s will learn to use these extensions in order to integrate numerous tools for analysis and simulation in the architectural process.
This course aims to develop a link between the virtual and the real context model through structural or environmental simulations, using other software or plug-ins dedicated. Through this link the virtual model receives physical properties that can further modify and adapt the initial model. This creates feedback loops that can optimize the design to provide an object responsive to environmental conditions.
Curriculum
Mesh subdivision with Weaverbird, continuous surfaces without NURBS
Genetic optimization with Galapagos, optimal search
Physical environment feedback with Diva and Geco, solar and day lighting analysis
Adding physical properties with Kangaroo Physics, interactive form-finding
Linking the parametric model with structural analysis using Karamba, structural performance simulation
Extracting data with Firefly and Kinect, 3D scanning and human movement tracking
Exchange of information between Grasshopper and other applications with Ghowl links to internet feeds or Excel files.
Schedule:
Module Grasshopper intermediate & advanced (24 h)
1 Nov – 15 Nov 2014
Sat:
9 - 13
14 - 18
Language: Romanian
Trainers:
Ionuț Anton, idz arhitectura (ART-Authorised Rhino Trainer)
Dana Tănase, idz arhitectura (ART-Authorised Rhino Trainer)
https://www.facebook.com/cursurigrasshopperrhinoceros
https://www.facebook.com/idzarhitectura
http://www.idz.ro/training/…
Added by Dana Tanase at 2:23am on February 2, 2014
in C# programming language.- algorithmic thinking in design and 3D modelling;- RhinoCommon library. Extending GH scripting capabilities with full Rhinoceros 5.0 functionality;- shortening the script execution time by optimizing the algorithms. Methods of saving resources through finding inefficient operations;-geometric algorithms. Delaunay triangulation, Voronoi diagram, shortest path problem etc. described and implemented in C#;- scripting in Grasshopper’s C# script component;-creating own components in Microsoft Visual Studio.After the course you will be able to create your own components, solve complicated problems, operate on data structures and optimize your code. Going in depth into geometric algorithms will give you a better understanding of tools you’re using and broaden your mind in terms of finding clever solutions.Detailed programme coming soon.Registration at hello@parametric.supportTUTION FEE: 300 EUR (Early Bird) till 15.04350 EUR (Regular)
OUTLINE:12th May 2017 12.00 - 19.00 (7hours)-Introduction to programming in C#: Basic and complex C# data types, Basic arithmetic operators, Switch statement, Arrays, Methods13th May 2017 10.00 - 18.00 (8hours)List<Type>, Iterating through elements, Basic geometry creation, Recurrence. Fractal generator, Math class, Inheritance, Simple physics14th May 2017 10.00 - 17.00 (7hours)Reading files, Particle system, simple physics, Agent-based geometry generator, Creating own combo classes, Compiling .dll…
ed many inverted normals, holes, bad edges, intersecting mesh faces etc and couldn't really find a good fix for all the issues.
3. I imported the file again and tried the mesh offset to thicken it just by 1mm. It gets a reasonable result but still has errors where the offset creates intersecting mesh faces. The result looks better than the Rhino offset mesh and looks like it might actually stand on a table. It was a 53Mb STL file!
Unfortunately I do not have the Objet software on my laptop otherwise I would have tried to prep it for 3d printing but I have a feeling any slicing software will struggle to process this mesh and it would be quite an expensive risk to try and print it as is.
You might be able to take the thickened mesh and cut away at the problem areas, then manually tidy up the holes created but this would be a long, manual process.
I also tried a 2mm offset but this was less successful... I think what is really needed is a sort of intelligent offset whereby in areas where the offset creates intersecting mesh geometry, the offset is smoothed off in the intersecting areas. Sorry... no idea how you could do this.
Do you want me to upload the 53Mb STL somewhere? Can I upload it to your dropbox?
Do you want me to upload the 53Mb STL somewhere? Can I upload it to your dropbox?…
Added by martyn hogg at 2:41pm on November 24, 2014
go and sulk in the corner, my C# is non existent, although i am making progress on python unfortunately slower than my grasshopper.
Attached is a typical relatively simple planar grillage model for a bridge form that is common in Australia/NZ/Asia. The analysis package has a good graphical interface, however i am looking at replicating the process ideally with GH. I am getting there.
There are a few constraints in the use of a super T, the precast mould is governed by two critical dimensions:
1. from the beams soffit to the underside of the precast flange, normally Depth -75 or 100mm. Depths that are common are 1200/1500/1800.
2.The real sweet spot dimension is the 1027mm dimension to the outside of the webs, this is a constraint
The actual shapes of the prestressed beams are governened by AS5100:5 Appendix H (from memory)
In my definition I included the super T cross section which is parametric.
The other definition is where I have got to with the grillage.
I am a little one dimensional: point-line-surface-volume. I think I am getting to grips with manageing data i lists.
My ulimate aim is to:
generate basic geometry in gh, the type of analysis will be a space frame or FE, these analysis types require different geometries imported to a structural analysis package
ideally utilise IFC, for materials, 2D, 3D drawings and project documentation
At the moment I am looking to generate all of my gemetry in GH, that seems to generate a lot of doubled up geometry. Deconstruct Brep may become my favourite.
A little excesive is the inclined members spilt into the same no. of points at the grillage length.
again thanks for you time, oh! took a a few minutes to work out how to plug your def's in.
kenyon
…
Added by Kenyon Graham at 7:57pm on December 3, 2015
ntended for an easier application of BF and not really for learning how to use BF, hope it was helpful. Not sure what this error is though as I can't reproduce it in my computer. Are you sure you have the latest Human components? I'll try and look it up when I can for you.
