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.
…
especially for non air conditioned, naturally ventilated space.
Our own thermal comfort survey in tropical context also indicate that:
1) people felling thermally neutral (thermal sensation vote = 0) tend to be predicted as feeling slightly warm as indicated by PMV value calculated, and
2) the adaptive model (ASHRAE 2013 ) seems to provide a close predication on percentage of people feeling thermally neutral than that indicated according to the PMV values calculated, comparing to the percentage based on people's actual thermal sensation vote in the context of non-AC, hybrid or naturally ventilated spaces.
Nevertheless, I think only through continuous empirical study can we further validate which model is more appropriate under certain climatic context.
Thank you, too, for revising the PMV component!
Cheers!…
C", then we will grab a value from list B and put it in list D, if an item in list A is "NC", then grab a value from List C and put it in list D. So, the results will be like the following.
May I ask how to do this list operation in GH?
Thanks!…
Added by Grasshope at 11:57am on September 21, 2016
m
-Area of blue line: min. 80% of the rectangel a x b
-Max. hight h of the top point: h,max = a
-Min. Volume between rectangel a x b and membrane: 500 m3
Can anyone help me?…
ion technologies offer a completely new way to think and approach design, architecture and urban planning.
. . .
The ADVANCED ARCHITECTURE SUMMER SCHOOL organised in Paris by VOLUMES coworking, NOUMENA architecture and architect/teacher/designer Francesco Cingolani in partnership with the prestigious École Nationale des Ponts et Chaussées is a 3 weeks learning experience designed as an immersive journey in social innovation, computational design, digital fabrication and collaborative culture.
Details and informations for applicants> volumesparis.org/summerschool2015…
r).
http://www.agrob-buchtal.de/en/cd/produkte/produkte_seiten_13045.ht...
2. 1 puts some "modular Z" increment puzzles (for more than obvious reasons). Additionally the excavation cost VS any ECO-benefits ... (heat exchangers in the foundation blah blah). OK that means that the footprint it's also modular., not to mention the whole composition (potentially).
3. So: use the projection ONLY for defining where a given footprint meets the terrain (see the yellow and blue things in V2) and then LOFT pairs (see PlanA, B) of profiles into 2 DISTINCT portions ("solids" so to speak): (a) the basement (or at least something where some potential partitions could being classified as "underground" spaces), (b) the classic building.
4. By doing 3 ... keep an eye on 2 as well (Don't forget the classic minor terrain "adjustments" around each building (meaning usage or "tmp" solids), access roads/pavements (ditto), potential connection of basements (parking), soil stabilization issues, bad seismic behavior on unevenly(Z) formed basements etc etc).…
per space. In the upper right corner you draw another dot, and you write "1, 1" next to it. You now have 2 points defined in paper space (uv space).
Ok, lay down the pencil and pick up the paper. You'll notice that the two points have just moved through world-space. They were very close to the desk, but now they are hovering above it. The coordinates you wrote down on the paper or the other hand are still valid.
No matter what you do to this piece of paper; crumple it, fold it, take it on a plane to South Africa, those two points remain fixed in paper space.
A surface is always a rectangle in Rhino. It may be deformed, it may have holes cut into it, but in the end it's always a rectangle, just like your piece of paper. UV coordinates are points that are defined in Surface UV space. They consist of only two numbers, because a surface has no thickness. At any point in time, you can translate these UV points into World XYZ points using what is called a surface evaluator. Where these XYZ points end up depends entirely on the *shape*, *size* and *location* of the surface.
----
Surface uv-space (and Curve t-space) are vital when dealing with nurbs geometry. If you do not understand the concept of parameter space, you will have a lot of problems because many components in Grasshopper use these coordinates.
--
David Rutten
david@mcneel.com
Seattle, WA…
Added by David Rutten at 6:40pm on September 27, 2009
And (b=y) And (c=x), "A4",If(a=x) And (b=y) And (c=y), "A3",If((a=y) And (b=x) And (c=y), "B1",If((a=y) And (b=y) And (c=x), "B3",If((a=y) And (b=y) And (c=y), "B2","Erreur"))))))
…
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
…
ve' ist nicht möglich. (line 85)
Unfortunately I don't know how to have it displayed in English but it is saying that it can't convert 'Rhino.Geometry.Curve[]' to 'Rhino.Geometry.Curve'. This is my code:
Point3d pt1 = new Point3d(0, 0, 0); Point3d pt2 = new Point3d(1, 0, 0); Point3d pt3 = new Point3d(1, 1, 0); Line line1 = new Line(pt1, pt2); Line line2 = new Line(pt2, pt3); Curve crv1 = line1.ToNurbsCurve(); Curve crv2 = line2.ToNurbsCurve(); List <Curve> crvlist = new List<Curve>(); crvlist.Add(crv1); crvlist.Add(crv2); Curve joined = Curve.JoinCurves(crvlist); A = joined;
What needs to change? Also, do I really need to convert things like lines etc. to NurbsCurves each time I do this, or is there a more direct way? I am quite new to C# and would be thankful for any tips on how to make the above code shorter and more efficient.
Cheers,
Max…
Added by Max Marschall at 7:58am on November 13, 2016