a machine that is light and very sturdy. I have taken my Macbook Pro all around the world, carry it with me every day, even dropped it a few times and its still totally fine. Its thin and light.
2) You get some actual support for your hardware even a few years down the line. My Macbook Pro is from 2012 and I can still walk in to any Apple Store and get help with it, which I have done many, many times in different places around the world - I never had to show a receipt or was charged any money for help. There is no PC/Laptop manufacturer in the world with anything close to that, because companies like Asus, Dell, etc. bring out dozens of new versions of laptops every year, so its much harder to service them after a few years.
3) This is the most important one, which usually people forget when they say that Macbooks are overpriced: Resale Value. If you have ever tried to sell an old PC/Laptop (I have a few times), you will know how little value they have even after just 2-3 years. Macbooks retain their value very well and even after 4 years you can still get 50% of your original price.
4) Of course you can install Windows on it and it runs perfectly. I have MacOS and Windows on it and both run absolutely fine. On the Windows side I have Rhino+GH, Maya and a few others. Having Windows is good, because some software still only runs on Windows (looking at you, 3DSMax!). Most other software also runs on MacOS. In the interest of sanity it is great to have an alternative to Windows for all the day to day stuff, like Mail, Calender, Photos, Presentations, etc. that just always works.
5) As for performance: Yes, Macbook Pros dont necessarily have the latest and greatest in graphics cards (the rest is on par with PC laptops), but unless you want to play games you will not need it. VRay RT can do GPU rendering, but you wont get great performance from a Notebook GPU anyways and it doesnt make sense to do rendering on a laptop (especially since you have a workstation). You could get one of the older Macbook Pro Retina Late 2013 or Mid 2014 models with the GTX750M by Nvidia, which will be usable to render using VRay RT, but of course not huge performance. Better to invest in a good used graphics card for your workstation like an Nvdia GTX980ti, which is the best value for money for GPU rendering right now (lots of used ones available).
So at least consider also getting a Macbook Pro. You can buy refurbished models (depending where you are) and they are like new, but a lot cheaper or even get an older one thats used. It will be a worthwile investment.
Take it from someone who has used dozens of PCs and Macs in my lifetime and have to do the IT support here at work (where we also use both).
I still have my Macbook Pro Retina from 2012 and its still running perfectly, super fast, and I can use Rhino and GH for huge files, do GPU Rendering with Octane Render and all sorts of other heavy computing stuff.
Hope that helps.…
Added by Armin Seltz at 11:12am on September 19, 2016
he Cordyceps. Maybe some of you find this helpful/useful.
So basically, the Cordyceps is a physical module with 4 knobs and 1 slider. The knobs give an output between 1 and 1000, while the physical slider outputs 0-359. And of course, for this physical module I wrote a plugin to communicate with it. The knobs are intended to be the variables that modifies the design, while the physical slider is intended to be connected to the camera component.
Here I will put up "the recipe" for all to make their own module. You will be able to download the plugin as well.
Please send me a message if you want the 3D-files for the knobs, the box and slider knob. They've been made to directly 3D-print.
Plugin:
https://github.com/zakadjeb/Cordyceps/blob/master/Cordyceps/Cordyce...
Code for Arduino IDE:
https://github.com/zakadjeb/Cordyceps/blob/master/Arduino/_Arduino_...
What you need:
1x - Arduino (Leonardo, UNO or whatever)
4x - Potentiometers
1x - Sliding potentiometer
1x - Breadboard
Bundle of jump wires.
1. So, a potentiometer is a variable resistor, which is basically a component that changes the resistance between the voltage and the ground.
If A is supplied with 5V then B must be connected to Ground. The W will give "read" the resistance, and thus should be placed in Analog input (A0-A5) on the Arduino. The slider potentiometer works the same way.
2. Now connect the 4 pots to each their Analog input. The slider is supposed to be in A4. So to make sure:
A0: Knob1
A1: Knob2
A2: Knob3
A3: Knob4
A4: Slider
3. Now it's time to connect the voltage! Using the breadboard, the voltage can be sent through 1 line, the Ground as well. It should be quite easy to connect them.
