es which you can see below in my mesh repair report I ran on the mesh after baking it.
This is a bad mesh.
Here is what is wrong with this mesh: Mesh has 2 non manifold edges. <<------because of the duplicate face Mesh has 1 duplicate face. Skipping face direction check because of positive non manifold edge count.
General information about this mesh: Mesh does not have any degenerate faces. Mesh does not have any extremely short edges. Mesh does not have any naked edges. Mesh does not have any self intersecting faces. Mesh does not have any disjoint pieces. Mesh does not have any unused vertices.
Continuing the repair process does rid the duplicate face. I also realized that rhino 5 has the command called "ExtractDuplicateMeshFaces" which works quite nicely.
However, this "method" is not available in rhinocommon currently. So I just wonder who can I ask to add it? It seems it would make sense to be in rhinocommon considering we have methods available for each of the other tests run by mesh repair. The reason I am interested in this command is it seems to work very fast.
Thanks
…
Added by Michael Pryor at 12:53am on December 11, 2014
and I here is what I have to share:
Thanks! Thank you for being awesome! When I released Ladybug two years ago I could never imagine how this project will take over my life! It has been such an invaluable experience for me so far and it wasn’t possible without you - so thank you so much.
What’s next? Recently I get this question more and more and here is my fairly long answer! Chris is pushing the boundaries with comfort tools. Chien Si is working on HVAC systems integration. Chris, Anton and Alejandra will figure out how to effectively get natural ventilation to be modeled. Patrick, Sandeep, Michal and Boris are working on their developments. I’m working on getting 3 Phase method integrated, and Butterfly will be out at some point, but... they are not going to be what makes the next step. The next step is up to you. It is what you will do with the development. So go ahead and let us know what’s next!
If you can help someone on the group please do! Doing so you are not only helping another person (and potentially yourself) but also the developers. The more you can help each other here the more we will have time for development and documentation.
Best place to send your questions is this group. If you are using the latest version from github then you may want to sent it to github. Please consider emails as the last option. Go back to number 3 again! Thanks.
Don’t be nice to us! Well, I mean don’t just be nice to us. I love your nice comments like anybody else and please keep them coming ;) but what we also need next to nice comments is your critiques, wishes and insight. I feel that recently we are getting less wishes and critiques than what it used to be. You can post them here in the group or on github and either way we will know about it. Thank you to all of you who has already done this.
Thanks again! Before I let you go I want to specially thank all of you who contributed to the project by your development, thoughts and support. You are great and I can’t thank you enough.
David Weinberger in his book “Too Big to Know” says: “When an expert network is functioning as its best, the smartest person in the room is the room itself.” Reading some of the discussions on the group gives me the feeling of staying inside a smart room. Thank you and let’s keep the room growing!
Cheers,
Mostapha
PS: To avoid sending another post, I just post the updates about the two upcoming workshops here:
I will lead a workshop in LA next Friday (Feb. 6) and there is still few seats left. If you want to learn more about energy and daylighting simulation with Honeybee here is your chance. Here is more information who to register: (http://www.facadesplus.com/technology-workshops/).
Chris will lead a 3 days intense and comprehensive Ladybug and Honeybee workshop in Mexico City this March. You have probably watched Chris’s tutorials and already know what you can expect from a workshop with Chris so I don’t have to speak for that! I would take this workshop if I was around that area. If you are around Mexico City or know a friend who might be interested please let them know. Here is more information about the workshop: (https://www.facebook.com/LadyBugforGrasshopper/photos/a.442320969114095.107084.413910668621792/919318878080966).
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f objects with the main ring body, and that cannot be done in parallel since you are modifying the item once at a time, algorithmically.
The original example of a cylinder and sphere are textbook failures of the Rhino 5 dumb algorithm, since that combination features kissing surfaces that confuse Rhino about where they are intersecting since really in tolerance values they are overlapping along a ribbon instead of a sharp line.
Normally you would slightly move or rescale one of the pair to create a single loop intersection curve that doesn't wander around in jerky fashion trying to combine two surfaces that fail to actually plunge through one another.
Your main Boolean union is 116 prongs with a ring base, and that's slow because Rhino bogs down as the model gets more an more complicated with each internal step, I imagine.
The speed is not all that slow either, only 21 seconds for the Booleans themselves.
If you turn of Grasshopper preview meshing via the toolbar menu it should be significantly faster while you are tweaking the design.
To troubleshoot the slow Boolean, I went into Rhino and tried merely splitting the ring body with the prongs and that itself was just about as slow as the Boolean union, so Rhino is not being badass about it. Then I exploded the ring body and tried splitting just that with the prongs and it was *much* faster to operate on just that single surface! The black box reveals itself a bit.
In kind, splitting the prongs with that single surface was about the same speed as splitting it with the whole ring body, so no speed gain there.
