you still have left, what matters is how much memory Rhino is using compared to how much Windows is prepared to give it. On 32-bit systems this is usually 2, sometimes 3 Gigs. On 64-bit systems it's such a high limit that it's unlikely you've reached the limit.
You're low on or out of specially allocated memory/handles. Certain processes such as GDI drawing or winforms UI elements require a handle per instance. Every window, every label, every button, every slider, every bitmap... each one has a unique handle associated with it. Depending on the windows version, you either get a few, some, a bunch or lots of these handles to play with. When you start running out, usually the first sign is that the UI goes all wonky. Text disappears, fonts suddenly look terrible, parts of windows go missing. When all the GDI handles that are allowed have been claimed, the application will crash. The same may be true for OpenGL or DirectX handles, I'm not an expert on those.
There's an arithmetic error causing an overflow error. Sometimes these are handled gracefully and you get a proper crash or error message, sometimes they cause software to start accessing the wrong memory.
It's just some random crash that decides to manifest as an out-of-memory crash. This happens a lot and it makes these crashes very difficult to track down.
Since your images start going black before the crash, I'm tempted to think we're dealing with a #2 crash here. Maybe all these images we're saving out are hogging GDI handles and choking the system. If the handles or GDI objects assigned to Rhino keep going up and up as you write out these images, that'll be good supporting evidence. You can use the Windows 8 Task Manager to keep an eye on these values, or if you're running an older version of Windows I recommend installing Sysinternal Process Explorer in lieu of the Task Manager.
…
Added by David Rutten at 1:20pm on February 28, 2015
ruses could follow. Then cones are made and some other things.You can move the cones around via the equivalent slider. If the cones "touch" then ... well .. test it and see what's happening,
2. Interactive capability is not present: assume that you have 666 paths/cones > by what means you think that you could control what's happening? By adding 666 sliders? (not in a million years).
3. Rhino is amusing with regard the solid union Method. Depending on Karma you can get this:
or that :
4. Leaving aside N3 .. if the real-time response goes AWOL with just 8 cones what would be the situation if you add 666 cones? This is the reason for using K to solve this ... obviously with "some" compromises yielding "vault" stuff like this:
or like that (an Alien billiard (C)(Tm)(US patent pending) for planet Zorg):
Moral: stick to the Soap_opera approach.…
t file** - ply file with just x,y,z locations. I got it from a 3d scanner. Here is how first few lines of file looks like - ply format ascii 1.0 comment VCGLIB generated element vertex 6183 property float x property float y property float z end_header -32.3271 -43.9859 11.5124 -32.0631 -43.983 11.4945 12.9266 -44.4913 28.2031 13.1701 -44.4918 28.2568 13.4138 -44.4892 28.2531 13.6581 -44.4834 28.1941 13.9012 -44.4851 28.2684 ... ... ... In case you need the data - please email me on **nisha.m234@gmail.com**. **Algorithm:** I am trying to find principal curvatures for extracting the ridges and valleys. The steps I am following is: 1. Take a point x 2. Find its k nearest neighbors. I used k from 3 to 20. 