this was about some boring building I wouldn't respond ... but here we are talking sardines.
Here's my take on that matter:
1. The 4 C# first create/use a nurbs, then define some random planes (and transformations) and then (a) either they place some humble stripes or ... er ... (b) sardines as instance definitions (NOTE: Load Rhino file first).
2. All important decisions are the ones in yellow groups.
3. You control what you get via this (priority on stripes or sardines? that's the 1M Q):
4. If you decide for sardines (the right thing to do) then you must ENABLE the Sardiniser(C)(tm)(US patent pending) as follows:
5. The vodkaFactor on that Sardiniser C# adds some spice in the sardine placement (it does that by altering the priority on the "composite" transformation in use: first randomly rotate then planeToPlane .... or the other thing?).
6. Only the finest Da Morgada sardines are used in this definition:
7. Spot the WARNING in the filter related with what sardine to choose > do it wrong and no hard disk on your workstation > no risk no fun > sorry Amigos, he he.
8. 1M question for you all: why placing sardines (it's real-time you know) is WAY faster than creating these humble stripes?
9. Although the sardines are placed in real time as regards your CPU ... the critical factor is your GPU (display mode: rendered).
10.Still WIP (dancing sardines in the next update).
have some sardine fun, best, Lord of SardineLand…
r ideal surface so they add up where lots of points or lines cluster and create rather unintuitive bulges form a 3D modeler's perspective, here done with Millipede's Geometry Wrapper:
I've learned to do marching tetrahedra or cubes in Python to create the surface as needed from a implicit ( f(x,y,z) = 0 ) mathematical equation based on raw trigonometry but am not yet sure how to define an equation for Rhino user created input items like this or find a way to make marching cubes accept such input let alone one that doesn't treat each geometry item as an electric charge with so little decay.
This would afford an old school "organic" modeling paradigm that T-Splines replaced, but the T-Spines pipe command can't do nearby lines right either, which just makes overlapping junk. Metaballs and lines are not as elegant in that there is a real "dumb clay" aspect to the result that affords little natural structure beyond just smoothing, but still, if it works at all that beats T-Splines, and then I can feed the crude mesh result into Kangaroo MeshMachine to afford surface tension relaxation that will add elegant form to it.
I need both quick hacks and some help on how to deeply approach the mathematics of the required isosurface, now that I can think in Python better than ever.
I got a hint the other day here, about using a different power of fall-off but am not sure how to do the overall task mathematically:
"and just as with point based potentials, one can use different power laws for the distance, function, resulting it different amounts of rounding at the junctions. Below is with a 1/d^3 law for comparision with the above 1/d" - Daniel Piker
http://www.grasshopper3d.com/forum/topics/meshes?commentId=2985220%3AComment%3A1324050
He also included this link about bulging:
http://paulbourke.net/geometry/implicitsurf/
Am I supposed to create an actual implicit equation for my assigned points and lines and use that with marching cubes to surface it? If so, how do I define that equation, at all, and then how to control bulging too?
…
edit 29/04/14 - Here is a new collection of more than 80 example files, organized by category:
KangarooExamples.zip
This zip is the most up to date collection of examples at the moment, and collects t
s, the participants will focus on the key advantages of Grasshopper’s capabilities through a range of design challenges in order to aid designers in both their drafting tasks and modelling capabilities.
The workshop covers many concepts such as Object Attributes/Parameters, Data Types, Data Structures, and Designing with Algorithms. Specifically, this course will focus on understanding both Lists and Data Trees, as well as the best practices for integrating Grasshopper into your Professional Design Workflow. The workshop offers guided curriculum and continuous support, based on in-depth and professional learning experiences.
Workshop outcomes:Teach the participants how to:-
+ be proficient in parametric logics learning the key benefits of parametric techniques in architecture design workflow (when to use it & how to use it)+ Correctly communicate with different 3D and BIM packages in order to keep the geometry clean and light while preserving all NURBS information.+ Develop architecture design based on mathematical equations to create non-standard free form building skin.+ Create a pattern that changes dynamically based on specific inputs which can be applied over the building façade, interior walls or ceiling or even floor pattern.+ Automate and Optimize design variables to achieve the optimum solution for the design problem.
