t. This was a reasonably effective workflow for the purposes of solving the initial problem. (in reviewing this post, it seems a bit lengthy, but hopefully it's of use to others).
Link to Illustrator Script example:https://forums.adobe.com/thread/508138
Portion I used: This applies to entire illustrator document. I am using Illustrator CC 64 bit and this worked okay. Tested a few times and it failed once, but a restart of Illustrator fixed it.
var v_selection = app.activeDocument.pathItems;SwapFillStroke(v_selection); function SwapFillStroke(objSel) { for(k = 0; k < objSel.length; k++){ var subSel = objSel[k]; var c_fill = subSel.fillColor; var c_stroke = subSel.strokeColor; subSel.fillColor = c_stroke; if(!subSel.stroked) subSel.stroked = true; subSel.strokeColor = c_fill; }} redraw();
My goal was to export colored geometry, (analysis meshes for example), from Rhino and get it into illustrator with solid fills.
If you want to know how meshes are colored in rhino...there are many explanations here on the forum, a quick search will get you more detailed information.
Short version: export your lines from rhino to illustrator and run the script listed above to make the stroke color the fill color. (in illustrator, shift+X will swap the fill and stroke colors on individual objects, but does not work on multiple objects..hence the need for the script).
Detailed Version:
In my case, I had 2 case studies I was working with.1 - wind rose meshes generated from Ladybug/honeybee2 - A mesh terrain that was colored by pre-set slope values.
NOTE: There are a few plugins to bake objects with color. I used Human tools, (Bake Geometry and JustifiedText3D).http://www.grasshopper3d.com/group/human (lots of other great stuff in there too!)
I had two types of geometry. (2 different definitions)
1- An analysis mesh, (HoneyBee/LadyBug),
2 - Lines generated from mesh faces. (mesh terrain/slope values).
Export results as a DXF, and choose "do not explode". (these were my settings)
DXF seemed to produce the most consistent results.
(you could export/save as an AI file and just open them in illustrator, but that seemed to give inconsistent results with the script).
Open DXF in Illustrator:
Apply Script in illustrator:
In the terrain example, there are only 5 colors, so selection in illustrator, by color, is very easy. In the results from honeybee/ladybug, (or any analysis process I imagine), the default colors are created with a much wider range of values. I presume the legend is then created by an average of those values within a range. My point is that, with the analysis results, selecting objects by color in Illustrator is probably not a very effective workflow.
I only tested this on my instance of rhino and Illustrator. mileage may vary.
In summation, at this point, it seems that the best way to get colored mesh faces, into illustrator, is to export the meshes, (which really ends up being the mesh face edges...curves), and bringing them into illustrator and running a quick script to swap the colors. Once that is complete, you can then select ALL the objects, and change the stroke color/weight at once.…
But not just any gum tree. The angophora, no less:
Why? Because I like nature, that's why. Every time I see new designs –especially architectural designs– it worries me that the natural environment is being taken over. Not just that, but even the new materials used in all product designs has to come from nature as well [read: mines].
So. People are forgetting that we still need trees and I believe that if someone sees a beautiful [read: established] tree in their architectural plans, they are going to be much more likely to build around it and not cut it down. That alone would no doubt increase the value of the house.
My thinking is that current tree models suck. They look unnatural and I think I know why. They're not random or organic enough. They're not detailed enough. That's basically my 'rationale' for this project. Just look at how different all of these tree trunks are!
So I am not being paid for this project. It's a personal project of mine. I'm just worried about the trunk shape for now — I'll worry about all the leaves... when I get to that.
I am a grasshopper beginner. Please keep that in mind. I am also fairly hopeless at traditional programming, but I find the visual approach of grasshopper much easier to grasp. So unfortunately I have gotten stuck and need some help, even just a clue, as to how to proceed.
That said, here is my current progress:
About a year ago, I started modelling with straight trunks using pipe sections, to see if I could get a very basic "tree" shape. And to see if I could join the segments together. Yes it works but it looks hopeless as you can imagine. Then I stopped for a long while. Now I'm back at it, hoping to improve a lot more.
I have already made one basic vertical nurbs curve with tangents at either end as the main "trunk".
I tried creating two ellipses at each end of the main trunk/curve and lofting between them but it omitted the main curve/rail. So it ended up being an elliptical trunk with straight sides which of course still didn't look right.