3. average the k nearest neighbors => gives (_x, _y, _z) 4. compute covariance matrix 5. Now I take eigen values and eigen vectors of this covariance matrix 6. I get u, v and n here from eigen vectors. u is a vector corresponding to largest eigen value v corresponding to 2nd largest n is 3rd smallest vector corresponding to smallest eigen value 7. Then for transforming the point(x,y,z) I compute matrix T T = [ui ] [u ] [x - _x] [vi ] = [v ] x [y - _y] [ni ] [n ] [z - _z] 8. for each i of the k nearest neighbors:<br> [ n1 ] [u1*u1 u1*v1 v1*v1] [ a ]<br> [ n2 ] = [u2*u2 u2*v2 v2*v2] [ b ] <br> [... ] [ ... ... ... ] [ c ] <br> [ nk ] [uk*uk uk*vk vk*vk]<br> Solve this for a, b and c with least squares 9. this equations will give me a,b,c 10. now I compute eigen values of matrix [a b b a ] 11. This will give me 2 eigen values. one is Kmin and another Kmax. **My Problem:** The output is no where close to finding the correct Ridges and Valleys. I am totally Stuck and frustrated. I am not sure where exactly I am getting it wrong. I think the normal's are not computed correctly. But I am not sure. I am very new to graphics programming and so this maths, normals, shaders go way above my head. Any help will be appreciated. **PLEASE PLEASE HELP!!** **Resources:** I am using Visual Studio 2010 + Eigen Library + ANN Library. **Other Options used** I tried using MeshLab. I used ball pivoting triangles remeshing in MeshLab and then applied the polkadot3d shader. If correctly identifies the ridges and valleys. But I am not able to code it. **My Function:** //the function outputs to ply file void getEigen() { int nPts; // actual number of data points ANNpointArray dataPts; // data points ANNpoint queryPt; // query point ANNidxArray nnIdx;// near neighbor indices ANNdistArray dists; // near neighbor distances ANNkd_tree* kdTree; // search structure //for k = 25 and esp = 2, seems to got few ridges queryPt = annAllocPt(dim); // allocate query point dataPts = annAllocPts(maxPts, dim); // allocate data points nnIdx = new ANNidx[k]; // allocate near neigh indices dists = new ANNdist[k]; // allocate near neighbor dists nPts = 0; // read data points ifstream dataStream; dataStream.open(inputFile, ios::in);// open data file dataIn = &dataStream; ifstream queryStream; queryStream.open("input/query.
pts", ios::in);// open data file queryIn = &queryStream; while (nPts < maxPts && readPt(*dataIn, dataPts[nPts])) nPts++; kdTree = new ANNkd_tree( // build search structure dataPts, // the data points nPts, // number of points dim); // dimension of space while (readPt(*queryIn, queryPt)) // read query points { kdTree->annkSearch( // search queryPt, // query point k, // number of near neighbors nnIdx, // nearest neighbors (returned) dists, // distance (returned) eps); // error bound double x = queryPt[0]; double y = queryPt[1]; double z = queryPt[2]; double _x = 0.0; double _y = 0.0; double _z = 0.0; #pragma region Compute covariance matrix for (int i = 0; i < k; i++) { _x += dataPts[nnIdx[i]][0]; _y += dataPts[nnIdx[i]][1]; _z += dataPts[nnIdx[i]][2]; } _x = _x/k; _y = _y/k; _z = _z/k; double A[3][3] = {0,0,0,0,0,0,0,0,0}; for (int i = 0; i < k; i++) { double X = dataPts[nnIdx[i]][0]; double Y = dataPts[nnIdx[i]][1]; double Z = dataPts[nnIdx[i]][2]; A[0][0] += (X-_x) * (X-_x); A[0][1] += (X-_x) * (Y-_y); A[0][2] += (X-_x) * (Z-_z); A[1][0] += (Y-_y) * (X-_x); A[1][1] += (Y-_y) * (Y-_y); A[1][2] += (Y-_y) * (Z-_z); A[2][0] += (Z-_z) * (X-_x); A[2][1] += (Z-_z) * (Y-_y); A[2][2] += (Z-_z) * (Z-_z); } MatrixXd