Program Outline:
DAY 1:-Introduction to Parametric Design -Introduction to Grasshopper & Rhino (technical tools).
DAY 2:-Exploring the parametric workflow. -Setup the design algorithm & generating a list of data.
DAY 3:-Introducing the new ways of generating parametric curves and surfaces.-Parametric form generation in-dept
DAY 4:-Introducing Data Tree logic and parametric transformations.-Creating Associative techniques – Attractors (points, curves and vectors).
DAY 5:-Working with advanced form generation with dynamic pattern.-Parametric optimization based on environmental analysis -featuring the Performance-Driven Design possibilities
DURATION:6 – 8 hours per day [50 - 60 hours Total]Every Saturday [9.00 Am : 1.00 Pm & 2.30 Pm : 6.00 Pm]
PREREQUISITES:No need of any specific knowledge of Rhinoceros or Grasshopper.
REGISTRATION:In order to register, you will need to fill the Registration Form .https://docs.google.com/forms/d/1PckdW1hrWs9fJAHWBZlVsuhH8K0PfDuMWIpXHT_4FYw/viewform
REGISTRATION DEADLINE:23th October 2014.…
Added by ayman wagdy at 7:48am on October 19, 2014
we're actually using PET sheets for our flexures. We try to design so that the flexures don't go through more than +/- 30 degrees of deflection. If the angular deflection is kept small, the lifetime can definitely be on the order of 1000000 cycles.
As for the design process (item 2), ideally the designer would be able to use a simple 3D CAD tool to design a model of a robot, and the geometry would be represented by dimensioning the individual parts in the model. Maybe there should be some parametric primitive kinematic building blocks like four bar linkages, box frames, etc. that a user could build up a robot from. But, the key functionality the tool needs to provide is for the designer to be able to visualize how the robot will move when it's fabricated. This could mean observing (or plotting) the motion of a leg, a wing, or a series of body segments. Ideally, then, the tool would generate an unfolding of the design. How this would work is still very vague - maybe the user would assist in the unfolding, maybe there would be an optimization routine that computes optimal unfoldings based on criteria like minimal waste, or fewest pieces (I would *not* constrain the problem to construction from a single monolithic piece as in origami). The biggest problem we have right now, is that our design process is totally divorced from fabrication. Even if we went through the trouble of extruding individual thin plates in Solidworks and creating an assembly for visualizing the kinematics of a mechanism, that particular representation doesn't transfer easily to the fabrication process because it's essentially monolithic.
Item 3: The 2D drawing is simple a drawing done manually in Solidworks. There are different layers for flexure cuts, outline cuts, and potentially any cuts to be made in the plastic flexure layer. Depending on the robot, there may be many separate pieces for different parts and linkages in a single robot. For example, the drawing for a robot containing a fourbar linkage may have the linkage laid out as a physically separate piece consisting of five rigid links connected by four flexure hinges. During assembly, the designer would then fold up that linkage and insert it into the robot wherever it's supposed to go. If you're curious you can see some sample 2D drawings for older designs here: http://robotics.eecs.berkeley.edu/~ronf/Prototype/ under the "Example Structures" heading.
I noticed Kangaroo seems to be a popular choice for physical simulations. I don't really even need to include forces like bending resistance - I'm happy to allow the design tool to approximate flexures as pin joint-type hinges. Once the design is unfolded, the details of how to cut the flexures could be worked out in a post-processing step. I wouldn't expect the tool to be able to realistically simulate the bending of the hinges.
I'm going to have to dig a lot deeper into understanding Grasshopper and Kangaroo. I only just got started with Grasshopper today by following the folding plate tutorial on wa11ace.com.au today. …
to run at full screen. I've gone as far as using an iPad to use as the second monitor via AirDisplay (which actually works really well) but have never been satisfied with any setup that required you to look back and forth as if at a tennis match all day long.
