lly it should not make much of a difference - random number generation is not affected, mutation also is not. crossover is a bit more tricky, I use Simulated Binary Crossover (SBX-20) which was introduced already in 1194:
Deb K., Agrawal R. B.: Simulated Binary Crossover for Continuous Search Space, inIITK/ME/SMD-94027, Convenor, Technical Reports, Indian Institue of Technology, Kanpur, India,November 1994
Abst ract. The success of binary-coded gene t ic algorithms (GA s) inproblems having discrete sear ch sp ace largely depends on the codingused to represent the prob lem variables and on the crossover ope ratorthat propagates buildin g blocks from pare nt strings to childrenst rings . In solving optimization problems having continuous searchspace, binary-co ded GAs discr et ize the search space by using a codingof the problem var iables in binary st rings. However , t he coding of realvaluedvari ables in finit e-length st rings causes a number of difficulties:inability to achieve arbit rary pr ecision in the obtained solution , fixedmapping of problem var iab les, inh eren t Hamming cliff problem associatedwit h binary coding, and processing of Holland 's schemata incont inuous search space. Although a number of real-coded GAs aredevelop ed to solve optimization problems having a cont inuous searchspace, the search powers of these crossover operators are not adequate .In t his paper , t he search power of a crossover operator is defined int erms of the probability of creating an arbitrary child solut ion froma given pair of parent solutions . Motivated by t he success of binarycodedGAs in discret e search space problems , we develop a real-codedcrossover (which we call the simulated binar y crossover , or SBX) operatorwhose search power is similar to that of the single-point crossoverused in binary-coded GAs . Simulation results on a number of realvaluedt est problems of varying difficulty and dimensionality suggestt hat the real-cod ed GAs with t he SBX operator ar e ab le to perform asgood or bet t er than binary-cod ed GAs wit h t he single-po int crossover.SBX is found to be particularly useful in problems having mult ip le optimalsolutions with a narrow global basin an d in prob lems where thelower and upper bo unds of the global optimum are not known a priori.Further , a simulation on a two-var iable blocked function showsthat the real-coded GA with SBX work s as suggested by Goldberg
and in most cases t he performance of real-coded GA with SBX is similarto that of binary GAs with a single-point crossover. Based onth ese encouraging results, this paper suggests a number of extensionsto the present study.
7. ConclusionsIn this paper, a real-coded crossover operator has been develop ed bas ed ont he search characte rist ics of a single-point crossover used in binary -codedGAs. In ord er to define the search power of a crossover operator, a spreadfactor has been introduced as the ratio of the absolute differences of thechildren points to that of the parent points. Thereaft er , the probabilityof creat ing a child point for two given parent points has been derived forthe single-point crossover. Motivat ed by the success of binary-coded GAsin problems wit h discrete sear ch space, a simul ated bin ary crossover (SBX)operator has been develop ed to solve problems having cont inuous searchspace. The SBX operator has search power similar to that of the single-po intcrossover.On a number of t est fun ctions, including De Jong's five te st fun ct ions, ithas been found that real-coded GAs with the SBX operator can overcome anumb er of difficult ies inherent with binary-coded GAs in solving cont inuoussearch space problems-Hamming cliff problem, arbitrary pr ecision problem,and fixed mapped coding problem. In the comparison of real-coded GAs wit ha SBX operator and binary-coded GAs with a single-point crossover ope rat or ,it has been observed that the performance of the former is better than thelatt er on continuous functions and the performance of the former is similarto the lat ter in solving discret e and difficult functions. In comparison withanother real-coded crossover operator (i.e. , BLX-0 .5) suggested elsewhere ,SBX performs better in difficult test functions. It has also been observedthat SBX is particularly useful in problems where the bounds of the optimum
point is not known a priori and wher e there are multi ple optima, of whichone is global.Real-coded GAs wit h t he SBX op erator have also been tried in solvinga two-variab le blocked function (the concept of blocked fun ctions was introducedin [10]). Blocked fun ct ions are difficult for real-coded GAs , becauselocal optimal points block t he progress of search to continue towards t heglobal optimal point . The simulat ion results on t he two-var iable blockedfunction have shown that in most occasions , the sea rch proceeds the way aspr edicted in [10]. Most importantly, it has been observed that the real-codedGAs wit h SBX work similar to that of t he binary-coded GAs wit h single-pointcrossover in overcoming t he barrier of the local peaks and converging to t heglobal bas in. However , it is premature to conclude whether real-coded GAswit h SBX op erator can overcome t he local barriers in higher-dimensionalblocked fun ct ions.These results are encour aging and suggest avenues for further research.Because the SBX ope rat or uses a probability distribut ion for choosing a childpo int , the real-coded GAs wit h SBX are one st ep ahead of the binary-codedGAs in te rms of ach ieving a convergence proof for GAs. With a direct probabilist ic relationship between children and parent points used in t his paper,cues from t he clas sical stochast ic optimization methods can be borrowed toachieve a convergence proof of GAs , or a much closer tie between the classicaloptimization methods and GAs is on t he horizon.