4. Now, download the Arduino IDE and copy-paste the code I supplied above. In the IDE, you need to let it know which Arduino you're working with, and which port is should send the script.
5. Almost there. Download the plugin. Open the port you're using through the plugin. Set Start to True and the Cordyceps should be within you.
This recipe will be updated!
Let me know if there are any issues.
// Zakaria Djebbara…
he Cordyceps. Maybe some of you find this helpful/useful.
So basically, the Cordyceps is a physical module with 4 knobs and 1 slider. The knobs give an output between 1 and 1000, while the physical slider outputs 0-359. And of course, for this physical module I wrote a plugin to communicate with it. The knobs are intended to be the variables that modifies the design, while the physical slider is intended to be connected to the camera component.
Here I will put up "the recipe" for all to make their own module. You will be able to download the plugin as well.
Please send me a message if you want the 3D-files for the knobs, the box and slider knob. They've been made to directly 3D-print.
Plugin:
https://github.com/zakadjeb/Cordyceps/blob/master/Cordyceps/Cordyce...
Code for Arduino IDE:
https://github.com/zakadjeb/Cordyceps/blob/master/Arduino/_Arduino_...
What you need:
1x - Arduino (Leonardo, UNO or whatever)
4x - Potentiometers
1x - Sliding potentiometer
1x - Breadboard
Bundle of jump wires.
1. So, a potentiometer is a variable resistor, which is basically a component that changes the resistance between the voltage and the ground.
If A is supplied with 5V then B must be connected to Ground. The W will give "read" the resistance, and thus should be placed in Analog input (A0-A5) on the Arduino. The slider potentiometer works the same way.
2. Now connect the 4 pots to each their Analog input. The slider is supposed to be in A4. So to make sure:
A0: Knob1
A1: Knob2
A2: Knob3
A3: Knob4
A4: Slider
3. Now it's time to connect the voltage! Using the breadboard, the voltage can be sent through 1 line, the Ground as well. It should be quite easy to connect them.
4. Now, download the Arduino IDE and copy-paste the code I supplied above. In the IDE, you need to let it know which Arduino you're working with, and which port is should send the script.
5. Almost there. Download the plugin. Open the port you're using through the plugin. Set Start to True and the Cordyceps should be within you.
This recipe will be updated!
Let me know if there are any issues.
// Zakaria Djebbara…
I wanted to use it for a client, really I can't since they will freak out about a weird version of Rhino being needed.
http://discourse.mcneel.com/t/scripting-blendsrf/24635
http://mcneel.myjetbrains.com/youtrack/issue/RH-29978
What you call trivial is the core of your business, the core of your product, meaning Grasshopper user ability to access serious commands or not. This is, after all, one of the most important commands in the entire Rhino universe. Without it, I have to just completely abandon NURBS and edit meshes since I can't join surfaces smoothly so I have to stop using fragments at all and only meshes afford local detail well compared to single NURBS surfaces. Only polysurfaces can mix in little high UV count blends to deal with tight local detail.
I guess I'll switch to the WIP now. Test that, and just tell clients, hey, that's life. It's not exactly easy to find the WIP download, being a hidden "Serengeti" topic on the main Rhino forum, but I can offer the membership link.
http://discourse.mcneel.com/t/how-do-i-actually-download-serengeti/23846
http://www.rhino3d.com/download/rhino/wip
I had to manually install IronPython 2.7.5 too, to fix a broken Python system:
http://ironpython.codeplex.com/releases/view/169382
Now, where on Earth do I find the Rhinocommon manual for Rhino 6 WIP?
I guess it's within the main Rhino EditPythonScript editor, though that can't be searched like a normal manual:
CreateBlendSurface(face0: BrepFace, edge0: BrepEdge, domain0: Interval, rev0: bool, continuity0: BlendContinuity, face1: BrepFace, edge1: BrepEdge, domain1: Interval, rev1: bool, continuity1: BlendContinuity) -> Array[Brep]
Makes a surface blend between two surface edges.
face0: First face to blend from. edge0: First edge to blend from. domain0: The domain of edge0 to use. rev0: If false, edge0 will be used in its natural direction. If true, edge0 will be used in the reversed direction.
continuity0: Continuity for the blend at the start. face1: Second face to blend from. edge1: Second edge to blend from. domain1: The domain of edge1 to use. rev1: If false, edge1 will be used in its natural direction. If true, edge1 will be used in the reversed direction.
continuity1: Continuity for the blend at the start. Returns: Array of Breps if successful.