Not long after first using Grasshopper 3+ years ago I've had the desire for a "Live Viewport" component that would allow a live image of the 3d geometry being generated directly in the canvas. Every once in a while I search the forums with the hope of finding a solution, but always come up empty handed. Someday this might exist although for now I have found what might be the next best thing to a native "Live Viewport" component and its enabled with a small app named Sticky Previews. This app uses the task bar preview feature within Windows 7's aero interface to create custom, floating preview windows from any open window currently running. I've only just discovered the app, but it seems to do the trick and has been stable and problem free so far. -- I will post an update if I find out that I might have spoken too soon. The install allows for a 30 day trial and is $15 bucks to purchase. I just found the app and don't know anything about this group that created the app. If you happen to know of them, Id be curious to find out more.
divided windows, cramped and slow;
unified window with floating rhino model preview;
link to the apps webpage;
http://www.ntwind.com/software/sticky-previews.html
Also works with other apps;
and the about me page screen shot;
…
Added by Tyler Selby at 11:25pm on November 26, 2012
serveral questions:the first thing is in c++ i have to implement more methods than in my c# test project.
they are:
int MyGhComponent::MasterParameterIndex::get(){ return 0;}void MyGhComponent::MasterParameterIndex::set(int index){ }bool MyGhComponent::IsValidMasterParameterIndex::get(){ return 1;}
i found no hint for the implementation of that interfaces. could someone tell me that is correct ?OK, it works, but is it well writen ? What is the MasterParameterIndex?
the second "bigger" problem is, i want to have an output of an pointlist.X y Z 1.2 1.3 1.12.1 5.2 9.2...
my first approch was to use a
void MyGhComponent::RegisterOutputParams(GH_Component::GH_OutputParamManager^ pManager){pManager->Register_PointParam("Coordinate", "XYZ", "Node-Coordinate");}
and
void MyGhComponent::SolveInstance(IGH_DataAccess^ DA){Collections::Generic::List<GH_IO::Types::GH_Point3D>^ pnt = gcnew Collections::Generic::List<GH_IO::Types::GH_Point3D>(); for (int i = 0; i < 10; i++) { GH_IO::Types::GH_Point3D^ point = gcnew GH_IO::Types::GH_Point3D(i, i, i); pnt->Add(i); } DA->SetDataList(3, pnt);}
but this exampel doesn't work...i wirte a small workaround and use the following
pManager->Register_DoubleParam("X-Koordinate", "X", "X"); pManager->Register_DoubleParam("Y-Koordinate", "Y", "Y"); pManager->Register_DoubleParam("Z-Koordinate", "Z", "Z"); Collections::Generic::List<double>^ pntx= gcnew Collections::Generic::List<double>(); Collections::Generic::List<double>^ pnty= gcnew Collections::Generic::List<double>(); Collections::Generic::List<double>^ pntz= gcnew Collections::Generic::List<double>(); ... add .. ect.
this workaround do the job, but i want a better soulution. and i know somewhere out there sould be a better solution. i want to use 3D Points directly in GH without list conversation.
so somebody a familiar with c++ / cli ? and could give me some tipps or a soulution ?
the first thing is: what is the right RegisterOutputParams ?
and witch data type is the right ? Point3d doesn't work. so i try GH_IO::Types::GH_Point3D and Rhino::Geometry::Point3d ...
br Friedrich…
rking with. I am architecture student as well so please bear with me :).
I am currently working on a high rise building. All elements (that is core, slabs and colums) will be analyzed as made of reinforced concrete. I do not want to optimize reinforcement distribution, I will create a material that would be close to reinforced concretes properties.
I think i understand how to create and assemble models made of beams (COLUMNS in my model) in Karamba, but I get totally lost when it comes to combining them with shells (CORE, SLABS in my model).
