3d voronoi from which i extract a cell for each point. After this i need to compute the intersection between each cell and the surface.
I tried two approaches: one with "Brep|Brep intersection" and then "Curve splitting", and another with "Split Brep".
The first solution works (below) perfectly but the "Curve splitting" phase can be bloody slow! Sometimes it requires more than 1.5 minutes
The "Split Brep" solution (below) is much faster, but for each cell it returns me TWO surface: the one inside the Voronoi cell and the one outside. These are inside a three with a branch for each curring surface. The problem is than inside the branches, sometimes the first element is the inner surface, sometimes it's the outer.
Is there a way to use "Split Brep" and throw away the outer surfaces?
Do you suggest any other method?
Thank you very much, and sorry for my terminology: i've been using GH for 2 days :/…
Singapore
DESCRIPTION : Two seemingly contrasting ideas combined will turn into something remarkably new. This resulted in the idea of Digital Craftsmanship – connecting the digital technology with artisans’ craftsmanship. Singapore is uniquely positioned to benefit from both – the latest technology in digital fabrication, as well as the beautiful and rich culture of ASEAN craftsmanship in countries like Indonesia, Thailand and Vietnam. The NUS digital fabrication in architecture studio introduces advanced design to fabrication flow, such as 3D modeling, simulation, digital fabrication and physical assembly and testing. We discover existence of data flow distinguishes digital and conventional craftsmanship, prolonging the interface between human and object. The result is very encouraging –the Digital Craftsmanship approach could lead innovative yet regionally relevant contemporary architectural design, complex yet controlled functional geometry and aesthetics. We hope this exhibition could raise our awareness about preserving the precious wisdom of traditional craftsmanship alongside with advanced fabrication technologies in architecture.
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PROJECT TEAM : Shinya Okuda (Studio Tutor), Liane Ee Rulian, Hiral Ashvin Desai, Lee Teng Teng Cheryl, Ian Wong Hengjie, Teo Lin Lin, Xu Xiaoqi, Liu Zhichao, Diptarshi Dev, Tan Zi Hua, Teh Yi Hui, Joshua Loh.
Organized by Digital Fabrication in Architecture Studio, NUS.…
s.
Yes, I see the issue now. Good catch!I am a bit reluctant to add a new input, as I would have to add it to the "OSM Shapes" component too. Both "OSM Search" and "OSM Shapes" components have more inputs than outputs, so I was kind of more keen to add another output (titleOriginPt), then input. This output can then be used to move the title with Grasshopper "Orient" component.
It's useful to say that: If a terrain has been added to the groundTerrain_ input of the "OSM Search" component, then the title would go below the terrain, which makes it more readable I guess.Let's see how this issue goes, maybe in the end more people will ask for adding a titleOriginPt_ input as well.
For the same thing (not sure about this) maybe a legend with colors for the filtered building types, assuming you can search for more than one at the same time.
This is a very good suggestion! At the moment it is not possible to search for more than one OSM object. I understand the importance of having such feature, but this would require from me to rewrite the "OSM Search" component. Maybe it can be a little less time consuming if a new additional component will be created. So one would have to copy an "OSM Search" component for each type of the OSM object he/she wants to search for, and then outputs from all those "OSM Search" components will drain into the upper mentioned new component which will make a colored legend for each OSM object. Just a suggestion.However there is one issue with all this OSM objects search, that I haven't mentioned: OpenStreetMap data can store amenities of the same type on different shapeType_. For example, in find_hotels.gh we are using shapeType_ = 0 (2d polygons), we make 3d shapes from them, and then we search among those 3d shapes.However, if one sets the shapeType_ to 2 (points) one will also find hotels among the points.It may take a more knowledgeable OpenStreetMap user to explain this, but in general: if a hotel occupies all floors of the building, then it would be found the way we did it in find_hotels.gh (shapeType_ = 0). But if a hotel does not occupy all floors, or a user who mapped the hotel was not certain whether it did occupy the whole building or not, then a hotel would be mapped as a single point. I assume this will be the point of hotel's entrance, but I may be wrong on this.I attached an example file below which shows this.So if there's going to be a new component created: which will map hotels, restaurants, bars... or other buildings types with a legend of some sort, then this aspect needs to be taken into consideration. It can probably be fixed with some sort of point inclusion (in a polygon). Let's see.It's definitively another very valuable suggestion!!…
Added by djordje to Gismo at 5:26pm on March 2, 2017
greatly appreciate it!!
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Wassef…
e técnicas avanzadas de modelación 3d y su fabricación digital (corte láser e impresión 3d). Se utilizara Rhinoceros y Grasshopper, no es necesario tener conocimiento previo de los programas, únicamente manipular algún programa CAD.
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tors: R.G.D.E tutors Mostafa R. A. Khalifa, Architect (PhD - UNICAM - Italy)
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deadline registration August, 25th , 2013
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…
sent a 3D shape without any ambiguity. If the shape you're trying to convey falls outside the scope of existing standards, then it can't be done, but this is a problem of standards, not an intrinsic shortcoming of pencils.
[...] with the computer theoretically acting as a decision maker.
The computer makes no decisions on it's own. It's a fully deterministic machine, meaning that any output is the result of applying a set of rules to some pre-existing data. Humans make the rules. At no point can you blame the computer for coming up with a bad answer, it's always some human who is responsible.
[...] it seems to often be split between Computerization, and Computation.
I'm willing to concede there exist cases that are unambiguously one or the other, but there's a gradient in between these two extremes, they are not separate categories. If I draw a box by specifying the 8 corner points as XYZ coordinates then computation can be said not to be involved. If I draw a box by specifying 2 opposite corners then the computer has to compute the other 6 coordinates and we're already on our way towards the other extreme. If I draw a box by specifying a width, height and a required volume, more computation is needed. If I specify a box by a width, a volume and the requirement is doesn't cast too much shadow on some other shape, more computation is needed. At what point do we say "now it qualifies as computation/solving"?
--
David Rutten
david@mcneel.com…
Added by David Rutten at 7:22am on November 28, 2013
hes or surfaces on this: it's the nature/topology of your design that dictates that approach):
This C# only (as usual) collection of scripts works in 2 phases:
Phase A: Gets points in 3d space (NOT internalized in order to alter them manually) and creates a mesh. Depending of your search distance (actually: radius) the mesh is variable. If you bypass phase A (feed the 2nd C# with some other mesh of yours) then the mesh is triangulated automatically.
Phase B: Gets the mesh and creates your "tri-breps" in a DataTree where first dimension branches are indexed as the mesh faces (Note: "tri-breps" are not joined to a closed brep for speed).
PS: An auxiliary 3rd C# gives you an indication about the size of mesh edges in order to enter proper offset (where offset means offset of the tri-mesh edges) values.
PS: If you overdone with values > faces are excluded (and the equivalent tri-breps are NOT created):
PS: if you enter possible/doable offsets > all faces play ball:
best, Peter (Load Rhino file first)
…
hem and mine with some axis more in 3d space):
To tell you the truth you need a lot of other "constrains" for your nodes since they are shaped (I can easily guess the "method" used) by "fusion" and not connected via some ball type (MEANING: that the clearance between adapters should comply to a second constrain AFTER clash matters are addressed: this is one line of code more into that C#).
So ... I'll thy to translate the C# into components (but is 100 times easier to work with code than with these ... er ... mysterious/cryptic GH components, he he).
more soon…