But, to speed up your script, since we *cannot* in fact use parallel processing, we can instead manually create that prong surface by doing our own splits and using Grasshopper's natural order of parts, hopefully consistent, to get rid of the junk.
That prong surface is item 4 of an exploded object.
So I will mutually split them and tease out the good parts from the junk and then rejoin the parts, no Boolean union component needed.
First, I went into your prong cluster and removed the capping, so I have merely an open revolution surface instead of a polysurface, letting me access the surface trim command after quickly finding the BrepBrep intersection curves between the prongs and the single ring surface.
For that Boolean union step I'm down from 11 seconds to 4 seconds, but confusingly we added a second to the Boolean difference that follows:
It's fast since we are manually selecting junk instead of Rhino having to sort which is which, I imagine.
We still have a slow Boolean subtraction of the gems and holes from the finished ring body.
That's not simple so will remain slow and cannot be parallel processed since again there's a single main ring body being modified in each step, and nor are there simple pairs of split object to select from manually to discard junk.
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- nickname is rather the best approach - and not on active group, but that's irrelevant anyway).
Step back (assuming that you are talking about the "Tens_from_random_blah_blah" definition):
1. Engineering is the art of demystifying (or we are promising that anyway, he he). This means that you start defining (better: outlining) some topology for things based on some "generic" rules (like the ones applied for the masts,cables,cones etc etc). These things are kept in some kind of structure (Lists, DataTrees etc). Things are few in 99.99999% of cases (i.e. : even the biggest membrane "module" has, say, 20-50 masts per "module").
2. Then ... handling things "individually" (mostly modifying) becomes the most critical part. See this (an x "possible" solution by combining a myriad of "options" : a no cones membrane solution, in plain English):
3. But the above is impossible (for more than obvious reasons). You should deploy masts in some high/low sequence in order to achieve some meaningful convex/concave formation that could work.
4. This "works" : 5. This doesn't:
6. This works partially (the formation at the back is "flat" == undo able):
7. This is utterly kitsch (and faulty as the case6 - the back portion):
So it's quite obvious that without a (quite complex) capability to individually control things (in this occasion : mast heights) the whole definition is a waste of computer time. Additionally the more the solution is "demystified" (some curve is defined, some random points are created, some masts are in place, some cables appear etc etc) the more additional constrains are required in order to "narrow" the possibilities (In plain English : sliders should control other sliders as regards their min/max values, true/false, you/me etc etc).
Remember that we are talking about ONE (mast height) out of a myriad things that you should control "manually" (it's utterly pointless to mastermind some kind of "generic" rules - or use naive attractors etc etc) .You'll see the difference when I'll completely reform the definition by adding individual control upon anything.
PS: what about the blocks? (the real life stuff that actually make any solution possible). Can you imagine a 2nd set of "restrictions" imposed by "a child to his parent"? (Assembly/Component modeling , that is).
more soon
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uick answers. Below you will find some suggestions, but don't think of them as rules and especially don't think of them as guarantees.
1. Choose a descriptive title for your post
Don't call your question "Help!" or "I have a problem" or "Deadline tonight!", but actually describe the problem you are having.
2. Be succinct but clear in your wording
People need to know some details about your problem in order to understand what sort of answers would satisfy you, but nobody cares about how angry your boss or how bad your teacher or how tight your deadline is. Talk about the problem and only the problem. If you don't speak English well, you should probably post in your native language as well as providing a Google Translation of your question.
3. Attach minimal versions of all the relevant files
If you have a GH/GHX file you have a question about, attach it to the post. Don't expect that people will recreate a file based on a screen-shot because that's a lot of pointless work. It's also a good idea to remove everything non-essential from a GH file. You can use the 'Internalise Data' menu option to cut everything to the left of a parameter:
If you're importing curves or Breps or meshes from Rhino, you can also internalise them so you won't have to post a 3DM file as well as a GH file. If you do attach large files, consider zipping them first. Do not use RAR, Ning doesn't handle it.
It is especially a good idea to post files that don't require any non-standard components if at all possible. Not everyone has Kangaroo or Hoopsnake or Geco installed so if your file relies on those components, it might not open correctly elsewhere.
4. Include a detailed image of the GH file if it makes sense
If your question is about a specific (group of) components, consider adding a screenshot of the file in the text of the post. You can use the Ctrl+Shift+Q feature in Grasshopper to quickly create nice screenshots with focus rectangles such as this:
5. Include links to online resources if possible
If you have a question about Schwarz Minimal surfaces, please link to a website which talks about these.
6. Create new topics rather than continuing old ones
It's usually better to start a fresh question, even if there's already a discussion that kinda sorta tangentially touches upon the same issue. Please link to that discussion, but start anew.
