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algorithmic modeling for Rhino

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Search Results - 河北11选5走势开奖结果查询-『9TBH·COM』排列5彩乐乐预测--2023年3月19日7时1分43秒.H5c2a3.drt5fhf55-gov-hk

Comment on: Topic 'adding thickness and smoothness to the curves'
of stuff. Then it works either with ExoW (black mesh) or IntraLattice (blue mesh). That said ExoW is tricky: occasionally reports engulfing issues and stops playing the game. For instance in this (diagonal) anchor mode and with some U/V random values: Whilst IntraLattice appears rather less temperamental: The other def is more complex and works using the Proximity approach that makes more sense with regard random 3d line graphs (as an exercise: Add a gate and use IntraLattice as Plan B). best …
Added by peter fotiadis at 2:29am on January 31, 2017
Topic: Help bending an object (not surface)
en it become shorter and shorter towards the end where they come together to the point they are like 5' tall. Also, I want the widest part to bend away from each other, start to come together towards the middle and then once past the middle they start to bend towards each other to the point the are touching and becoming one at the end where they meet. I am a novice at best, I have tried several different methods and watch many tutorials with no luck on making this work. My biggest issue is with the bending. What I did was draw my "fins" profile with curves and joined them so it was all one curve, then brought that curve into GH and arrayed it along an angled line so that I got the spacing I was looking for. I then extruded these shapes but they all extrude the same height. I don't know how I can go in and pick out one of the shapes to then start to manipulate it to bend how I'd like. I could possibly do extrude along a curve but then I would have to draw all the curves in and it ends up not looking concentric like I know grasshopper can do and I am having an issue that it twists. My idea was to get one side done and then just mirror the whole thing.Any help would be great, maybe I don't know a command, maybe I'm doing it in the wrong order (both likely) but I just don't know Thanks in advance. I have attached my GH file with "fin" profile I am trying to use attached. I also attached two sketches, one shows the profile of the fin again, and the other shows the over all concept incase you have no idea what I was saying above…
Added by Katelynn Tate at 7:18am on November 24, 2015
Topic: Reconstitute a tree after flattening
omes in as a tree branch for each day with a sub-branch for each hour. I want to extract the azimuth and elevation and convert it to points via the <Point Cylindrical> component (after converting to radians) and then place it back into the original tree structure. I think I need this original structure so that I can draw curves between each day's points and have a separate curve for each day. I know that I can probably be helped in this task by using Ladybug but I didn't have Rhino 5 when I started and now I am a bit consumed by the challenge and interested in the more generic problem of what to do when you need to flatten a tree to manipulate the data but then need to put that manipulated data back into the original structure. To that end, I put together a more generic... what do you call them... sketch. I just generate a grid of points, flatten it and then try to reconstitute the tree. As you will see the <Consecutive Domain> output feeding into a <sub List> component causes duplicate entries in my final tree because it it creates domains that are "0 to 6", "6 to 12", etc. So finally my question, how do you flatten a tree, manipulate the data and then put it back into the original tree structure? reconstitute.gh…
Added by Charles Sowers at 12:04pm on May 26, 2016
Topic: Daysim Control Modes and Honeybee's implementation
elp! Q1: I have a building with a dynamic venetian blind that have 5 slate states (up/inactivated, down/closed, horisontal, 30 and 60 degrees) and they are controlled by exterior irradiance on the facade with different thresholds. I want to calculate the annual illuminance on a grid in the room taking into account the different slate states. Is that possible, and if so how do I do that?  I've read that the only way to use an external sensor is to use the Glare Control Recipe, but there's only one threshold for when the blind should activate, how do I add the other states, with the Shading State components?  Q2: I might've misunderstood how the simulation is carried out but why can't you add the illuminance sensors (external/internal) before the daylight simulation when you calculate the effect of the blinds? Or am I missing something?  Maybe related: If I add three different shading states and also the Glare Control Recipe to the Advanced Dynamic Shading Recipe component I get the following error at Run Daylight Analysis: Solution exception:'GlareControl' object has no attribute 'exteriorSensor' I've attached my example file with the error. Where do you add the exterior sensor? Q3: Daysim have a control mode that might not be implemented yet in Honeybee, "External shading schedule" or "AnnualShadingSchedule". Which imports a blind operation schedule as a csv file. See http://daysim.ning.com/page/daysim-shading-control-modes  If it isn't implemented, is there a way to manually use this control mode at the moment?  All the best M…