Then I divided the first main curve up into a number of segments. I think that is a better approach.
I have taken the parameters of the curve at each segment (probably the tangent, but I am unsure what the exact parameter is) and used that to form a basic angled plane at each segment/division.
I have been able to draw ellipses at each segment and rotate them onto the plane.
I was going to loft it together later on. A Curved loft with elliptical cross-sections looks much better than straight a pipe does, but still looks too unnatural.
I quickly realised that tree trunks are not elliptical, but rather, shaped more like 'kidneys'.
The next step was to create >3 points on each of those planes (spaced fairly evenly around the ellipse so as not to create a really funky/unwanted shape).
Maybe it would be better to model with a triangle or other polygon instead of an ellipse. I haven't got that far yet... because here is where I am getting stuck.
I managed to find a way of getting three roughly 'triangular' points along each that ellipse.
I also managed to create three nurbs cuves in the Z direction which intersected those three points, a bit like three seams down the side of the tree trunk, but couldn't figure out how to loft it all together.
I think it was the wrong approach anyway... I'd rather try to create a bunch of nurbs curves at each of the XY planes so as to get more control of the shape.
What I am trying to do now is create three roughly triangular-spaced points on a basic ellipse through which I can then draw a simple nurbs curve (think like a cross section of the trunk).
I would then like to add some XY-only randomness to the positions of those points. Not Z randomness, otherwise the trunk is going to get messed/kinked up. That's probably very important.
Then I would like to loft those nurbs curvs at each XY plane together forming the basic tree trunk, which also tapers based on some other variable (a non-linear factor, not simply distance from ground plane, perhaps something else?).
I have attached the GH file.
I am also open to suggestions if you have a better way of solving a problem. I would like to retain control over a lot of factor such as number of branches, spacing, average branch length, etc. My main contrsaints are that the entire thing has to be somewhat random and non-linear.
…
RESENTERS PETER ARBOUR seele KEITH BOSWELL Skidmore Owings & Merrill MARK E. DANNETTEL Thornton Thomasetti LISA IWAMOTO IwamotoScott JASON KELLY JOHNSONFuture Cities Lab/California College of the Arts HAO KO Gensler BILL KREYSLER Kreysler & Associates ANDREW KUDLESS Matsys/California College of the Arts CHRIS LASCH Aranda\Lasch ARNOLD LEE HOK MIC PATTERSON Enclos, Corp. M. MIN RA Front GEOFF ROSSI Element DENNIS SHELDEN Gehry Technologies ANN SMITH Cambridge Architectural MARCELLO SPINAP-A-T-T-E-R-N-S SANJEEV TANKHA Buro Happold BEN TRANEL Gensler PHIL WILLIAMS Webcor Builders & Consulting Group
DIGITAL FABRICATION WORKSHOPS
8 LU/HSW or 8 LU credits (depending upon workshop choice)
Friday, July 27th 2012 9:00 AM – 6:00 PMCalifornia College of the Arts San Francisco, California
PARAMETRIC ENVELOPES WITH GRASSHOPPERANDREW KUDLESS Matsys Design/California College of the Arts
COMPOSITE FACADES IN ARCHITECTUREBILL KREYSLER & JOSHUA ZABEL Kreysler & Associates
RESPONSIVE BUILDING FACADESJASON KELLY JOHNSON Future Cities Lab/California College of the Arts
SCRIPTED FACADESCHRIS LASCH Aranda/Lasch
PARAMETRIC FACADE TECTONICSKEVIN MCCLELLAN & ANDREW VRANA Digital Fabrication Alliance
BIM MODELING WITH REVIT/INTRO TO VASARIGERMAN APARICIO California College of the Arts & Autodesk Fellow
Facade technologies are developing at a more dynamic rate than almost any other issue related to construction today with an impact on performance, sustainability, materials, fabrication, design, delivery and much more. What was once thought impossible is now an everyday reality, and the future promises accelerating change.
Presented by Enclos and The Architect’s Newspaper, COLLABORATION will bring together in a two-day event, the industry, the profession, and the academy to explore the evolution and the issues surrounding today’s high tech building envelope through case studies and lectures presented by foremost
practitioners, as well as panel discussions, and workshops conducted by leaders in the AEC profession.
