.", 1.5);
pManager.Register_DoubleParam("Maximum Force", "MAXF", "Maximum force w/h which the boid can turn.", 3);
pManager.Register_DoubleParam("Separation Factor", "SEPF", "Flock separation factor.", (double) 0);
pManager.Register_DoubleParam("Alignement Factor", "ALNF", "Flock speed alignement factor.", (double) 0);
pManager.Register_DoubleParam("Cohesion Factor", "COHF", "Flock cohesion factor.", (double) 0);
pManager.Register_IntegerParam("Number of Boids", "NBDS", "Number of boids to be spawned in the system.", 50);
pManager.Register_IntegerParam("Tail Size", "TSZ", "Size of the tail the boids leave behind.", 50);
//pManager.Register_BRepParam("Obstacles", "OBS", "Environment obstacles.", GH_ParamAccess.list);
pManager.Register_DoubleParam("Obstacles power", "OBSP", "How hard should a boid steer away from obstacles", 2);
//pManager.Register_PointParam("Start points", "SPTS", "Start points - where the boids will spawn from.", GH_ParamAccess.list);
//pManager.Register_PointParam("Attractors", "ATTS", "Attractors - boids will converge towards these targets.", GH_ParamAccess.list);
pManager.Register_DoubleParam("Attractor power", "ATTP", "How hard should a boid steer towards an attarctor.", 3);
//pManager.Register_IntervalParam("World boundaries", "BNDS", "World boundaries. If a boid gets out of the cube defined by this interval it will be killed.");
commenting out the GH_ParamAccess.list inputs takes care of everything - i mean no more errors, and no more lists as well.…
1) Scale down the inputs. e.g. if you are basing your project on a grid of 50 by 50 use 10 by 10 until you have a better idea about the direction you're taking.
2) Disable the solver. If you know you have to connect up 5 new components with 10 different wire connections. Disable the solver until the task is done and then enable it again.
3) Cache geometry or Intenalise. If the first half of your definition is working how you want it to then you can use the internalise feature of a Param component to disconnect the wire and set it in memory. and disable all the prior components so they no longer need to compute. Alternatively use the original Geometry Cache component to bake it to Rhino and call it back with a referenced name.
ALSO BEWARE of any components like BakeAttributes that have an activate Boolean. Unless this is set to false, each time the solution rebuilds it will bake its geometry to Rhino. I have been in the situation many times where I have an huge amount of objects in rhino, to the point that I have to force Rhino to close in order to get bake to using my computer. Make sure you set it to True and then back to false straight away.…
I change paramenters in GH sliders I see the progress in rhino with 4/5 seconds lag.
I think it is not an hardware issue, this is my configuration
Mainboard SuperMicro
Dual CPU Xeon x5650 (24 total core)
12GB DDRIII ECC
Hdd velociraptor 300Gb
Vga Nvidia Quadro FX3800
Hi, I attach the project files; when I move the slider bubbles trying to slide from a little value to another (like 50, 120, ecc) the result on screen is slowly to be shown.My question is, with the pc configuration listed above, is it normal with this project?There are parameters I can set in Grasshopper or Rhino to have faster results?There's a specific driver or configuration for my video card to improve performance?I would be very interested to see if the hardware on my system allows optimal performance with grasshopper or is normal with a definition so short ,even if it is the Voronoi , the system so slow to refresh when I move the slider
Thank you for your time…
ing the clipper code directly to GH2 so it is accessible natively.
Much better offset/inset curves! Added a 'Tolerance' slider... Fast! ~15+ seconds to open:
With '%Tool Diameter' set to 0.5 (50%) and 'Count' set to 100, time is ~1.5+ mins, though there are three distinct spot anomalies that need further examination...
…
asshopper file seem to work but the results are not sensible at all to changes in loads and materials (i tried to put a 1m-thick concrete wall or 50 people instead of 2 and nothing changes inside!). On the contrary if I change the maximum indoor or outdoor temperature for natural ventilation, it ends up changing a lot.