In short, according to the authors my SBX operator using real gene values is as good as older ones specially designed for discrete searches, and better in continuous searches. SBX as far as i know meanwhile is a standard general crossover operator.
But:
- there might be better ones out there i just havent seen yet. please tell me.
- besides tournament selection and mutation, crossover is just one part of the breeding pipeline. also there is the elite management for MOEA which is AT LEAST as important as the breeding itself.
- depending on the problem, there are almost always better specific ways of how to code the mutation and the crossover operators. but octopus is meant to keep it general for the moment - maybe there's a way for an interface to code those things yourself..!?
2) elite size = SPEA-2 archive size, yes. the rate depends on your convergence behaviour i would say. i usually start off with at least half the size of the population, but mostly the same size (as it is hard-coded in the new version, i just realize) is big enough.
4) the non-dominated front is always put into the archive first. if the archive size is exceeded, the least important individual (the significant strategy in SPEA-2) are truncated one by one until the size is reached. if it is smaller, the fittest dominated individuals are put into the elite. the latter happens in the beginning of the run, when the front wasn't discovered well yet.
3) yes it is. this is a custom implementation i figured out myself. however i'm close to have the HypE algorithm working in the new version, which natively has got the possibility to articulate perference relations on sets of solutions.
…
can toggle these modes from either the Canvas Toolbar, the Remote Control Panel or via shortcuts Ctrl+1,2 or 3
These are pretty self explanatory so I will keep it brief:
No Preview will completely switch off the preview of the Grasshopper Objects in the Rhino Viewports.
Wireframe Preview similar to Disable Meshing will disable any render meshes but keep any curves or Edges visible.
Shaded Preview will shade the preview...
There are two more Icons in this section of the Display Menu:
Selected Only Preview
Preview Settings
Also available on the Canvas Toolbar.
Selected Only Preview is a useful feature for following what your definition is doing at stages along the process without having to switch all previews off and manually turning individual ones back on as you go.
Without Selected Only Preview Toggled
With Selected Only Preview Toggled:
Preview Settings is the area within Grasshopper where you can modify the colours - including transparency - Grasshopper uses to display objects in the Rhino Viewport.
The first thing you should do before altering any settings is to Drag the Default Colours onto the green plus sign to add them to the Presets. This will enable you to restore them easily.
For future reference the default settings are:
Normal = Hue: 0º, Sat: 100, Val: 59, A:100
Selected = Hue: 120º, Sat: 100, Val: 59, A:100
Apart from accounting for taste this feature is particularly useful for anyone that is colour blind[2]:
The way to restore a colour from the preset list is to drag it from the right hand panel to either the Normal or Selected option on the Left
[2] There is a very interesting discourse topic on the McNeel Forums about Red/Green Colour Blindness.
work carried out by Jørgen Holo
…
guages I'd recommend all use the RhinoCommon SDK and thus all have access to the same functionality.
How long would it take me to understand and write my own code?
If you already know how to program, it probably won't take too long. If you're past the hurdle of what it means to declare and assign variables, how conditionals and loops work and what scope is, you've already rounded the hardest corner.
Is it even worth it?