Aimed at architects, building owners and developers, general contractors, engineers, fabricators, material suppliers, educators, and students, the event’s panels and sessions address the transformative opportunities created by new technologies and resources. From using BIM for communicating effectively with fabricators, to energy modeling, to retrofitting practices and the latest design tools, the COLLABORATION conference offers an unprecedented opportunity to survey the possibilities of designing in the digital age.
Who Should Attend
Architects, designers, engineers, building owners, developers, and facade consultants interested in gaining increased understanding of cutting-edge building envelope technologies.…
ve Intermediate Insight of Computational Design Strategies While Exploring Rangoli Art form in 2 Dimension and 3Dimesion in which Participants will not only be trained to Digitally Design using Parametric software's but they will also be trained to Fabricate them in reality.
This Course will be explored in manner where Participants will understand inter-dependency of Rhinoceros3D & Grasshoper3D through a unique Hybrid Teaching Method While Exploring Rangoli Geometry .
The course will also take participants through Topics such as - Computational Thinking, - Computational / Parametric Design, - Computational Rangoli Exploration, - Digital Fabrication, - 3D Visualization ( Rhino3D 6), - Making Info-graphics & Design Diagrams ( Rhino3d 6 ).
Participants will also be doing a Project at the last Leg of Workshop in which they will implement the skill they gained in first Few Weeks.
{ Tutor } Nitant Pixelkar (Computational Artist / Designer, Mumbai)
Nitant Hirlekar A.k.a. Pixelkar, is a Computational Artist. He graduated from Rachana Sansad school of Interior Design 2011, Mumbai. In Academics He Bagged Two Gold and One Silver Medal on National Level.
In his post academic days, he came across the Emerging Computational Techniques in Design industry in which Algorithm serves as a main Functional part. He uses Algorithms to Deconstruct the Captured images in Pixelated form using the Grid of the Desired Indian Art Forms.
He Heads Collective Group Named "Mutation Lab” which is a multidisciplinary Design & Art Cell. Where they Explore Computational Approach while Designing Various Scales Spatial Installation, Digital Fabrication, Interactive Installations and Computational Consultancy for Various Architects.
He has exhibited his first artwork in Kalaghoda Arts Festival for in 2014 And further in 2016 and 2017.In 2015 he exhibited in Dharavi Biennale” organized by Wellcome Trust,London & Sneha Organisation, Mumbai Which was internationally acclaimed. In 2016 he got Featured on a TV show - The Creative Indian's as an Absolut Creative Indian of the Week.
Academically he is been involved in Many Computational Design Workshops / Elective Studios for School of Interior Design (Rachna Sansad), LS Raheja College of Architecture & Rat-Lab (Delhi).
{ Participants } The Course is aimed at Architecture, Interior Design, Product Design,Furniture Design & Fashion Design Students and Professionals. However we would be thrilled to have any Interdisciplinary Artist / Creator/ Maker to join the Course as well.
{ Level }
Intermediate
{ Timing } Monday To Friday - 6:00 PM to 9:00 PM (15 Hours/ Week = 5 Week X 15 Hours = 75 Hours )
{ Dates } Registration Ends - 24th April 2020 **Subejct to Availablity
{ Workshop Dates } 4th May 2020 To 5th June 2020
{ Venue } Lower Parel,Mumbai ( Details To Be Announced )
{ Schedule }
{Registration Form}…
t. So here we go!
1. Honeybee is brown and not yellow [stupid!]...
As you probably remember Honeybee logo was initially yellow because of my ignorance about Honeybees. With the help of our Honeybee expert, Michalina, now the color is corrected. I promised her to update everyone about this. Below are photos of her working on the honeybee logo and the results of her study.
If you think I'm exaggerating by calling her a honeybee expert you better watch this video:
Thank you Michalina for the great work! :). I corrected the colors. No yellow anymore. The only yellow arrows represent sun rays and not the honeybee!
2. Yellow or brown, W[here]TH Honeybee is?
I know. It has been a long time after I posted the initial video and it is not fun at all to wait for a long time. Here is the good news. If you are following the Facebook page you probably now that the Daylighting components are almost ready.
Couple of friends from Grasshopper community and RADIANCE community has been helping me with testing/debugging the components. I still think/hope to release the daylighting components at some point in January before Ladybug gets one year old.