Can anyone take a look and help me? :)
Thank you,
Irene…
ding on the topography of your location you will probably end up with a 10 000 meters mask radius.2) Again you would plug in all the geometry (those blocks) into the context_ input. Depending on the topography of the location, you will probably end up with a mask radius higher than 10 000 meters.But in this case the default value of 0 of the minVisibilityRadius_ input needs to be increased, so that the topography near the location gets excluded. Which is exactly what the minVisibilityRadius_ serves for.To my knowledge there is no paper which describes the exact amount of the minVisibilityRadius_ which needs to be used.ShadeUp plugin for example uses 50 meters of minVisibilityRadius_ by default and 50 000 meters of maxVisibilityRadius_ by default, for objects of a tens of meters in diameter.Something similar can be applied to our minVisibilityRadius_ input. For example: for relatively flat location surroundings one can use minVisibilityRadius_ to be at least 3 times larger than the contextRadius output. For more hilly locations surroundings this value can be increased (6, 7 times of the contextRadius).For example if the contextRadius is 600 meters, minVisibilityRadius_ can be 3.6 kilometers, and so on.Let me know if this answers your questions.…
he Summer in the City program, part of the Portland School of Architecture and Allied Arts (an extension to University of Oregon).
Using both Grasshopper and the Firefly plug-in, this workshop will focus on the design of innovative facade prototypes that are configurable, sensate, and active. Students will become familiar with the terminology used in interactive facade design including an overview of hardware (ie.sensors, actuators, and programmable microcontrollers) as well as software interfaces terminology. We'll learn new prototyping techniques and develop digital and physical models which can respond to a plurality of environmental and user driven forces. This workshop will take a hands-on approach, and you will walk away with the ability to build your own custom electronic circuits (using the Arduino), as well as create interactive simulations and models.
This course will primarily focus on physical computing techniques. Unfortunately, given the time constraints of the workshop, I will not be able to provide an extensive overview of the Grasshopper interface (it is suggested that participants have some familiarity with the Rhino/Grasshopper environment). There are many great online resources to get you up to speed relatively quickly if you are new to this software. This is a good place to start.
The course will be held at the School of Architecture and Allied Arts in Portland, OR. The date/times of the workshop are as follows:
Friday July 19, 5:00-7:50 P.M.
Saturday July 20, 9:00 A.M.-3:50 P.M.
Sunday July 21, 1:00-3:50 P.M.
If you are a designer, architect, or anyone who is interested in learning about the digital tools and technology trends that are revolutionizing design today, this workshop is for you. Make sure to click here to find out more about registration and enrollment in this exciting new workshop.…
ve systems in architectural design that respond to changing environmental and spatial needs.
In its second year the workshop will delve more into the concepts of self-organization, emergence and systems behaviour in architecture, borrowing concepts and tools from biology. Associative modelling, simulation, material experiments and digital fabrication tools will be introduced in order to apply this information to the design of both passive and active responsive architectural systems.
The digital toolset for the studios will be Rhino, Grasshopper, VB.net, Firefly and Arduino. Model making, engagement with different materials and utilisation of digital fabrication will be integral to the core of the course throughout the workshop.
The workshop will provide students with the opportunity to engage in parallel with both the theoretical aspects of biomimetics and integrated design processes, as well as the technical tools essential for the realisation of design outcomes. It will explore adaptive and responsive systems in architecture, capable of interacting with their context, both environmental and social in a context specific brief.
The work generated throughout the workshop, as well as the final prototypes constructed will contribute to a publication and travelling exhibition as the culmination of the three-year programme.
The deadline for applications is 20 June 2011. A late deadline of 4 July 2011 is also in effect, but this will incur a £50 surcharge. Application forms and additional information are available online at: www.aaschool.ac.uk/sanfrancisco and applications can be submitted to: visitingschool@aaschool.ac.uk. …
tion plays a role, so number 1 and 7 are maybe the same in math sense but not by my definition.
but what im aiming for is plotting out all possible combination of lets say n=50 cubes. so i need some kind of logic to generate these combinations. filtering ( and predefing start combinations-like dedackelzuchts link ) out these combinations according to some criteria would be the next thing.
i have no scripting abilities therefore my question was if this could be done also by gh components.
i thought about something like this:
add cube
extrude one face (x,y or z) -> one possible geometry (if orientation doesnt play a role)
check the two cubes
extrude one face (faces that are at same position are not valid) - > two possible combinations
check the 3 cubes
...
and so on
the thig is that the combinations branches and i have no clue how to do this with grasshopper.
thanxs a bunch
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