Now I have normal, productive homework, of figuring out how to specify edges from a Python script.
I'll just sell this extra special capability of Rhino 5 WIP from Grasshopper as a cutting edge advanced new feature other lowly consultants can't match, assuming I can get it to work first.
The initial strategy is to Grasshopper create discrete surfaces, blow holes in a parent surface, scale down and move the little surfaces away, and just blend everything together into a polysurface. Then a client won't freak out so badly when I show them how to use meshes instead, since at least there's an alternative straight from NURBS, that maybe isn't as creatively open ended, but will get them out of a bind if their own client freaks out about meshes converted to NURBS via ZBrush ZRemesher run through T-Splines to get a smooth NURBS polysurface surface that looks like odd patchwork.
Alas, the above Rhinocommon blurb is incomplete, lacking info about what values for continuity are defined as, such as position, tangency, or curvature. I guess I'll just use try numbers.
…
curve or locus] of a segment AB, in English. The set of all the points from which a segment, AB, is seen under a fixed given angle.
When you construct l'arc capable —by using compass— you obviously need to find the centre of this arc. This can be easily done in GH in many ways by using some trigonometry (e.g. see previous —great— solutions). Whole circles instead of arcs provide supplementary isoptics —β-isoptic and (180º-β)-isoptic—. Coherent normals let you work in any plane.
Or you could just construct β-isoptics of AB by using tangent at A (or B). I mean [Arc SED] component.
If you want the true β-isoptic —the set of all the points— you should use {+β, -β} degrees (2 sides; 2 solutions; 2 arcs), but slider in [-180, +180] degrees provides full range of signed solutions. Orthoptic is provided by ±90º. Notice that ±180º isoptic is just AB segment itself, and 0º isoptic should be the segment outside AB —(-∞, A] U [B, +∞)—. [Radians] component is avoidable.
More compact versions can be achieved by using [F3] component. You can choose among different expressions the one you like the most as long as performs counter clockwise rotation of vector AB, by 180-β degrees, around A; or equivalent. [Panel] is totally avoidable.
Solutions in XY plane —projection; z = 0—, no matter A or B, are easy too. Just be sure about the curve you want to find the intersection with —Curve; your wall— being contained in XY plane.
A few self-explanatory examples showing features.
1 & 5 1st ver. (Supplementary isoptics) (ArcCapableTrigNormals_def_Bel.png)
2 & 6 2nd ver. (SED) (ArcCapableSED_def_Bel.png)
3 & 7 3rd ver. (SED + F3) (ArcCapableSEDF3_def_Bel.png)
4 & 8 4th ver. (SED + F3, Projection) (ArcCapableSEDProjInt_def_Bel.png)
If you want to be compact, 7 could be your best choice. If you prefer orientation robustness, 5. Etcetera.
I hope these versions will help you to compact/visualize; let me know any feedback.
Calculate where 2 points [A & B] meet at a specific angle is just find the geometrical locus called arco capaz in Spanish, arc capable in French (l'isoptique d'un segment de droite) or isoptic [curve or locus]
of a segment AB, in English. The set of all the points from which a segment,
AB, is seen under a fixed given angle.…
peuvent se diviser une surface avec ne importe quel motif imaginable. 3. Ici, je fournir un moyen de le faire via Lunchbox ... cela fonctionne mais il est fixe et donc nous avons besoin de jouer avec des arbres de données afin de créer le motif approprié par cas. 4. L'autre composante est un joint C # qui fait beaucoup de choses autres que de diviser ne importe quelle collection de points avec de nombreux modèles (voir le modèle ANDRE que je ai fait pour vous). 5. Vous devez décomposer une polysurface en morceaux afin de travailler sur les subdivisions. 6. Je donne une autre définition ainsi que pourrait agir comme un tutoriel sur la façon de traiter des ensembles de points via des composants de GH standards et des méthodes classiques.