Added by M. Söderlund to Ladybug Tools at 2:46pm on October 3, 2016
Topic: Iterative Boolean Subtract
eed number) that will move around and subtract from the static boxes. The goal is to bake the geometry at each iteration so I can post-process linework/graphics. I have tried using a combination of Nudibranch Bounce, HoopSnake, and a BakeAttributes C# component by Giiulio Piacentino. I feel that they will work, just cant figure it out. See snapshots below to see what I hope to achieve. The animation will be just 5 seconds, so maybe 25 frames are needed. Current definition is attached, the problem is on the right side of the definition, and iteration is controlled by Seed/Layers slider wired to Bake Component. Thank you for the help. …
Added by Karl Kachele at 8:32am on April 11, 2017
Group: Tarsier
her than an exotic type. It is available on food4rhino and the source code is available on bitbucket. It is free for use under the GPL license. Contributions and suggestions are welcome. It's secondary purpose is to provide tools for creation and streaming of point clouds with common scanning techniques (Kinect V1, V2 and OpenNI2). This is made possible due to the speed increases afforded by the use of the point cloud class. For example, a full point cloud from a Kinect V2 is released in approximately 10-20ms on standard machines, which is more than enough for most purposes. A multi-threaded KD-Tree is also implemented to allow very fast spatial searching. Alternatives Firefly offers an extensive suite of tools dealing with vision and image processing, including Kinect streaming. However, in some cases interpreting the stream as a point cloud is more useful (and often faster!). Volvox offers an extensive suite of tools dealing with Point Clouds, and if conventional use is your ambition it is very fully featured and highly recommended.  There are some notes about interoprability on the Wiki: https://bitbucket.org/camnewnham/tarsier/wiki/Interoperability If you have suggestions about how the overlap and interoperability may be improved between these plugins please post below. …
Added by Cam Newnham at 6:19pm on December 21, 2016
Topic: Anyone know where the autosave files are saves & what the names look like?
ack to .ghx?   This is in relation to a discussion I've been having with David Rutten & Scott Davidson about GH consuming memory in a relatively large GH definition (~.  I think what I've learned from this is that one should limit the size of the GH file, or put some incremental stops in the definition to limit the length of calculations that it runs at once.  Is this a valid conclusion?   The GH file we're talking about is 7Mb & the Rhino file is about 120Mb, but when working w/ the GH def. I try to only keep about 2 curves turned on.   Here's a summary of the discussion: Hi Mike,thanks for sending it over. I've been fiddling with the file for about 10 minutes and it climbed from 1.7 GB to 1.9GB, but then I've been switching previews on which means more meshes get calculated so you'd expect a higher memory consumption. It is possible we're leaking memory, but if you're working for hours on end, memory fragmentation might also explain part of the increase. Basically, memory gets fragmented just like disks get fragmented after prolonged use, difference is that memory cannot be defragmented unless you restart the application and allow it to start with a clean slate. I'll try and find any leaks we may have missed in the past.Goodwill,David ──────────── David Rutten On 09/03/2011 06:19, Mike Calvino wrote: Thanks very much David for the quick response.  I've attached the files zipped.  I can't figure out what's doing it.  After working in the file for awhile, the memory usage in the Windows Task Manager climbs . . . it's gotten to 1.57+Gb before I exited GH & Rhino5Wip & let it dissipate, then restart & work for awhile before it does it again.  It probably takes like 4 or 5 hours before it gets that high.  That's the highest it's gotten, & that only happened while I was working in a Rhino file that had all of the elements baked into it - turned off at least, but it still climbed to 1.57+Gb.  It seems to climbs when you work in the file & move around in both the GH def. & the Rhino file.  Like turn on a few of the  Extr components at the right end of the "StandareRibExtuder" groups, you can watch the MemUsage go up, but when you turn them off, it does not go down. - goes up fast at this point.  Maybe I need to figure out how to do the definition with fewer components, I'm sure that's part of it, but I must confess, I think I'm still early on in the learning curve.I really hope that this is not operator error on my part & I do apologize up front if it is.  I have done a disk cleanup, I have tried excluding .3dm & .ghx files from my NOD32 antivirus, no change.  I hope you can find something.Let me know if you have any trouble with the files.See if you find anything & please let me know . . . thanks!Cheers! --Mike CalvinoCalvino Architecture Studio, inc.www.calvinodesign.com …