That really depends. "Learn programming" is clearly not blanket good advice. Most people out there do not have to learn programming to be happy with their lives and successful in their careers. For some people it can make a small difference, and for a few people it can make a huge difference. If you feel you're in the 'some' category then this is indeed a question you have to answer. Note that the investment for learning programming is a continuous process. Unless you keep up your skills and learn about new stuff that becomes available, you'll lose the ability to write successful code over time.
Where do I start?
Step 1 is to answer the previous question. It is unlikely that anyone besides yourself can answer it, but you can start by making a list of things you do manually now that may be programmable. Then make a list of the things you are unable to do now but which you might be able to do with programming. If while looking at these lists your reaction is: "meh", the answer is probably no.
Step 2 is to pick a language. This is again a very personal thing; there's no wrong answer, because there's no right answer.
Step 3 is to start learning this language. My experience is that the best way to learn a programming language is to try and solve a real problem that you understand very well. If the problem statement is nebulous or poorly understood, you'll be learning two things and that's a recipe for unnecessary frustration.
Here are my thoughts on language:
Python: I don't use Python myself, I can sort of read it while moving my lips. I don't particularly like Python though. The indentation sensitiveness stresses me out, and I find the lack of type-safety disturbing. However it is a good language for mathematical/scientific programs. There are lots of additional code libraries you can easily import that will ease the development of mathematically intense algorithms.
C#: I like C# very much, but it does suffer from geekerosis. A lot of the keywords used in the language are not self-explanatory (abstract, sealed, virtual). For me this is no longer a problem as I've memorised what they all mean. C# is designed to be an efficient language to write, rather than an easy one to learn.
The great thing about C# though is that there's a huge amount of material out there for learning it. It is one of the most popular, mature and modern languages you can hope to pick.
VB: I learned VBScript as my first language, and then moved on to VB5, VB6 and VB.NET. It is somewhat more friendly than C#, and functionally it is almost identical. The switch from VB to C# is reasonably low-threshold and there are excellent tools for translating VB code to C# and vice versa.
Since you already know some Python, it probably makes the most sense to continue on that path. If you want to switch, C# is more like Python than VB, so C# would be my next suggestion.
As for where to get information... you have 4 major options when developing code for Rhino.
If it's a question about the language itself, StackOverflow is a great resource. It can be a pretty hostile place for beginner questions, but I find that mostly the questions I'm asking have been asked already and the answers on SO tend to be good. In fact usually when I google my questions, the first few hits are always SO posts.
If it's a question about the Rhino SDK or Grasshopper, you can ask it either on the GH forums (where we are now), or on Discourse. We're not as quick on the draw as SO, but we do know about Rhino.
If you're looking for a basic explanation of what a keyword or a type is for, perhaps with an example, MSDN is the best first choice. In fact if you google the name a of a .NET type, the first hit is almost always an MSDN page.…
Added by David Rutten at 2:03pm on December 3, 2014
umbrella of Urban Heat Island (UHI) and I am going to try to separate them out in order to give you a sense of the current capabilities in LB+HB.
1) UHI as defined as a recorded elevated air temperature in an urban area:
If you have access to epw files for both an urban area and a rural area, you can use Ladybug to visualize and deeply explore the differences between the two weather files. Ladybug is primarily a tool for weather file visualization and analysis and it can be very helpful for understanding the consequences of UHI on strategies for buildings or on comfort. This said, if you do not have both rural and urban recorded weather data or you want to generate your own weather files based on criteria about urban areas (as it sounds like you want to do), this definition might not be so helpful.
2) UHI defined by air elevated air temperature but viewed as a computer model-able phenomenon resulting primarily from urban canyon geometry, building materials, and (to a lesser degree) anthropogenic heat:
This definition seems to fit more with they type of thing that you are looking for but it is unfortunately very difficult and computationally intensive such that we do not currently have anything within Ladybug to do this right now. I can say that the state-of-the art for this type of modeling is an application called Town Energy Budget (TEB) and this is what all of the advanced UHI researches that I know use (http://www.cnrm.meteo.fr/surfex/spip.php?article7). Unfortunately for those trying to use it in professional practice, it can take a while to get comfortable with it and it currently runs exclusively on Linux (this does mean that it is open source, though, and that you can really get deep into the assumptions of the model). A couple years ago, a peer of mine translated almost all of TEB into Matlab language making it possible to run it on Windows if you have Matlab. He wrapped everything together into a tool called the Urban Weather Generator (UWG), which can take an epw file of a rural area and warp it to an urban area based on inputs that you give of building height, materials, vegetation, anthropogenic heat, etc. I would recommend looking into this for your project, although, bear in mind that is it not open source like the original TEB tool and that you may need to get a (very expensive) copy of MATLAB (http://urbanmicroclimate.scripts.mit.edu/uwg.php).
