Grasshopper con RHINO, se explora y optimiza el diseño y fabricación de topologías complejas bajo los entornos de "Grasshopper", "RhinoNest" y "RhinoCAM" así como la parte de renderizado tipo high-end con Brazil.
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3. Introducción a la Manufactura en CNC - RhinoCAM 2.0.
4. Guía Paso a Paso para la realización de un Renderizado usando Brazil 2.0. Presentación DIGITAL de proyectos.
Docentes:
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Inversión:
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simple, there are many symetries in 3 main planes. So I used arcs rotated 45° from the main planes and I generate a pentagon which was mirrored and rotated many times.
At the end there are 24 pentagons and 8 hexagons so 32 faces, 54 points/vertex and 84 edges.
It could generate some others tessalation styles
…
th one element which is a list of 10 numbers?
I can flatten it and get (I think) a list of 10 elements (even though when I hover over the output of "Flatten" it says "Tree(T) as tree"). I'm surprised I can flatten at all what would appear to common sense to be a simple list of 10 numbers.
I'm hoping that if I can get this answered it will become obvious why we have trees of lists rather than just lists of lists as you would in most computer languages. That's my real goal - to understand the purpose of adding what seems like an unnecessary complication - trees - to the concept of lists in GH. It seems to me as though a "tree" is just a list of other "trees" until you get to the leaves where you can have "lists" which are identical to trees but can have something other than a tree in them. Whether you can have lists of trees or trees with no lists I'm unclear on. Do the leaves of trees have to be lists? Do lists have to be contained in trees? It would appear from the series example where a tree is produced for no obvious reason to contain the list that this is the case but given that you can flatten it, I guess not - or is the "List" I see in the param viewer just another type of "tree"?
I've found many tutorials that talk about how to manipulate trees and lists and I've managed to get along fairly well with them so far, but nothing seems to explain the reasoning behind the existence of trees and the philosophy for how and when they should be used and when lists should/could be used and precisely what the difference is between them.
Sorry to be long winded but I'm so confused!
Darrell Plank
P.S. I've seen David Rutten's diagram with the colored leaves in Grasshopper Primer 2 and that seems helpful. It would appear that trees can only have lists at their leaves and lists can't have trees although I'm not sure that it comes out and says that directly but at least there are no examples of this shown in his tree diagram. I thought I had it down pretty much so decided to test myself. Apparently I'm as confused as ever:
It certainly appears to me that this tree has two levels - a first level with one limb and a second with 10 limbs - and that I should be able to index it with {0;0} and retrieve a tree with one item in it - the list {0}. The panel data seems to confirm this with indices of {0;0;0}, etc. so I put this path in with quite a bit of confidence that it would work and...bust. The error reads "Path {0;0} does not exist within this tree". Huh? Again, I'm just so confused.…
Added by Darrell Plank at 12:17am on January 20, 2015