Avertissez si tous ceux-ci apparaissent floue pour vous: Si oui, je pourrais écrire une définition utilisant des composants de GH classiques - mais vous perdrez les variations de motifs de division.
mieux, Peter
…
ers can be applied from the right click Context Menu of either a component's input or output parameters. With the exception of <Principal> and <Degrees> they work exactly like their corresponding Grasshopper Component. When a I/O Modifier is applied to a parameter a visual Tag (icon) is displayed. If you hover over a Tag a tool tip will be displayed showing what it is and what it does.
The full list of these Tags:
1) Principal
An input with the Principal Icon is designated the principal input of a component for the purposes of path assignment.
For example:
2) Reverse
The Reverse I/O Modifier will reverse the order of a list (or lists in a multiple path structure)
3) Flatten
The Flatten I/O Modifier will reduce a multi-path tree down to a single list on the {0} path
4) Graft
The Graft I/O Modifier will create a new branch for each individual item in a list (or lists)
5) Simplify
The Simplify I/O Modifier will remove the overlap shared amongst all branches. [Note that a single branch does not share any overlap with anything else.]
6) Degrees
The Degrees Input Modifier indicates that the numbers received are actually measured in Degrees rather than Radians. Think of it more like a preference setting for each angle input on a Grasshopper Component that state you prefer to work in Degrees. There is no Output option as this is only available on Angle Inputs.
7) Expression
The Expression I/O Modifier allows you change the input value by evaluating an expression such as -x/2 which will have the input and make it negative. If you hover over the Tag a tool tip will be displayed with the expression. Since the release of GH version 0.9.0068 all I/O Expression Modifiers use "x" instead of the nickname of the parameter.
8) Reparameterize
The Reparameterize I/O Modifier will only work on lines, curves and surfaces forcing the domains of all geometry to the [0.0 to 1.0] range.
9) Invert
The Invert Input Modifier works in a similar way to a Not Gate in Boolean Logic negating the input. A good example of when to use this is on [Cull Pattern] where you wish to invert the logic to get the opposite results. There is no Output option as this is only available on Boolean Inputs.
…
ing the maps to the broader community.
At the moment, there are just a few known issues left that I have to fix for complex geometric cases but they should run smoothly for most energy models that you generate with Honeybee. Within the next month, I will be clearing up these last issues and, by the end of the month, there will be an updated youtube tutorial playlist on the comfort tools and how to use them.
In the meantime, there's an updated example file (http://hydrashare.github.io/hydra/viewer?owner=chriswmackey&fork=hydra_2&id=Indoor_Microclimate_Map) and I wanted to get you all excited with some images and animations coming out of the design part of my thesis. I also wanted to post some documentation of all of the previous research that has made these climate maps possible and give out some much deserved thanks. To begin, this image gives you a sense of how the thermal maps are made by integrating several streams of data for EnergyPlus:
(https://drive.google.com/file/d/0Bz2PwDvkjovJaTMtWDRHMExvLUk/view?usp=sharing)
To get you excited, this youtube playlist has a whole bunch of time-lapse thermal animations that a lot of you should enjoy:
https://www.youtube.com/playlist?list=PLruLh1AdY-Sj3ehUTSfKa1IHPSiuJU52A
To give a brief summary of what you are looking at in the playlist, there are two proposed designs for completely passive co-habitation spaces in New York and Los Angeles.
These diagrams explain the Los Angeles design:
(https://drive.google.com/file/d/0Bz2PwDvkjovJM0JkM0tLZ1kxUmc/view?usp=sharing)
And this video gives you and idea of how it thermally performs:
These diagrams explain the New York design:
(https://drive.google.com/file/d/0Bz2PwDvkjovJS1BZVVZiTWF4MXM/view?usp=sharing)
And this video shows you the thermal performance:
Now to credit all of the awesome people that have made the creation of these thermal maps possible:
1) As any HB user knows, the open source engines and libraries under the hood of HB are EnergyPlus and OpenStudio and the incredible thermal richness of these maps would not have been possible without these DoE teams creating such a robust modeler so a big credit is definitely due to them.