7. This is not a 'do my work for me' group
Many of us like to help, but it's good to see effort on our part being matched by effort on your part. Questions in the form of 'I need to do X but cannot be bothered to try and learn the software' will (and should) go unanswered.
7b. Similarly, questions in the form of 'How do I quickly recreate this facade that took a team of skilled professionals four months to figure out?' have a very low success rate.
--
David Rutten
Lead Grasshopper Development
Robert McNeel & Associates…
Added by David Rutten at 12:58pm on October 1, 2013
o está dirigido a estudiantes de arquitectura y diseño de interiores, recién titulados y profesionales interesados en el software o que necesiten conocer las herramientas básicas de las que dispone el programa en los diferentes ámbitos y cómo enfocarlas a arquitectura.
Descripción:El contenido del curso enseñará a utilizar el programa de diseño Rhinoceros 3D aplicando su metodología de trabajo en el campo de la arquitectura, básandose además de la creación de pequeños elementos paramétricos para controlar el diseño y acabar renderizando las geometrías 3d con V-Ray para Rhino.
El curso consta de 3 módulos de 12h de duración cada uno (que pueden realizarse juntos o por separado) en los cuales se profundizará en herramientas de Rhino, Grasshopper y V-Ray a medida que se realizan casos prácticos sobre proyectos arquitectónicos.Se pretende establecer un sistema de trabajo eficiente desde el inicio del modelado hasta la posterior creación de imágenes para documentación del proyecto.
Módulo Rhinoceros Arquitectura:• Conceptos básicos e interfaz de usuario Rhino• Introducción al sistema cartesiano en Rhino• Clases de complejidad de geometría• Importación/exportación de archivos compatibles• Topología NURBS• Trabajo con Sólidos• Estrategias básicas de Superficies• Introducción a Superficies Avanzadas
Módulo Grasshopper:• Conceptos básicos e interfaz de usuario Grasshopper• Introducción a parámetros base y componentes• Matemáticas y trigonometría como herramientas de diseño• Matemáticas aplicadas a creación de Geometría• Introducción a listas simples• Análisis de Superficies y Curvas• Dominios de Superficies y Curvas• Panelado de superficies• Manejo de listas y componentes relacionados• Modificación de panelados en función de atractores• Exportación/Importación de información a Grasshopper
Módulo V-Ray para Rhinoceros:• Conceptos básicos e interfaz de usuario V-Ray• Vistas guardadas• Materiales V-Ray• Materiales, creación y edición• Iluminación (Global Illumination, Sunlight, Lights)• Cámara Física vs Cámara default• Canales de Render• Postprocesado básico de canales
Detalles:Instructores: Alba Armengol Gasull y Oriol Carrasco (SMD Arquitectes)Idioma: CastellanoHorario: 22 JULIO al 26 JULIO 2013 // 10.00 – 14.00 / 16.00 – 20.00Organizadores: SMDLugar: SMD lab, c/Lepant 242 Local 11, 08013 Barcelona (map)
Software:Rhinoceros 5Grasshopper 0.9.00.56V-Ray 1.5 for RhinoAdobe Photoshop CS5Links de versiones de evaluación de los Softwares serán facilitadas a todos los asistentes. Se usará unica y exclusivamente la versión de Rhino para PC. Se ruega a los participantes traer su propio ordenador portátil.
Registro:Modalidad de precio reducido por tres módulos 275€Posibilidad de realizar módulos por separado 99€…
h tubes are redundant so surfaces overlap instead of interpenetrate, so it is not a good system.
Cocoon is the best answer these days unless you can get Exowire/Exoskelton to work. If you want more control over shape, feed your uncapped tubes into Cocoon as meta-surfaces and delete any and all of the inner meshes to just keep the outer single closed one, but this is just duplicate-culled lines used as meta-lines:
Turn down the CS input to 0.005 for this result, from 0.02 used for faster preview. In fact bake the lines and only test Cocoon on a few of them in order to get the result you want before doing the whole thing.
Whole thing at 0.005 cell size takes 5 minutes for Cocoon and 2 minutes for refinement to a smooth and even mesh.
Actually, seems like 0.005 is way too fine, giving a 600MB STL file.
So, 0.01 cell size at less than a minute total:
159MB STL which is still a bit too big for places like Shapeways. Wow. OK then 0.02 cell size, but I have to increase diameter or my two smoothing steps in refine collapse things too much, an in fact I set it to no smoothing, getting more volume and a reasonable 46MB STL file:
Alas, now it's more frail and overly organic rather than mechanical. Increasing diameter just merges it into perforated plates too much. File size is simply an issue with this complexity level, so different 3D printing services will have different file size limits.
Exowire/Exoskeleton would work but your original mesh hasn't been MeshMachine remeshed to be regular, so short segments ruin it. Here is just a corner:
I think that's why more wires fails, at least. Pretty temperamental component.