3) UHI as defined by a thermal satellite image of an urban area depicting an elevated average radiant environment that reaches a maximum a the city center and changes by land use:
This is the definition of UHI that I am most familiar with and was the basis of much of my past research. I feel that it is also a definition of UHI that is a bit more in line with where a lot of contemporary UHI research is headed, which is away from the notion of UHI as a macro-scale meteorological phenomena that is averaged as an air temperature over a huge area towards one that accepts that different land uses have different microclimates and (importantly) different radiant environments. While the air temperature difference between urban and rural areas usually does not change more than 1-4 C, the radiant environment can be very different (on the order of 10-15 C differences). The best way to understand UHI in this context is with Thermal satellite images, for which there is ha huge database of publicly available data on NASA's glovis website (http://glovis.usgs.gov/) or their ECHO website (http://reverb.echo.nasa.gov/reverb/#utf8=%E2%9C%93&spatial_map=satellite&spatial_type=rectangle). I tend to use thermal data from LANDSAT 5-8 and ASTER satellites in my research. Unfortunately, there is a lot f bad data with a lot of cloud cover mixed in with the really good stuff and it can take some time to find good images. Also, there aren't too many programs that read the GeoTiff file format that you download the data as. I know that ArcGIS will read it, a program called ENVI will read it (I think that the open source QGIS can also red it). I have plans to write a set of components to bring this type of data into Rhino and GH (I may get to it a few months down the line).
4) UHI as a computer model-able notion of "Urban Microclimate" with consideration of local differences and the local radiant environment:
This is where a lot of my research has lead and, thankfully, is an area that Honeybee can help you out a lot with. EnergyPlus simulations can output information on outside building surface temperatures and these can be very helpful in helping get a sense of the radiant environment around individual buildings. Right now, I am focusing just on using this data to fully model the indoor environments of buildings as you see in this video:
https://www.youtube.com/watch?v=fNylb42FPIc&list=UUc6HWbF4UtdKdjbZ2tvwiCQ
I have plans to move this methodology to the outdoors once I complete this initial application to the indoors. For now, you can use the "Surface result reader" and the "color surfaces based on EP result" components to get a sense of variation in the outside temperature of your buildings.
I hope that this helped,
-Chris
…
ahams's question about how shades are accounted for in the simulation/thermal map and Theodore's thought that just accounting for shades in the E+ run was sufficient. I think that it may be clearest to explain what is going on with this infographic:
As the graphic shows, the thermal maps are made from 4 key types of inputs. The radiant temperature map is formed through a consideration of both the temperature of the surfaces surrounding the occupants and the direct solar radiation that might fall onto the occupants through un-shaded windows. The first surface temperature effect is easily computable from your Energy simulation results and the HBZone geometry. However, the second is calculated by seeing how sun vectors pass through the windows of the zones and uses the SolarCal method of the CBE team (http://escholarship.org/uc/item/89m1h2dg) to compute an MRT delta resulting from solar radiation. This delta is then added to the initial values computed through surface temperature view factor. When you do not connect up your shading brep geometry, internal furniture breps, or outdoor context geometry that might block sun to the additionalShading input, the thermal map will assume that sun can pass unobstructed through the window or through indoor furniture to fall onto occupants. It is important to stress that the EnergyPlus simulation does not count for blind geometry or internal furniture as actual geometry. Just as numerical abstractions of surface area and material properties. So we need you to plug in the actual geometry of these things when we compute the MRT delta resulting from sun falling directly onto people.