C(3,3); C <<A[0][0]/k, A[0][1]/k, A[0][2]/k, A[1][0]/k, A[1][1]/k, A[1][2]/k, A[2][0]/k, A[2][1]/k, A[2][2]/k; #pragma endregion EigenSolver<MatrixXd> es(C); MatrixXd Eval = es.eigenvalues().real().asDiagonal(); MatrixXd Evec = es.eigenvectors().real(); MatrixXd u,v,n; double a = Eval.row(0).col(0).value(); double b = Eval.row(1).col(1).value(); double c = Eval.row(2).col(2).value(); #pragma region SET U V N if(a>b && a>c) { u = Evec.row(0); if(b>c) { v = Eval.row(1); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(1);} } else if(b>a && b>c) { u = Evec.row(1); if(a>c) { v = Eval.row(0); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(0);} } else { u = Eval.row(2); if(a>b) { v = Eval.row(0); n = Eval.row(1);} else { v = Eval.row(1); n = Eval.row(0);} } #pragma endregion MatrixXd O(3,3); O <<u, v, n; MatrixXd UV(k,3); VectorXd N(k,1); for( int i=0; i<k; i++) { double x = dataPts[nnIdx[i]][0];; double y = dataPts[nnIdx[i]][1];; double z = dataPts[nnIdx[i]][2];; MatrixXd X(3,1); X << x-_x, y-_y, z-_z; MatrixXd T = O * X; double ui = T.row(0).col(0).value(); double vi = T.row(1).col(0).value(); double ni = T.row(2).col(0).value(); UV.row(i) << ui * ui, ui * vi, vi * vi; N.row(i) << ni; } Vector3d S = UV.colPivHouseholderQr().solve(N); MatrixXd II(2,2); II << S.row(0).value(), S.row(1).value(), S.row(1).value(), S.row(2).value(); EigenSolver<MatrixXd> es2(II); MatrixXd Eval2 = es2.eigenvalues().real().asDiagonal(); MatrixXd Evec2 = es2.eigenvectors().real(); double kmin, kmax; if(Eval2.row(0).col(0).value() < Eval2.row(1).col(1).value()) { kmin = Eval2.row(0).col(0).value(); kmax = Eval2.row(1).col(1).value(); } else { kmax = Eval2.row(0).col(0).value(); kmin = Eval2.row(1).col(1).value(); } double thresh = 0.0020078; if (kmin < thresh && kmax > thresh ) cout << x << " " << y << " " << z << " " << 255 << " " << 0 << " " << 0 << endl; else cout << x << " " << y << " " << z << " " << 255 << " " << 255 << " " << 255 << endl; } delete [] nnIdx; delete [] dists; delete kdTree; annClose(); } Thanks, NISHA…
rera de Arquitectura CEM | presenta la cordial invitación al Curso de Diseño Computacional a realizarse en nuestros laboratorios de Arquitectura y Diseño Industrial del Campus Estado de México.
Fecha: jueves 21, viernes 22 de 18: a 22:00 Hrs y sábado 23 de 8:00 a 15:00 Hrs febrero 2013. 15 Horas.
El taller está orientado a estudiantes y profesionales de la Arquitectura, Arte, el Diseño e Ingeniería.
COSTO:
Alumnos Tec o EXATEC con una cuota de $2000.00 pesos.* Estudiantes EXTERNOS y profesores TEC $3000.00*, Estudiantes de posgrado externos $3800.00* y Profesionales externos $4250.00 pesos.*
OBJETIVO GENERAL:
Alfabetización sobre lectura y escritura de herramientas computacionales para el desarrollo de la Arquitectura, Diseño e Ingeniería.
Objetivos específicos:
1. Comprenderá los conceptos metodológicos del Diseño Computacional y generativo.
2. Aplicará las metodologías en el diseño, análisis y despiece de una cubierta (celosía, muro, losa, fachada o mobiliario) con base en un espacio existente en el campus.
3. Desarrollará los conceptos de programación orientada a objetos (POO Intermedia)
4. Generará algoritmos y análisis en Grasshopper sobre el ejemplo de praxis.
5. Desarrollo de documentación y presentación de resultados.
6. Fabricación del objeto, escala por definir.
Requisitos: Conocimiento de alguna plataforma CAD/CAM/CAE.
