st between those two applications. But as soon as every frame is re-calculated I noticed that intersection function is very slow. It is actually so slow, that maximum number of polygons to play with is only 10 or less.
Could you help me to find a faster solution for my script?
calculation of intersection lines;
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import ghpythonlib.components as ghcompimport rhinoscriptsyntax as rsdef ctr(crv): pts = ghcomp.Explode(crv)[1] pts = ghcomp.CullDuplicates(pts,0.001)[0] return ghcomp.Average(pts)pts = []lines = []ctr_c1 = ctr(C1)for crv in C2: if ctr(crv) != ctr_c1: int = ghcomp.CurveXCurve(C1, crv)[0] if int: [pts.append(x) for x in int] lines.append(rs.AddLine(int[0],int[1]))
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The overall description of the script:
a)Processing+ghowl is used for moving objects and physics
b)python script (slowest part) calculates intersection lines
c)intersected parts of polygons are rotated in 90 degrees.
I have attached grasshopper and processing files. (processing is not necessary to test the script)
Thank you in advance,
Pereas.
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width of the other letter
find the intersecting shape with Solid Intersection
re-orient final shape
This process sometimes breaks when a letter has one or more "holes" in it (eg: B, O, R). When this happens, the Solid Intersection component experiences an error and says "Boolean intersection set is empty". I don't know what that means.
I have tried the quick-fixes of flattening and grafting to no avail.
Could somebody shed some light on this issue?
I have internalized the letters into the attached GH def, but am also attaching the illustrator file that I'm using.…
e any affect, but that's way too slow if 90% of the GH program is initialization and creation of source geometry to then simply alter a bit or array here and there. When I use Python directly to change output values that I plug into former slider inputs, again no new solution is triggered at all so I'd have to recalculate the entire Grasshopper program which is simply not how Grasshopper normally works. How do I actually emulate a human changing a slider value one slider at a time in a way that makes Grasshopper behave normally so that only downstream flow is affected in an efficient way?
An related example would be if you have several separate programs in a Grasshopper page and you wanted to only change one of them without triggering full recalculation of them all.
At this point it's almost like a Windows mouse scripting utility is needed but if I need to do combinatorial combinations of all possible slider values, that seems quite thorny too unless I set up a pre-arranged array of values that could then simply be incremented "manually" followed by a right click to bake and then typing commands into Rhino to save to a file. UGH. That would be quite difficult to pull off since I need to control file names, but it's what I seem to need.
I'm using Python since it avoids thorny Grasshopper schemes and it allows me to access Rhino to save baked objects files.…
ving a copy of the surface in the original position. Second, and more frustrating, not all of the surfaces orient properly. A few lay flat but then rotate 90 degrees horizontally.
Any help or insights would be greatly appreciated!
Images and files are below.
grasshopper screenshot 1gh%20problem%20part%201.png
grasshopper screenshot 2gh%20problem%20part%202.png
grasshopper file slat%20wall%20C2.gh…
Grasshopper. So, I once made an attempt to bind ms sqlServer in order to get frozen definitions at some states, to avoid managing baked objects in Rhino and also be able to retain whole results without using the GH state manager that rebuilds everything.
But at that time GH's VB.Net component didn't properly read referenced dlls and I forgot it since then.
At first, I was surprised by Slingshot's extensive interface : I was still having in mind my own old project, a tool that would have acted at the Rhino's geometry object level, and auto creating the needed tables.
The bd would have consisted of a main table, owning the objects ID and name, and related tables containing the necessary information relative to the main objects.
For example, a Brep is made of so and so underlying objects, passed to respective tables, according to GH objects definition layout (just the way they are written in the xml schema).
Then, on a db, query an object by name, and retrieve the whole object or underlying objects (e.g. at the bounding curves level, or points level for a Brep).
With Slingshot, I made a few attempts to cheat GH with BLOB data fields, but no way to get a whole object. It seems that GH simply provides an object.toString ... and GH is definitely not conceived to produce persistence outside of Rhino. If I have some spare time, I will try to extract
About points and colors, I am now simply using a single field with CHAR(asLargeAsNeeded...), as GH parses String to every Point (or Vector or Color) entry of any component.
I do so because it need less to display on the canvas...
Whatever I wrote before, I really like your conception, as opened to relational interactions between ...whatever you need or dream of !
One last thing : GH can't open the definition file "Genome_DB_Template.gh" that I've downloaded from your site : http://slingshot-dev.wikidot.com/database-genome. I was expecting to learn a lot from your very smart stuff ! (I am running GH 08.00.13 and Slingshot 0.7.2.0)
Slingshot is running great, opened to any use...Thanks again.
Best,
Stan
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Refinement component at first, possibly using MeshMachine instead which is slow but actually gives many fewer triangles and adaptive meshing for tight curves too. Neither are easy to adjust on a deadline!