Concerning your results, they do look as expected. A heavy wake area behind the building has been created as you can see, with a quite clear pattern of wind deceleration and a recirculating vortex. This is a standard pattern in outdoor wind and something that generally we try to either minimize or plan activities around since these areas tend to have lower wind velocities and less recirculation, thus leading to debris/dust deposition and potentially higher pollutant concentration.
There are a lot of nice examples of urban wind patterns online you can check, it makes easier for you to help validate the results you get.
Finally, the k and epsilon values for outdoor studies are currently being calculated with (pretty) standard equations for the k-e family of turbulence models. I believe you can find these in the BF source code. Unfortunately I don't have access right now to check where exactly but I would look before the blockMesh component, since the case folder with all the values is created at that point.
Good luck in your CFD journey! Please keep posting results and issues!
P.S.: Btw if you are interested on the effect of your building geometry at a section parallel to the wind direction you could also try a 2D simulation. You can do that either by manually editing your blockMeshDict and setting 1 cell width on the direction perpendicular to your wind or by simply assigning a 1m wide windTunnel (centered at your geometry). This will allow you to refine your model much more than possible in a 3D case with lower run times as well. Ofc it's not as accurate as a 2D case but it's nice for experimentation.
Kind regards,
Theodore.…
. and the bad habits die last as they say. This means that ... well ... the adaptation to more realistic (and meaningful) things later on ...
3. I can easily provide some solution (ultra expensive in real-life) to do what you want but this would be carried over solely via C# code (NOT good for you especially when this would/could be used in some sort of Thesis). To make a very long story short the "curvy" parts is highly recommended being tubes ... and the "liquid" nodes required ... well ...that's another animal UNLESS one could accept an Academic over simplification by using balls of a slightly bigger R than the adjacent tube "struts" (whilst the "iso curves" [per BrepFace] would use an even smaller R and inserting crudely into the Brep Edge "main" curves). But since actually we are talking about a secondary random "lattice" per BrepFace the "iso curves" are actually stuff made via the Surface.ShortPath Method (not sure if this exists as GH component) using random points where their number is proportionally to a given BrepFace area (freaky stuff, trust me). This yields a "uniform" random secondary "lattice" in accordance to the whole "random"/liquid appearance of the T-Splne Brep.
The above a bit naive approach (obviously out of question in real life) can yield a solid thingy if we unite all the parts and bits (Rhino takes ages to do that if we are talking big numbers of Breps) ... thus some 3d printing is doable.
In other words we do a MERO "approximation" by hoping that no German guru reads this thread, he he.
We can provide a Frankenstein type of "pro" connectivity as well: since a Brep is actually kinda a Mesh (with regard connectivity of vertices, edges, faces et all) making the connectivity trees required is not a big deal (GH has the Brep Topology thingy as well).
But the whole solution could be a black box to you: if this what you want?…
dy stuck.
The basic concept is to create a 3D boundary(a box),
by generating random differnt values(length) and vectors(xyz),
such as (0,0,2), (-3,0,0), (0,1,0), then connect these points in order,
so there will be a snake(polyline) running in the boundary and
keeps growing longer through looping.
However, I can't quite understand how to use hoopsnake to achieve such action.I tried many times but all of them doesn't work.
About the 2 gh files below,
Gourmet Snake 3D.gh is before I use Hoopsnake,I tried to run it without boundary.
Test snake.gh is that I tried to generate a random number for every loop, then save them all and sum them up every loop, so I can check if the result is out of boundary,
if true, then I can mutiply -1 to let it decrease till it's in the boundary.But I can't achieve it through Hoopsnake.
Sorry for the poor english expression,if you understand my problem,any suggestion will be appreciated.
Tien
Gourmet_Snake_3D.gh
test_snake.gh…
ude a solid with sharp edges, and then I try to fillet the edges.
The problem is that the process is very time consuming because there's a lot of guess work as to what radius you can apply. Also the result isn't very good.
I'm looking for a fast way to do this, and I was wondering if there isn't a simpler and faster way to do this with Grasshopper.
Here below are 2 images to illustrate and I attach a file if anyone would be kind enough to give it a try with Grasshopper.
Thanks in advance for your advice
Seb
1. This is what I have when I open the Illustrator file:
2. This is what I'm trying to get, even thought the result isn't great, and it takes way too long to do with Rhino's fillet edge function
Thank you,
Seb…
ning the simulation looks great(see figure 1). However, I find some question(see figure 2), the red wire frame on the right should be symmetry like the physical lamp, but it has a extend distance now.
I should like to keep the wire frame structure with same length after simulation.
maybe I miss some setting in Kangaroo, can any one fix it? thanks in advance.
I put this ghx file under the attach.
…
n elements in grasshopper.
So, I found myself rather blocked, not being able to do certain operations which I need:
1. I can't close the tubes, leaving the center circle open, when I try to input the cap holes, it takes all the tree and it closes, and I am still confused about how to edit trees and items. It would be rectangular shaped holes, rather small (it is intended for bicycle wheels, thus rather thin and long). I wish to be able to change the amount of these holes, since I am not certain yet.
2.In the same time, I have no idea how I would create a slope joining the 2 vertical boards ( floors).
Here is a small drawing explaining what I am looking to draw
In the same time, is there a way to create a slope, joining the same floors, but build on a different principle.
A slope revolving around the long vertical tubes ( trees). As in the image below
Thank you beforehand for your help, if halfway, you see the there is a faster way, or that would be more of a grasshopper way, of creating or changing an object, please do tell me, it would help me understand GH better.
I wouldn't have asked, if I wasn't this tight in terms of time, and if I had the slighest idea on how to do it. So pls help, and thank you.
…
Added by Archiheart at 1:51pm on November 13, 2015