There have been multiple changes. I finally feel that the current version of Honeybee is simple enough for non-expert users to start running initial studies and flexible enough for advanced users to run advanced studies. I will post a video soon and walk you through different components.
I think I still need more time to modify the energy simulation components so they are not going to be part of the next release. Unfortunately, there are so many ways to set up and run a wrong energy simulation and I really don’t want to add one new GIGO app to the world of simulation. We already have enough of that. Moreover I’m still not quite happy with the workflow. Please bear with me for few more months and then we can all celebrate!
I recently tested the idea of connecting Grasshopper to OpenStudio by using OpenStudio API successfully. If nothing else, I really want to release the EnergyPlus components so I can concentrate on Grasshopper > OpenStudio development which I personally think is the best approach.
3. What about wind analysis?
I have been asked multiple times that if Ladybug will have a component for wind study. The short answer is YES! I have been working with EFRI-PULSE project during the last year to develop a free and open source web-based CFD simulation platform for outdoor analysis.
We had a very good progress so far and our rockstar Stefan recently presented the results of the work at the American Physical Society’s 66th annual DFD meeting and the results looks pretty convincing in comparison to measured data. Here is an image from the presentation. All the credits go to Stefan Gracik and EFRI-PULSE project.
The project will go live at some point next year and after that I will release the Butterfly which will let you prepare the model for the CFD simulation and send it to EFRI-PULSE project. I haven’t tried to run the simulations locally yet but I’m considering that as a further development. Here is how the component and the logo looks like right now.
4. Teaching resources
It has been almost 11 months from the first public release of Ladybug. I know that I didn't do a good job in providing enough tutorials/teaching materials and I know that I won’t be able to put something comprehensive together soon.
Fortunately, ladybug has been flying in multiple schools during the last year. Several design, engineering and consultant firms are using it and it has been thought in several workshops. As I checked with multiple of you, almost everyone told me that they will be happy to share their teaching materials; hence I started the teaching resources page. Please share your materials on the page. They can be in any format and any language. Thanks in advance!
I hope you enjoyed/are enjoying/will enjoy the longest night of the year. Happy Yalda!
Cheers,
-Mostapha
…
ar closed curve that is supposed to go to create a flat surface together with the other closed curves present in the same plane.
I don't know how can create this surface!!…
I live on my computer and I even sleep with it, so learning all this is probably within my reach but I'm a complete beginner as of now.
I'm downloading the 32 bit version of rhino 5 since the 64 bit doesn't seem to work with your downloads Jon.
I haven't grasped everything you have made yet Jon I can't even begin to understand what your IFC stuff is actually capable of, but just to be clear I'm not interested in solely being able to tell that something is colliding as there are already software that can do that beautifully. What I want to do is bypass that step altogether by never having collision-checking back and forth go on, even collisions which aren't physical collisions, but rather just violations by code. The simplest way to do this would be to simply make the geometry of the beams 2 feet wider than they are in real life, so that way you could put a light right next to the 'over-sized' beam and it would still be within the rules. But that would be extremely primitive and I'm sure there's a way to do it mathematically.
Just to clarify, I'm the fire sprinkler designer in the architectural circus. The sprinkler designer (me) doesn't really get the luxury of telling the other trades that they're colliding with my stuff and they should move. Rather, I get their drawings, find out I'm colliding with them, and move around them. So it would be of great use to me to have this be automatic - that is, to automatically space my sprinklers the neccesary distance away from all obstructions. There are different spacing rules for different obstructions - walls, beams, open web steel, unit heaters, hvac ducts depending on how wide the ducts are, lights, fans, high rack storage, basically anything that would obstruct the water spray from a sprinkler needs to be taken into account and spaced away from.
It's therefore a very attractive idea to be able to just draw a rectangle (representing the walls of a simple room) for instance, have the sprinklers automatically spaced as far apart as possible within the rectangle according to the rulebooks (to minimize the amount of sprinklers needed which minimizes the material cost of the job).
Then add obstructions inside the rectangle, such as a beam, and have the sprinklers relocate themselves or add new sprinklers to accommodate for the new obstruction.. Keep adding obstructions until you have the realistic 3d model of the room, with the sprinklers spaced accordingly, and you have an up-to-code sprinkler system.
There is one example where sprinklers actually need to be spaced really close to, rather than away from, an object.. and that is the ceiling (sprinklers must be within 12 in of ceiling typically).