Next, to clear up the definition of window transmissivity. The important thing to clarify here is that, whether it refers to the tranmittance of glass or to the amount of sun coming through a fine screen of blinds, the value is multiplied by the radiation falling on the occupant and thus has a direct correlation to the MRT Delta from sun falling on occupants. So, if you set transmissivity to zero, the sun falling on the occupants will not be considered in the calculation and, if you set the transmissivity to 1, the assumption is that there is no window (or the window glass is 100% clear). So, Abraham, your definition of it as a coefficient is appropriate.
Normally, I would just recommend that you leave this value at the default 0.7, which corresponds to the transmittance of the default glass material in Honeybee. However, there are 4 cases in which you might consider changing it:
1) You are not using the default Honeybee glazing material, in which case, you should change the transmissivity to be equal to this new value.
2) You have a lot of really small blind/shade geometries and you do not want the view factor component to take several minutes to trace sun vectors through the detailed shade geometry and so you are ok with using just a simple abstraction instead of plugging shade breps into the additionaShading. In this case, you might try to estimate the average percentage of radiation coming through the blind geometry (maybe with some simple Ladybug radiation studies or with your intuition about the amount of sun blocked by the shades). You will then multiply this by the tranmissivity of your glass and this will be the value that you input to the component.
3) Your blinds for your Honeybee simulation are dynamic, in which case, plugging shade breps into additionalShading is not going to work because the component will assume that those shades are always there. In this case, you should be plugging a list of 8760 values into the transmissivity that correspond to when the shades are pulled. When the blinds are completely up, the value should be the tranmittance of your window and, when they are down, the value should be the window tranmittance multiplied by the fraction of light coming through the shades.
4) You have shades/blinds but they are transparent or are not completely opaque. The additionalShading_ input assumes that all shade geometry is opaque and so you cannot use it to account for such shades. Accordingly, you will need to account for it through the tranmissivity.
In the future, I may try to pull more information about blinds and glass properties off of the HBzones inside the view factor component but, for now and for the next few months, the above describes how it works.
Theodore, for curved geometry, I think that your safest bet is going to be planarizing the Rhino geometry before you turn it into a HBZone (so you just divide the curved surface into a few vertical planar panes of glass that approximate the curve well enough). This is essentially what the runSimulation component does for you automatically (it meshes the geometry as you see here: https://www.youtube.com/watch?v=nMQ2Pau4q6c&index=12&list=PLruLh1AdY-SgW4uDtNSMLeiUmA8YXEHT_). If I were to figure out a way to incorporate shades in this automatic meshing workflow, your EnergyPlus simulation would take a very long time to run and I am not even sure if the result will be that accurate with the way E+ abstracts shades. So I don't think that it's really worth it over just planarizing the geometry yourself.
Lastly, I won't be able to figure out the problem with your current run Theodore, unless I get the GH file from you. Make sure that you are using all up-to-date components.
-Chris…
Because the Adaptive methodology is founded upon the notion that there are hundreds of social factors that influence comfort and that the best we can do to forecast comfort is to find variables with good correlations to these social factors (like outdoor temperature), the premise that these published Adaptive model holds regardless of cultural norms is dangerous. Notably, the founders of the adaptive model have stressed that this particular linear correlation that you cite comes from recent surveys of buildings where people have both the the ability to open windows AND a great freedom to dress down. Hypothetically, if occupants were able to open the windows in Abraham's building but the cultural norm was that everyone was expected to wear multi-layered suits or dresses (as in historic Britain), a different correlation between outdoor temperature and comfort temperature would exist. In fact, historical European comfort surveys show that people likely preferred cooler temperatures in buildings (about 1-2C cooler) than today's occupants. Accordingly, after recognizing this social premise in the Adaptive model, I have built in a few ways to adjust/alter the version in Ladybug based on the literature I have read (even though these alterations are not a part of any official ASHRAE or European standard).
Abraham, you might have to be a bit more specific about how you would like to adjust the Adaptive comfort model for me to help your particular case and this may lead to me adding in new functionality. For the time being, I can tell you that the 'Ladybug_Adaptive Comfort Parameters' component is going to be your friend and I would recommend using the Adaptive Comfort Chart to visualize how you are changing the model. You can plug these 'Adaptive Comfort Parameters' into the 'Adaptive Comfort Recipe' component to have the microclimate analysis run with these parameters. Here are a few examples of how to alter the model:
1) Mixed-mode Building - Humphreys and the European Adaptive comfort team derived two separate correlations.