Profesor:
Arq. David Hernández Melgarejo.
http://bioarchitecturestudio.wordpress.com
Mayor información:
Kathrin Schröter, Dipl.-Ing./Arch. (D)
Directora de la Carrera de Arquitectura e Ingeniería Civil
Escuela de Diseño, Ingeniería y Arquitectura
Campus Estado de México
TEC DE MONTERREY
Tel.: (52/55) 5864 5555 Ext. 5685 o 5750
Enlace intercampus:80.236.5685
Fax: (52/55) 5864 5319
kschroter@itesm.mx
www.itesm.mx
…
ocessed once Grasshopper is done with whatever it's doing now.
3) Grasshopper tells the Slider object that the mouse moved and the slider works out the new value as implied by the new cursor position.
4) The slider then expires itself and its dependencies ([VB Step 1] in this case, but there can be any number of dependent objects).
5) When [VB Step 1] is expired by the slider, it will in turn expire its dependencies (VB Step 2), and so on, recursively until all indirect dependencies of the slider have been expired.
6) When the expiration shockwave has subsided, runtime control is returned to the slider object, which tells the parent document that stuff has changed and that a new solution is much sought after.
7) The Document class then iterates over all its objects (they are stored in View order, not from left to right), solving each one in turn. (Assuming the object needs solving, but since in your example ALL objects will be expired by a slider change, I shall assume that here).
8) It's hard to tell which object will get triggered first. You'd have to superimpose them in order to see which one is visually the bottom-most object, but let's assume for purposes of completeness that it's the [VB Step 1] object which is solved first.
9) [VB Step 1] is triggered by the document, which causes it to collect all the input data.
10) The input parameter [x] is asked to collect all its data, which in turn will trigger the Slider to solve itself (it got expired in step 4 remember?). This is not a tricky operation, it merely copies the slider value into the slider data structure and shouts "DONE!".
11) [x] then collects the number, stores it into its own data structure and returns priority to the [VB Step 1] object.
12) [VB Step 1] now has sufficient data to get started, so it will trigger the script inside of it. When the script completes, the component is all ready and it will tell the parent document it can move on to the next object (the iteration loop from step 7).
13) Let us assume that the slider object is next on the list, but since it has already been solved (it was solved because [VB Step 1] needed the value) it can be skipped right away, which leaves us with the last object in the document which is still unsolved.
14) [VB Step 2] will be triggered by the document in very much the same way as [VB Step 1] was triggered in step 9. It will also start by collecting all input data.
15) Since all the input data for [VB Step 2] is either defined locally or provided by an object which has already been solved, this process is now swift and simple.
16) Upon collecting all data and running the user script, the component will surrender priority and the document becomes active again.
17) The document triggers a redraw of the Grasshopper Canvas and the Rhino viewports and then surrenders priority again and so on and so forth all the way up the hierarchy until Grasshopper becomes idle again.
[end boring]
Pretty involved for a small 3-component setup, but there you have it.
To answer somewhat more directly your questions:
- The order in which objects are solved is the same as the order in which they are drawn. This is only the case at present, this behaviour may change in the future.
- Adding a delay will not solve anything, since the execution of all components is serial, not parallel. Adding a delay simply means putting everything on hold for N milliseconds.
- [VB Step 1] MUST be solved prior to [VB Step 2] because otherwise there'd be no data to travel from [GO] to [Activate]. The only tricky part here is that sometimes [VB Step 1] will be solved as part of the process of [VB Step 2], while at other times it may be solved purely on its own merits. This should not make a difference to you as it does not affect the order in which your scripts are called.
--
The Man from Scene 24…
Added by David Rutten at 4:43pm on December 10, 2009
ou will see all of the available components on a ribbon at once so there is no need to keep clicking drop down menus.
It's all about discoverability with GH. What if you're a beginner and don't know about the Create Facility (dbl click canvas) how can you find Extr?
Even if you hover over every component or use the drop down lists you will not see the name Extr appear anywhere.