Added by Mike Calvino at 4:55pm on March 9, 2011
Topic: Planet Generation
s levels of detail by subdividing a 6 sided cube mesh and projecting its vertices according to a referenced height map. This is one of the standard conventions for building full sizes planets. At the lowest level (0) the mesh planet is made of 6 pieces(each 32x32 resolution). The next level down (1) is made of 24 pieces... 6 divided by 4 = 24. Level (2) is 96 quads etc etc. The script will generate each quad at its sub-division level and compare edge vertices to neighboring quads. It will then make sure any shared vertices are in fact at the same projected vector. This ensures a planet quad with edge vertices that match. The problems comes in texturing each quad. If I build the quad as a nurb surface from points I can place the texture easily because each surface UV maps squarely to my texture map (which is also square). If I build the quad as a mesh I cannot just apply the square texture to the mesh UVs. This is because when you unwrap the UVs from a mesh they will not unwrap like a nurb surface's UVs. Therefore to get the correct mapping I would have to manipulate each UV back to an evenly aligned array (which is 1024 points in a 32x32 resolution UV). Maya and blender have 'relax uv' and 'align UV' functions but they don't do the trick and manual corrections are out of the question. So why not skip the mesh method and use the nurb method? I did this and there is a trade off. The nurb will accept the material texture I want with no other work on my end but when I export the object as an .obj rhino creates its own mesh to describe the nurb(with various unsatisfactory setting options). This works great up to a point because at some level the interpreted mesh will have vertices that do no match at the edges, ie .. creating visible seams in the mesh. The picture below is the nearly seamless planet at LOD(1) made of 24 quads, each with 32x32 vertice resolution and a 512x512 jpg texture running in Unity3d 5. It works but at close level there are seams. This will be resolved simply by having the next LOD(x) instantiate before getting close enough to see the seam but at core nerd level I want the seamless mesh. So, I can make the seamless mesh but I can not realistically texture map it. I can also make the nurb surface from points and texture it at the expense of the edge vertices matching. I am at the split in the road but I want to have my cake and eat it too. Thoughts, comments, trolls...? Thanks for reading =) Footnote: For you pros I am not using seamless noise across the map I am using grasshopper to sew up my otherwise non perfect edges. Other programs in the pipeline: -WorldMachine 2 -Wilbur -Photoshop -Unity3d…
Added by Younggrasshopper at 4:34pm on June 21, 2015
Topic: URGENT, I need an expert on grasshopper (PAID WORK - towers)
len , I lost all of my work (at least the 3d modeling) And I frankly if I want to participate I´ll need to finnish up the board and i cant do the renders on my own I need more time , but  I only have until 11:59 pm of July 6 to finnish up one render, if you feel up to the challenge, whoever completes it will receive 290 dollars (its all I can give) to any account you want. I basically need one single image. It consists on 3 towers, with an organic facade, I'm including the competition board I had saved on in my dropbox, I want more or less the same perspective shown on the left of the board. Sorry, but i'm desperate, I had it all done but well cant control everything in life i guess, only do it if you feel you can pull off a professional render. Thanks. (contact me and I´ll give you more info on the towers, I was able to save some limited sections and floor plans .... but yeah.. limited, so you´ll have to base your work on the images I provide here. I can give some files now, including images of the physical model. Board:   http://i.minus.com/idYpFK844DWns.jpg   Physical model: http://imgur.com/a/PywJa Hope its enough, I'm also including one image i had where I explored the footprints of all the buildings, but its just for reference. I know theres barely enough time to finnish it... but I dont know what else to do, do you guys think i should probably just take a good photograph of the model and run with that? I feel that would probably look very unprofessional :l but I really dont have a choice here …
Added by Juan Alberto Galicia Osorno at 10:40pm on July 4, 2012
Blog Post: Tree Sloth Data Structure Components, early testing

Hi everyone-

UPDATE: There is a new Tree Sloth out there as well, with quite a bit more functionality.  I've relocated it to the Milk Box, because it all layers in…

Added by David Stasiuk at 4:31am on March 5, 2013
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