2) Many of the initial ideas for these thermal maps come from an MIT Masters thesis that was completed a few years ago by Amanda Webb called "cMap". Even though these cMaps were only taking into account surface temperature from E+, it was the viewing of her radiant temperature maps that initially touched-off the series of events that led to my thesis so a great credit is due to her. You can find her thesis here (http://dspace.mit.edu/handle/1721.1/72870).
3) Since the thesis of A. Webb, there were two key developments that made the high resolution of the current maps believable as a good approximation of the actual thermal environment of a building. The first is a PhD thesis by Alejandra Menchaca (also conducted here at MIT) that developed a computationally fast way of estimating sub-zone air temperature stratification. The method, which works simply by weighing the heat gain in a room against the incoming airflow was validated by many CFD simulations over the course of Alejandra's thesis. You can find here final thesis document here (http://dspace.mit.edu/handle/1721.1/74907).
4) The other main development since the A. Webb thesis that made the radiant map much more accurate is a fast means of estimating the radiant temperature increase felt by an occupant sitting in the sun. This method was developed by some awesome scientists at the UC Berkeley Center for the Built Environment (CBE) Including Tyler Hoyt, who has been particularly helpful to me by supporting the CBE's Github page. The original paper on this fast means of estimating the solar temperature delta can be found here (http://escholarship.org/uc/item/89m1h2dg) although they should have an official publication in a journal soon.
5) The ASHRAE comfort models under the hood of LB+HB all are derived from the javascript of the CBE comfort tool (http://smap.cbe.berkeley.edu/comforttool). A huge chunk of credit definitely goes to this group and I encourage any other researchers who are getting deep into comfort to check the code resources on their github page (https://github.com/CenterForTheBuiltEnvironment/comfort_tool).
6) And, last but not least, a huge share of credit is due to Mostapha and all members of the LB+HB community. It is because of resources and help that Mostapha initially gave me that I learned how to code in the first place and the knowledge of a community that would use the things that I developed was, by fa,r the biggest motivation throughout this thesis and all of my LB efforts.
Thank you all and stay awesome,
-Chris…
ssibili e facili da usare. Il corso parte dalle basi della programmazione di arduino fino ad arrivare all’interazione tra un oggetto fisico ed un imput informativo. tutor: Gianpiero Picerno Ceraso
Programma: I giorno Introduzione al Phisical Computing, input digitali e analogici, le basi del linguaggio di programmazione, esempi applicativi; led, pulsanti, fotorestistenze, servo motore, sensore di temperatura, di flessione, sensori di movimento, potenziometri.
II giorno Arduino ethernet, uso di un relè per carichi elevati, accelerometro, introduzione a Processing, interazione di Arduino e Processing, Introduzione a Grassoppher e Firefly e interazione con Arduino.
orario corso: 10:00 – 13:00 e 14:00 – 17:00 (pausa pranzo 13:00 – 14:00) costo: 150€ + IVA deadline: 13 marzo numero minimo di partecipanti: 3
Per iscrizioni scrivi a info@medaarch.com specificando nome, cognome, mail, recapito telefonico e il nome del corso al quali sei interessato. In seguito all’invio del modulo di pre-iscrizione, i partecipanti riceveranno una mail contenente tutte le specifiche di pagamento.
Per seguire il cluster su Arduino è necessario installare il software Arduino 1.0.5 al seguente linkhttp://arduino.cc/en/Main/Software#.Ux3hQj95MYE facendo attenzione a scaricare quello relativo al proprio sistema operativo, Windows 32 o 64 e Mac OS.
Software necessari solo per una parte del corso: Processing 2.1.1 https://processing.org/download/?processing
Rhino 5 http://www.rhino3d.com/it/download Grasshopper for Rhino5http://www.grasshopper3d.com/page/download-1Firefly http://fireflyexperiments.com/
Il cluster rientra in un fitto calendario di attività formative organizzate dalla Medaarch per lanno 2013-2014.…