I would like to optimize use of material (volume or mass) with:
A) slab deflection limited to 3cm (GRAVITY + LIFE LOAD)
B) top of the building cannot "lean out" (horizontal defletction from WIND LOAD) more than 1/500 of its height
I post my questions below:
1) I would like to apply wind load on bigger exterior walls of the building. What would the best method bo to do that? I thought about applying load on the level of slabs as uniform line load (marked blue in model). Uniform line load needs to be supplied with beam ID. How can i simulate that? would i have to add beams on slabs edges for that to work correctly? If yes - how would i connect them with slab, so that all elements are transfering the loads cooperatively. Also in that case - how to convert wind pressure (kN/m^2 to kN/m)
2) I know that living load I want to apply is 4kn/m2. How to apply such load to mesh so that results are realiable? it is hard to turn it to point load, as mesh faces (and points where loads are applied) would have to be 1x1m if I understand correctly.
3) How would you place supports under core part?
4)I do not want to vary Slabs/Cores section - I would like to find the minimal value so that mentioned conditions are met. For example - 25cm slabs, 40x40 columns, 50cm core walls. I wouldn't like slab and core to have different heights in different places. Is it possible to use "Optimize Cross Section" Component or should i use Galapagos for that?
Sorry for such long post,
Thank you for your time and help…
Added by Wujo to Karamba3D at 1:11pm on September 27, 2017
project below- should I be learning Grasshopper & Rhino or just Rhino first?
I'm trying to panel modules with low tolerances- I've prototyped regular shapes like geodesics and am now looking to experiment with irregular shapes with lots of different panel shapes.
I understand some things are best done through Grasshopper when using Paneling Tools- I'm trying to figure out if I can do what I want to achive with PT alone or should do it through Grasshopper (or some other route).
I’m on the MAC WIP - The module was built in Sketchup - all the components seem to be in order as blocks though am having problems running the ptpanel3dcustom command - thinking maybe a bug in the WIP or something wrong with my input or that I imported the sketchup file the wrong way. (I dropped it in the window) - If the 3D command is run it doesn’t do anything - if 2D (ptpanelgridcustom) it crashes.
The tileing pattern - the green rectangle is a refrence. each tile contains 4 blocks with 3 more nested in each.
How the module tiles.
The other thing I'm trying to do is specify that most of the lines in the panels don’t bend/curve when they are paneled (or something like Cage Edited). For my purposes the length & angles can change while the lines must remain straight.
These images show a test tile to be panneled on a ellipsoid. When the tile is mapped to the grid the lines curve, this is an extreme example but notice allot of tiles far from the hemespheres are also bent slightly.
These two questions have me stumped the most for now. What should I look into get a better handle on these problem areas? Maybe I should try recreating the work on a windows machine? or perhaps I should get started with Grasshopper?
Thanks for reading.
Lu…
bsp;
-Vehicle elements (3D objects and a component for custom vehicles; models from Google Warehouse)
-Traffic Velocity Graphs, drawn on every trajectory curve (allow custom graphs drawn)
-Traffic regulation elements (such as Traffic Lights and Stop Signals) and traffic density
-Particle Systems on trajectory curves, just to manage the traffic regulations and avoid collisions based on security distances
-Traffic Vehicle Animation Modes (Dots, Bounding Boxes or complex Meshes with attributes for final rendering (Giulio Piacentino´s Render Animation)
-Vehicle Lights and Vehicle Sights, to make visual studies
Team:
-Sergio del Castillo Tello (Doctor No, lead programmer)
-Everyone that wants to be involved, support.. these tools
The development of Roadrunner is planned to take part within a Research Group Program at ETSAM (University of Architecture in Madrid); This forum group is created just to test the interest of the community, while we keep on developing (it is still being tested), probably we will share the whole thing in the future. Cheers!
Traffic Cluster Scheme
Traffic Elements
Traffic Urban Systems
Vehicle Elements
Roadrunner - overview
Roadrunner 0 Basics
Roadrunner 1 Modes
Roadrunner 2 Elements
Roadrunner 3 Urban Systems…