If the HVAC guy decides to reroute his ducts right through my sprinklers, then I could draw 3D HVAC ducts (I usually get 2D drawings coming in) going right through the room and the sprinklers would relocate and auto-space away from the ducts, without actually having to tell the HVAC guy he is colliding with me because all that will do is require me to do a redesign anyway.
And presto, the HVAC guy loves me because I didn't complain to him at all and seemingly did all this work by moving around him when all I really did was use the computer to do it, the job gets done much faster and I don't have to worry that I'm going to lose my job in court because I made a silly human error when I was patching my system manually because some HVAC guy made me redesign 12 times in different places.
From what I have been reading from you guys, doing this is possible although (I realize) ambitious. The end result would be vastly increased productivity, less error making, cheaper design cost, etc. Using programs like Rhino, architects are getting more and more funny-shaped buildings and making it difficult for guys like me to make sprinkler systems within the rules, and I see it as an inevitability that computers will be making almost all of the typical design decisions in the future when it comes to life safety systems, I'm just trying to see if it's possible to start implementing this extra aid today.
…
a type hierarchy with two interfaces and three classes:
IVehicle
IAutomobile
Bicycle
VolvoCar
AudiCar
IVehicle is an interface which lays down some ground-rules for all sort of vehicles. For example their maximum speed, maximum number of occupants and fuel type (diesel, horse, foot-power).
Bicycle is a class which implement IVehicle and nothing else.
IAutomobile is another interface, which derives from IVehicle but adds some more rules. For example it also demands that any class implementing IAutomobile has a property telling you whether the steering wheel is on the left or the right and how many kilometers per litre of fuel it manages.
VolvoCar and AudiCar are classes that both implement IAutomobile (they are, after all, both a type of automobile). Since IAutomobile inherits from IVehicle, they need to also implement that interface. VolvoCar might look like this:
class VolvoCar : IAutomobile
{
public int MaxSpeed { get { return 160; } } //IVehicle implementation
public int MaxPeople { get { return 5; } } //IVehicle implementation
public string Fuel { get { return "diesel"; } } //IVehicle implementation
public double Consumption { get return "18.4"; } } //IAutomobile implementation
public bool WheelOnLeft { get { return true; } } //IAutomobile implementation
public string TypeCode { get { return "V70"; } } //A property only volvos have.
}
Now let's imagine that you are given an instance of VolvoCar. This can happen as one of four types:
System.Object (everything derives from System.Object, so this is always possible)
IVehicle (VolvoCar implements this interface because IAutomobile derives from it)
IAutomobile (VolvoCar specifically implements this interface)
VolvoCar (the type itself)
These are just four different ways of looking at VolvoCar, and each way allows you to see less or more detail. If you have a VolvoCar instance stored inside a variable of type IVehicle, then you do not have access to the steering wheel property, because that is not part of IVehicle. If you want to access WheelOnLeft or Consumption you can cast your instance to type IAutomobile:
Dim vehicle As IVehicle = GetVehicleFromSomewhere()
Dim car As IAutomobile = DirectCast(vehicle, IAutomobile)
The car and vehicle variables now both point to the same volvo in memory, but car allows you to access more information. You could even cast it to a VolvoCar, in order to get access not just to WheelOnLeft and Consumption, but also to TypeCode:
Dim vehicle As IVehicle = GetVehicleFromSomewhere()
Dim volvo As VolvoCar = DirectCast(vehicle, VolvoCar)
Note though that casting sort of violates the type-safetyness of a program. The GetVehicleFromSomewhere() function returns a variable of type IVehicle. So it is allowed to return VolvoCar, AudiCar or Bicycle without breaking that promise. But if it returns Bicycle then our attempt to cast it to an IAutomobile or VolvoCar will fail.
So, conclusion:
Casting allows you to look at an instance using a more detailed (or less detailed if you want) type. Pre-requisite is that the instance actually is of that type.
In VB.NET, you can use the DirectCast and TryCast methods for this. TryCast is to be preferred, but it only works on classes, not structs.
In C# you can use the (type)variable notation or the as keyword.
You can use the TypeOf (VB.NET) and is (C#) keywords to first see whether a cast will work or not.
--
David Rutten
david@mcneel.com
Tirol, Austria…
Added by David Rutten at 2:58am on October 9, 2013
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.
…