One for naturally ventilated buildings:
and conditioned buildings:
The dimensionless value between 0 and 1 for _levelOfConditioning allows you to create different correlations depending on whether occupants have complete freedom of dress and window operability (0) or have slight restrictions like in a mixed mode building (0.5, for example):
2) Changing Response Time of Occupants - There has been a bit of a debate in Literature about whether it is better to use the average monthly temperature or a weekly running mean temperature. The avgMonthORRunningMean input allows you to adjust this like so:
Average Month:
Running Mean:
3) Greater Temperature Range Tolerance - While this last one is actually a part of the European and Adaptive standards, you can adjust the range of the comfort band with either the 'eightyOrNintetyComf' input or the comfortClass input like so:
Ninety Percent Comfortable
Eighty Percent Comfortable
Abraham, let me know if you would like more controls over the model or if this is enough to do what you are thinking of. This example file allows you to construct the images I have above:
http://hydrashare.github.io/hydra/viewer?owner=chriswmackey&fork=hydra_2&id=Adaptive_Comfort_Chart&slide=0&scale=1&offset=0,0
-Chris…
ther math and logic. i can usually conceptualise what i want to do and cobble some semi working thing together but don't know which components to use and how to patch it. so i'm super happy to have someone who knows what he's doing to find this interesting.
and i'm glad you mention the fanned frets again, there is one input parameter that's still missing for the multiscale frets to be fully parametric, it's the angle of the nut or which fret should be straight. it depends a bit on personal preferences and playing posture what is more comfortable. so being able to adjust this easily would be cool. again i have no idea how the maths for that work or if you can just rotate each fret the same amount around it's middle point. The input either as fret number (for the straight fret) or as a simple slider from bridge to nut should do as input setting.
Here are the two extremes and the middle ground:
i've been thinkin today while analysing your patches and cleaning up my mess what exactly the monster should do.
Here are the input parameters needed, i think it's the complete list
scale length low E string
scale length high e string
fret angle/straight fret
string width at nut
string width at bridge
number of frets
fretboard overhang at nut (distance from string to fretboard bounds)
fretboard overhang at last fret
string gauges
string tensions
fretboard radius at nut (for compound radius fretboard radius at bridge is calculated with the stewmac formula)
fretwire crown width
fretwire crown height
action height at nut (distance between bottom of string and fretwire crown top)
action height at last fret
pickup 1 neck position
pickup 2 middle position
pickup 3 bridge position
nut width
the pickup positions should be used to draw circles for the magnet poles on each string so they are perfectly aligned and can be used for the pickup flatwork construction. ideally they would need a rotation control aligning the center line of the pickup so it's somewher between the last fret angle and bridge angle. personally i do this visually depending on the design i'm looking for, some people have huge theories on pickup positioning but personally i don't believe in it.
that should result in everything needed to quickly generate all the necessary construction curves or geometry for nut/fingerboard/frets/pickups. this is the core of what makes a guitar work, the more precise this dynamic system is the better the guitar plays and sounds.
i posted another thread trying to understand how i could use datasets form spreadsheets,databse, csv to organize the input parameters. What would make sense for the strings for example is hook into a spreadsheet with the different string sets, i attached one for the d'Addario NYXL string line which basically covers all combos that make sense.
The string tension is an interesting one, and implmenting it would sure be overkill albeit super interesting to try. it should be possible to extrapolate from the scale length of each string what the tension for a given string gauge of that string would be so that you could say 'i want a fully balanced set' or 'heavy top light bottom) and it would calculate which SKU from d'addario would best match the required tension. All the strings listed in the spreadsheet are available as single strings to buy.
i'm trying to reorganize everything which helps me understand it. i just discovered the 'hidden wires' feature which is great since once i understood what a certain block does or have finished one of my own, i can get the wires out of the way to carry on undistracted. a bit risky to hide so many wires but it makes it so much easier not to get completely lost :-)
btw, the 'fanned fret' term is trademarked, some guy tried to patent it in the 80's which is a bit silly since it has been done for centuries. there is a level of sophistication above this as well, check out http://www.truetemperament.com/ and that really is something else. it really is astounding how superior the tuning is on those wigglefrets, the problem is that it's rather awkward for string bending and also you can't easily recrown or level the frets when they are used. …
me logic produced by running the 2-d voronoi component.