Switching to MeshMachine is needed, I guess, instead of Cocoon refine, to remesh away so many small triangles along the boring tubes. Crucial for good remeshing was to set Flip to 0 or I failed to get a rough enough mesh.
It's an adaptive mesh so I can retain good detail while roughing out the tubes.
MeshMachine is terribly slow for this whole thing, like 6 minutes, and blows up for this overly rough setting, 20 steps, so less rough, ugh, I'm out of time. I think free Autocad Meshmixer is the way to make a better smaller mesh, after a refined output from Cocoon. MeshMachine is just too slow to tweak and when it blows up, creating massive triangles jutting out, it hangs too when you change settings.
Starting with a Cocoon refined mesh certainly helped Meshmixer. Using triangle budget lets me have full control. Here is 150K triangles instead of 200K:
STL file size down to 40MB. I think Shapeways is 70 or 100MB limit? So it can be even finer. Here is the Cocoon output versus the Meshmixer reduction:
To use Meshmixer, turn on View > Show Wireframe, Command-S to select all and use Edit > Reduce from the palette that appears.
Cocoon can end up making a few inner meshes where things get weird in your uneven original mesh with small holes so fish out the main mesh by adding a List Item node.
The best strategy for Cocoon is indeed to make an overly fine STL so you avoid any need to tweak forever in Grasshopper, but then you can achieve a smaller mesh file size while preserving shape instead of things turning all smearly organic in Grasshopper.…
presentar Digital Process: Generative Design Technologies Workshop; Taller especializado que se llevara a cabo en 4 de las ciudades mas importantes de la republica mexicana [Puebla] [Mexico DF] [Guadalajara] [Leon] en Enero y Febrero de 2012.http://gendesigntech.wordpress.com/
Enfocado principalmente a arquitectos, diseñadores industriales, diseñadores de interiores, Urbanistas, Artistas digitales, estudiantes y profesionistas afines al diseño; este Workshop tiene como objetivo proporcionar a los participantes los conocimientos y recursos tecnológicos que les permitan desarrollar los elementos de un proyecto desde la concepción hasta su aplicación de manera completa.Apoyándose en un conjunto potente y flexible de plataformas, los participantes aprenderán a generar, analizar y racionalizar morfologías complejas, formas orgánicas libres y algoritmos computacionales avanzados así como a producir visualizaciones fotorealístas aplicables en diversos proyectos de Diseño.A lo largo de 5 dias de intenso trabajo, exploración y retroalimentación los participantes seran guiados en el desarrollo de un flujo de trabajo mas dinamico, que les permitira explotar al maximo el potencial de las herramientas y potencializar sus habilidades, aptitudes y capacidades.Instructores:Leonardo Nuevo Arenas [Complex Geometry]José Eduardo Sánchez [DesignNest]Daniel Camiro/Luis de la Parra [Chido Studio]http://issuu.com/chidostudiodiseno/docs/digproworkConoce el programa aquí.http://gendesigntech.wordpress.com/program/Para registrarte por favor visita.http://gendesigntech.wordpress.com/registro…
tar Digital Process: Generative Design Technologies Workshop; Taller especializado que se llevara a cabo en 4 de las ciudades mas importantes de la republica mexicana [Puebla] [Mexico DF] [Guadalajara] [Leon] en Enero y Febrero de 2012.http://gendesigntech.wordpress.com/
Enfocado principalmente a arquitectos, diseñadores industriales, diseñadores de interiores, Urbanistas, Artistas digitales, estudiantes y profesionistas afines al diseño; este Workshop tiene como objetivo proporcionar a los participantes los conocimientos y recursos tecnológicos que les permitan desarrollar los elementos de un proyecto desde la concepción hasta su aplicación de manera completa.Apoyándose en un conjunto potente y flexible de plataformas, los participantes aprenderán a generar, analizar y racionalizar morfologías complejas, formas orgánicas libres y algoritmos computacionales avanzados así como a producir visualizaciones fotorealístas aplicables en diversos proyectos de Diseño.A lo largo de 5 dias de intenso trabajo, exploración y retroalimentación los participantes seran guiados en el desarrollo de un flujo de trabajo mas dinamico, que les permitira explotar al maximo el potencial de las herramientas y potencializar sus habilidades, aptitudes y capacidades.Instructores:Leonardo Nuevo Arenas [Complex Geometry]José Eduardo Sánchez [DesignNest]Daniel Camiro/Luis de la Parra [Chido Studio]http://issuu.com/chidostudiodiseno/docs/digproworkConoce el programa aquí.http://gendesigntech.wordpress.com/program/Para registrarte por favor visita.http://gendesigntech.wordpress.com/registro…