lue the deviation from the target. This deviation needs to always be positive. Then you need to add all those deviations together and minimize the result. It might also help to square the absolute deviations, so that a value that deviates a lot is 'punished' harder when it starts to deviate further still.
Or, in GH speak:
Or, using expressions:
--
David Rutten
david@mcneel.com
Poprad, Slovakia…
pull incrementally.
As a random example, let's say I wanted to move vertices 120 through to 150 in one direction, I would like to have those vertices enumerated such that vertices 120 through to 150 would be along a given row or column. Perhaps it would be every 5th vertex, or nth vertex, that would would define that row or column.
Instead, what I'm experiencing is a somewhat random number sequence such that I can't perceive a culling pattern. In the example I attached there are vertices in the 500's adjacent to vertices in 100's or 200's, etc. I was hoping to find a way to organize, or redefine, the vertex numbering, so I can easily call-out every nth vertex, that would be defined along a row or column, or quad to move in a particular direction without typing in a list each vertex one-by-one.
I hope this helps explains my question a little further.
Thanks for responding.
Jerry
…
ng all over the place, with only a few settings I can't seem to tweak to get it to settle down, two strengths and a radius. I have to minutely tweak my sphere radius setting or it jiggles way too much.
So it's twice as fast but it's out of control too. Ah, so is the Kangaroo1 version, actually, since you already tweaked the radius there. Both go crazy when the radius isn't adjusted to a nearly perfect volume fill. I guess you could calculate the mesh/brep volume and divide by the number of particles with a fudge factor to maybe automate that, but then I can't add some gravity here and there, or areas will again go crazy. The SPM system doesn't do this so badly, but has its own quirks. Looks like their use of a logarithmic force modifier feature lets it mellow out better.…
Added by Nik Willmore at 2:24pm on August 12, 2015
ut this also depends on the learning rates.
In this example a map has been trained with 200 inputs on an 8x8 map. The learning rates appear to be quite low to get this to work. So in theory, the approach you have adopted should be achievable but you need more control over the learning decay rates.
So the issue at the moment here lies with how much I make explicit, for instance the following parameters are not exposed but probably should be:
Initial Euclidean radius of influence when a winning node is 'fired'
Decay rate of this radius
Decay rate of 'winLearn' multiplier
Decay rate of 'learn' multiplier
The decay rates essentially cool the map down to some kind of equilibrium. Obviously these really need to be parameters you can modify... particularly the last two. I'll get onto this now.
By the way, a very good tutorial is located here that goes through the process step by step.
John.…
Added by John Harding at 4:28am on February 22, 2016
if I checked wiki and UNA help to better get into that.
Then, YES!, I am using Spiderweb for performing generative design. I am running Octopus on a hutong-like urban fabric superblock in order to understand how internal courtyards can contribute to public space when connected to the streets through openings. If many courtyards are connected together, they can create alternative routes (therefore, their betweenness increases).
In fact, only courtyards' betweenness is evaluated as a fitness criteria (I am still wondering if this is meaningful in order to achieve my purpose, but at the moment my logic says 'yes'). Other fitness criteria are volume and courtyard irradiation. At the moment I am not providing enough entrances, therefore my fitness landscape has very tight local optimums which are very hard to be achieved.
So, yes, I didn't mean to run only one analysis on a huge network (e.g. London), but to create and quickly evaluate different design possibilities on a small graph (my graph spans between 200 and 300 vertices - please see attached).
Thank you.
Claudio…
ively straight. As I manipulate the control points to give more curvature to the referenced curve, the surface looks like it starts to kink. However, if I bake and examine the circles, they all appear to be in the same direction. In fact, I can create a one rail surface with no problems.
Am I overlooking something obvious?
Thank you,
cbass
…
ork somehow also but i couldn't make it solid in gh. (which is not i really prefer but sounds easier to make)
and here is what's happening in gh file, it's a messy one, i would be happy also if someone help me to make it more proper. there is a base surface which i divide and copy points, distance by attractor points.
here is a problem, i tried to make an attractor curve but couldnt make it, so i turn the curve in points and it seems ok. but if i put more than 10 points on it, there is an error occurring, which is like some points being copied more than once and distance is from different attractors.
after that, between base surface points and their copies, it draw a line and those lines being lofted. but i am pretty sure the way i make it in gh is not right, i just copy gh components and connect all of them one by one. i need to divide base surface like 200x50, and if do it, i have to copy that part of gh 200+50...…
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