Sure it makes sense that Extr is short for Extrude but it's also the Nick Name of Extrude to Point component
So you can easily miss the fact that one has a Distance Input verses a Point Input.
I think I made the move to Icons around about the move from version 0.5 to 0.6, possibly before. I initially thought that I would go back to text because I loved the mono chromatic look of the text but I soon realised that Icons were the way forward. The greatest benefit is speed. You don't need to digest and decipher every component (which is written 90 degrees to the norm).
I'm not saying you should move to Icons forthwith but at least consider that once you have a better knowledge and understanding of GH, Icons will set you free.
My top ten tips that I would highly recommend to anyone wanting to better themselves with GH.
1) Turn on Draw Icons
2) Turn on Draw Fancy Wires
3) Turn on Obscure Components
4) Use the Create Facility like a Command Line eg "Slider=-1<0.75<2" or "Shiftlist=-1"
5) Use Component Aliases to customise your use of the Create Facility eg giving the Point XYZ component an alias of XYZ will bring it up as the first option on the Create Facility as opposed to the other possibilities.
6) Try to answer other people's questions even if it's not relevant to your own area. By looking into solving a problem outside of your comfort zone and then posting your results it is very rewarding but it also lets you see the other approaches that get posted in a new light.
7) Take the time to understand Data/Path structures.
8) Buy a second monitor - There is nothing that can compare to real estate when working in Grasshopper.
9) Read Rajaa Issa's Essential Mathematics
10) Pick a panel in a tab on the ribbon and get to know every component inside and out and then move on. Start with the Sets Tab > List Panel…
Ladybug + Honeybee:
(Follow steps 0-4 for basic functionality and 0-9 for full functionality)
0. If you have an old version of LB+HB, download the file here (https://app.box.com/s/ds96em9l6stxpcw8kgtf)
and open it in Grasshopper to remove your old Ladybug and Honeybee version.
1. Make sure that you have a working copy of both Rhino and Grasshopper installed.
2. Open Rhino and type "Grasshopper" into the command line (without quotations). Wait for grasshopper to load.
3. Install GHPython 0.6.0.3 by downloading the file at this link (http://www.food4rhino.com/project/ghpython?ufh) and
drag the .gha file onto the Grasshopper canvas.
4. Select and drag all of the userObject files (downloaded with this instructions file) onto your Grasshopper canvas.
You should see Ladybug and Honeybee appear as tabs on the grasshopper tool bar.
(If you are reading this instruction on github you can download them from http://www.food4rhino.com/project/ladybug-honeybee)
5. Restart Rhino and Grasshopper. You now have a fully-functioning Ladybug. For Honeybee, continue to the following:
6. Install Radiance to C:\Radiance by downloading it from this link (https://github.com/NREL/Radiance/releases/download/4.2.2/radiance-4.2.2-win32.exe) and running the exe.
7. Install Daysim 4.0 for Windows to C:\DAYSIM by downloading it at this link (http://daysim.ning.com/page/download) and running the exe.
8. Install EnergyPlus 8.1 to C:\EnergyPlusV8-1-0 by going to the DOE website (http://apps1.eere.energy.gov/buildings/energyplus/energyplus_download.cfm), making an account, going to "download older
versions of EnergyPlus, selecting 8.1 and running the exe.
9. Copy falsecolor2.exe (http://pyrat.googlecode.com/files/falsecolor2.exe) and evalglare.exe (http://www.ise.fraunhofer.de/en/downloads-englisch/software/evalglare_windows.zip/at_download/file) to C:\Radiance\bin
10. You now have a fully-working version of Ladybug + Honeybee. Get started visualizing weather data with these video tutorials (https://www.youtube.com/playlist?list=PLruLh1AdY-Sj_XGz3kzHUoWmpWDXNep1O).
After I've done all the above I followed this video
https://vimeo.com/96155674
And everything works well.