Then you have to sneak up on workable settings, using only a few lines, or Grasshopper will freeze perhaps indefinitely for 200 lines with extreme settings, especially the CS (Cube Size) setting that can blow up into a huge number if your scale is big.
Cocoon gives lots of nearly flat split quad faces so I quadrangulated those for fun:
Or MeshMachine can refine the mesh to make it efficient:
Whereas the Cocoon Refine component will merely return an equally fine mesh with more equilateral triangles but no serious remeshing to rid so many tiny triangles where they are not needed? Actually, it does seem to remesh also:
David said he used some of Daniel's MeshMachine code in there.…
Introduction to Grasshopper Videos by David Rutten.
Wondering how to get started with Grasshopper? Look no further. Spend an some time with the creator of Grasshopper, David Rutten, to learn the
rld.wolfram.com/EnnepersMinimalSurface.html
when i type the equations for z,y,z it says a syntax error so i obviously do not understand how to construct an expression. (screen capture attached)
Any help/explanation of using this function would be greatly appreciated
thanks so much
Capture.JPG…
eñadores, y creativos interesados en el aprendizaje de metodos avanzados de generación y racionalización de geometría compleja, y su implementación en distintas etapas del proceso de diseño.
Se abordaran los conceptos básicos para hacer frente a diversas problemas de diseño a través de la implementación de una serie de plataformas computacionales con el objetivo de construir un flujo de trabajo que permita optimizar proyectos de diversa escala y explorar esquemas geometricos complejos de manera rápida y eficiente.A lo largo del 6 dias trabajaremos con la plataforma de Modelado 3d Rhinoceros, el entorno de programación visual de Grasshopper y el motor de Renderizado de Vray.Estudiantes: $4,500.00Profesionistas: $5,500.00info+inscripciones:workshop@complexgeometry.com[044] 33 3956 9209[044] 33 1410 8975[044] 81 1916 8657
…
they may not always give you a clear picture of their precise functionality. I thought this may be an issue with many users so I decided to use this opportunity to list all the parameters with my quick take at describing their functionality. Here it goes:
DEFAULT VERTICAL SHIFT -- Number - Shifts panels vertically creating a custom-sized panel with height of the specified dimension at first row of skin.
DEFAULT HORIZONTAL SHIFT -- Number - Shifts panels horizontally creating a custom-sized panel with width of the specified dimension at first column of skin.
DEFAULT SKIN CHAMFERED CORNER--True/False - If "True" wraps panels around surface corners. If '"False" creates a custom-sized panel if necessary to complete the skin surface at the shared edge, defining this way a sharp corner.
RESET BAY AT POINTS-- True/False - When using Panel Bays (Group of Panels) this option restarts the panel bay at a surface corner.
FLOOR HEIGHT-- Number - The Floor To Floor value of the Skin generated. If Panels are shorter than this value, a leftover 'gap' will be seen at top of panels.
MINIMUM PANEL WIDTH -- Number - If the width of a panel (standard or customized) created during the skin generation is less than this value, the panel won't be created and the placement will be skipped.
MINIMUM PANEL HEIGHT -- Number - If the height of a panel (standard or customized) created during the skin generation is less than this value, the panel won't be created and the placement will be skipped.
MINIMUM PANEL AREA-- Number - If the area of a panel (standard or customized) created during the skin generation is less than this value, the panel won't be created and the placement will be skipped.
PANEL PROFILE TOLERANCE-- Number - If a resulting panel shape is within the specified tolerance value to any already created panel, this panel is used instead of creating a new panel shape. The tolerance specifically tracks the distance between each corner of the new panel and the corresponding corners of the existing panels. This parameter is mostly used in "SURFACE PANEL MODE'', where a large number of custom-shaped panels can be generated, to reduce the number of unique panels created.
GENERATE PANEL TYPES ONLY-- True/False - This parameter allows the Skin Generator to discard the creation of scene geometry but still have the grasshopper panel data being generated. The skin panels can be retrieved as grasshopper geometry using SkinDesinger's Display components.
RESET DF BETWEEN SURFACES-- True/False - When "True", the Design Controllers (Design Functions in v.01) resets to its initial values each time it starts a new skin surface. Used for instance to restart a layout pattern at every new surface.
SURFACE PANEL MODE-- True/False - The "SURFACE PANEL MODE" is used to generate panels matching the shape of the surfaces included in the "skinSurfaceList" input.
SURFACE PANEL ORIENTATION -- Orientation Type - When activating the "SURFACE PANEL MODE'', this parameter defines the orientation of the panel generated relative to the normal of the surface that defines its shape. The acceptable values (found in the "Surface-Panel Mode Orientations" dropdown) are:RESETFLIPROTATE 90ROTATE 90 FLIPROTATE 180ROTATE 180 FLIPROTATE 270ROTATE 270 FLIP
I hope this helps but feel free to reach out if you have any questions!
Santiago
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