From a given set of polylines we can extract the centers and this can drive both the voronoi component as well as provide the XYZ drill points for the cnc. The definition has a variety of different options. You need Lunchbox, Weaverbird, and Starling. I can't tell you how amazing these 3 tools are from a design perspective. They are extremely powerful so if you don't have these you must install them asap. You can get the tools at http://www.food4rhino.com/
This definition works by first choosing a grid type, next you choose voronoi type, and subdivision type. From the voronoi type list you can choose basic (just grid), truncation (uses truncation calculated via the image sampler), truncation dual (uses the dual of the truncated image based grid), and subdivision (takes the basic grid type and uses different subdivision shcemes). Each of these provide different patterns of polylines from which we can extract our drilling points. I am rather proud of this definition since the overall idea is one which is so simple it's easy to overlook - the idea that drilling with a ball end mill makes voronoi plots. Now when you combine that with all of these amazing tools it can go off right quick. The nice thing is the paatern you see on screen is the pattern that gets made by drilling wysiwyg cnc patterns.
VORONIO_DRILLing.gh
Here are some on screen patterns in process in the following order truncation, basic, subdivision:
here is a video moving over a machined example:
…
or a couple of thingies.
Pattern.gh
I defined parametrically a triangle which I then smoothed out to become more like a blob shape. After that I created a pretty simple pattern that I had in my mind (costed me a lot of time to make this in GH) and finally wanted to rotate each element as it goes higher . The dispatching part seems to be working pretty slow, so it might need an optimization, but I’m still happy with the result as it shows exactly what I wanted, so this is a minor issue in my case.
I then decided to try tessellating my extrusions. You’ll see the voronoi script which is a blob-group in the same Pattern.gh:
I had an idea of something and started the code from scratch, then decided to watch tutorials and implement the code shown there. I somehow coped to combine my code with this in the tutorials, but since my knowledge of Grasshopper is zero to basic my code seems to be very unoptimized and lagging.. When dragging the sliders, it takes a lot of time to compute the changes, although, I’m working on a 24gigs 6th gen i7 machine. It might also need optimization.
Here comes the first tricky part that I couldn’t sort out in an elegant way neither in Grasshopper nor in Rhino. I want a smooth transition between the wall and the ceiling, so that the voronoi tessellation doesn’t get interrupted. If I was to do it in Rhino I’d make a curve with a filleted edge which I’d then revolve/sweep along a rail.
Pattern.gh:
Second thing is – I’ve defined a shape which I want to rotate at a certain degree as it goes higher, however, I don’t have the knowledge to make this happen automatically and just copy the script over and over again. Is there a chance to somehow “loop” the code and parametrically define the degree of rotation and amount of units in the loop?
Next thing is I want to somehow be able to rotate each “6-storey-building” dependently on its surrounding buildings, so that their “terraces” never overlap. I’m using quotes, since they’re still some silly shapes that have nothing to do with buildings and terraces. The principle has to be something like gear wheels or the so-called rack wheels . There has to be some pace which I could set parametrically, but I’m still unsure how to do that in Grasshopper.
The pre-last thing is that I want to control the height of each “building” based on let’s say a topography. I presume this could be done somehow with height maps or some gradient mapper connected to curvature analysis. Not really sure how something like this would work, but I’ve seen such codes that control height depending on a variable.
The last one is more or less similar to the previous. I want to be able to “dissolve” the pattern that I initially created and make it irregular. I suppose this could be done with attractor curve, but again this is just a guess. Please note that this is a top view and the shapes on the upper-left corner have got more "wings" which means there is more floors in the according building. Let's say the buildings in the upper-left corner are 6-7 floors high, in the middle are 4-5 and to the right they're only 3 floors high.
Sorry for that many questions in a single thread. Please let me know if I have to split them in separate threads. All this information is needed for learning purposes. I’m now preparing myself for my bachelor thesis and try as much things as I could, so that I’ll be ready for the final stage of my bachelor’s degree.
Many thanks in advance! Cheers!…