…
nted" in space (at instance definition creation phase): indicates the obvious fact that if garbage in > garbage out (try it).
2. Load the GH thing. Task for you: Using Named Views locate the points of interest as described further and make a suitable view. That way you can navigate rather easily around (hope dies last).
3. Your attractors are controlled from here:
The slider in blue picks some attractor to play with. You can use this while the K2 is running.
4. Don't change anything here (think of it as a black box: who cares how it works? nobody actually):
5. Enable the other "black box": job done your real-life stuff is placed:
6. Enable the solver: your "real-life" things start to bounce around:
7. Go there are play with the slider. A different attractor yields an other solution:
8. With real-life things in place if you disable the C# ... they are instantly deleted and you are back in lines/points and the likes:
9. Either with instance definitions or Lines/points change ... er ... hmm ... these "simple" parameters and discover the truth out there:
10. Since these are a "few" and they affect the simulation with a variety of ways ... we need a "self calibrating" system: some mini big Brother that does the job for us. Kinda like applying safely the brakes when it rains (I hate ABS mind).
NOTE: the rod with springs requires some additional code ,more (that deals with NESTED instance definitions) in order to (b) bounce as a whole and at the same time (b) elongates or shrinks a bit.
More soon.
…
ng/702/30
EDIT: DK2 works, not with positional tracking yet (14/09/15)
Source is here:
https://github.com/provolot/RhinoRift
Steps:
1) Download these files (also attached below):
https://github.com/provolot/oculus-grasshopper/raw/master/oculus-grasshopper_v0.4.ghx
https://github.com/provolot/oculus-grasshopper/raw/master/OpenTrackRiftGrasshopperUDP.ini
https://github.com/provolot/oculus-grasshopper/raw/master/oculus-grasshopper-test_v0.1.3dm
2) Download OpenTrack - http://ananke.laggy.pk/opentrack/, and setup/install. Once installed, double-click to open.
3) In OpenTrack, load the 'OpenTrackRiftGrasshopperUDP.ini' profile. Click the 'Start' button and move your Rift around - make sure that it looks like the Yaw/Pitch/Roll data is being sent. TX/TY/TZ will all be 0, as Oculus doesn't have absolute positioning data.
4) In Rhino, open the test 3dm. You'll notice that there are two viewports - called 'LeftEye' and 'RightEye'. These have been placed to mimic where the screens should be for the Oculus Rift --- but only when Rhino is in fullscreen mode, with the command 'Fullscreen'. The placement needs to be tweaked, but should work.
If you want to use your own model, you can load your own .3dm file in Rhino, then you can right-click on the viewport name, and go to Viewport Layout > Read from File. If you then load my test file, Rhino should open my two viewports, sized correctly, onto your model.
The placement of these viewports need to be tweaked; if you find a better viewport layout, upload an empty Rhino file with your viewports, and we can share eye-layout 'templates'!
5) In Grasshopper, open the .ghx definition. Everything that is multiple-grouped is a value that can be changed. Two things here:
- IPD: Set this and convert it to the proper units for your model.
- Left/right viewport names. In this case, leave this as-is, since you're using my example file.
6) Turn on the Grasshopper Timer, if it isn't on already.
7) In the GH definition, toggle 'SyncEyes' to be True. Then, in the left viewport, try orbiting around with the mouse. The 'RightEye' viewport should move around as well, pretty much simultaneously.
8) In OpenTrack, click 'Start', then toggle 'ReadUDP' to be True. You should see the 'OpenTrackInfo' panel fill with data that's constantly changing.
9) Move around the landscape with your camera, and when you set on a starting view that's ideal, click the triangle of the Data Dam component to 'store' the data.
10) Finally, toggle 'OculusMove' to be true. If all works correctly, both viewports should move based on the Rift's movement.
Let me know if you have any problems!
Cheers,
Dan…
Added by Dan Taeyoung at 11:47pm on December 10, 2013