ilion.
Then i sketched the outline curves in rhino with a few control points. The building is symetric so i only draw one side. But i'm not sure what is better for a voroni. a sharp or a soft surface? Or dose i need points?
So i have some questions:
1. how can i loft the curves correctly? My problem is that if i divide my curves for more control points, grasshopper automatically change my curve. thats ok but than i've the problem with a short curve, which fit bevor with the large one, but after the devision it can't connect.
So i tryed to duplicate the long curve and split it but with the shatter battery it dosen't work. It always cut the curve somewhere.
2. my next problem is, the curves in rhino should be my main construction, which is always visible. so i decided to offset the curves that i got a colum. but i don't know how to orient the offset curves in the xyz axis.
3. hopefully if i have the surfaces, how can i build a voroni which is offsetet, and has maybe some different thicknesses? :D
Would be really great if s.o. can help me. I tried a lot but not every thing is simple.
Sorry for my bad english.
Thx max
Here are my files:
FCP_MAX_GH_konstruktion_1.3dm
FCP_MAX_GH_konstruktion_1.gh
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that are available, I found myself in a quite difficult problematic.
I did a lot of google search/work and found some information, but still kind of haven't got the information that I need or want to use. Note: Our school has provided us 3 hours of basic Grasshopper tutorial and one hour of Honeybee/Ladybug temperature tutorial (with weather data etc).
For now I have used Grasshopper and Kangaroo, haven't quite implemented other plugins.
What I want to achieve?I want to create a basic wind simulation in a room (cube at first, but then add more space and use different models) that I can change inside grasshopper. For example I have two openings. I blow wind inside the object from one opening and it goes out the other opening. When I change the wind parameters I can analyse the wind and data that is flowing through the cube.
Is there a way I can visualize the wind?
I have seen different solutions, but mainly vectors with colors that are visualized as wind direction and temperature. Is it possible to make it 3D that I can actually make a real-life model out of it?
Why cube?At first I want to test it and see how it works, if it is viable or not. In the end I would create a facade that is designed for natural ventilation. I am kind of trying to put two projects together. One for the wind analysis, the other for the 3D-Result that is created with the wind. It might be a quite awful that I am asking, but I don't know where to go after doing the google research. Also, some Grasshopper links I found that might help describe the situation. http://www.grasshopper3d.com/forum/topics/wind-analysis-by-grasshopperhttp://www.grasshopper3d.com/forum/topics/wind-cfd-change-form(Should I approach it with Ladybug and Ecotect?)
Thanks, A
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sinergetici associati alla compresenza simultanea di differenti strumenti di analisi e digital design all'interno di un processo di progettazione in svolgimento. I partecipanti utilizzeranno Grasshopper (modellatore parametrico per Rhino): l'uso di questo editor grafico di algoritmi si integra alla perfezione con gli strumenti di modellazione di Rhinoceros 3D espandendo le possibilità di corstruire modelli parametrici altamente complessi. Per generare una complessità simile saranno utilizzati collegamenti live ai diversi programmi elencati di seguito: . Autodesk Ecotect Analysis via GECO . FEA software GSA via SSI Durante questi intensi 3 giorni, i partecipanti impareranno il workflow dei plug-ins con l'aiuto di esempi esplorando una panoramica dei differenti software, le possibilità di testare le performances di un progetto o l'uso di strumenti addizionali non legati ad un singolo sistema (es. accentuazione, formazione, reazione parametrica) [english text] The focus of the workshop is to integrate and correlate the synergistic effect associated with simultaneous presence of different digital design- and analysis tools in an ongoing design process. The main attention is set on easy to handle interface , which should be used at a early stage of conceptual design to respond to external and internal influences in a intelligent and sustainable way. Participants will use the software Grasshopper as a parametric modeling plug-in for Rhino. The usage of this graphical algorithm editor tightly integrated with Rhino's 3-D modeling tools open up the possibility to construct highly parametrical complex models. To generate this complexity we will use live linkages to several programs listed below: . Autodesk Ecotect Analysis via GECO . FEA software GSA via SSI In this 3 intense days, the participants should learn the workflow of the plug-ins with the help of examples and get an overview of the different software's, there possibilities for evaluating the performance of a design or the usage of additional tools to be not chained to a single system . (e.g. parametrical accentuation, parametrical formation, parametrical reaction) [.] Dettagli : Istruttori: Thomas Grabner & Ursula Frick from [uto]. lingua del corso: inglese (saranno disponibili tutor di supporto ma è richiesta una conoscenza di base della lingua unglese).
Quote d'iscrizione (min 12 max 20 posti): educational* : € 280.00 + iva professional: € 450.00 + iva * studenti, docenti, ricercatori, dottorandi e laureati fino a un anno dalla data di laurea OFFERTA EARLY BIRD SPECIAL: le prime 5 domande di iscrizione pervenute entro il 31 Dicembre 2011 avranno diritto ad una quota di iscrizione scontata del 20% Quote d'iscrizione E.B. SPECIAL: E.B. SPECIAL educational* : € 224.00+ iva E.B. SPECIAL professional: € 360.00+ iva. ulteriori info, dettagli e iscrizioni: http://www.co-de-it.com/wordpress/nexus-advanced-grasshopper-workshop-with-uto.html…
ow..
It's basically using a 3d framework to define points on the framework and then interpolate curves through them.
Right now Im assuming that I merely translated something incorrectly early in the script that lead to most of the definition issues later on...?? It also seems I am not using the append function correctly... :(
If anybody well versed could take a look it would be awesome... :)
The code I've used is below and the erros I get are attached here:
Private Sub RunScript(ByVal ptSetA As List(Of Point3d), ByVal ptSetB As List(Of Point3d), ByVal divU As Integer, ByVal divV As Integer, ByRef A As Object, ByRef B As Object) Dim n As Integer = 0 Dim ptListA As New List(Of list(Of Point3d)) Dim ptListB As New List(Of list(Of Point3d)) For i As Integer = 0 To divU Dim ptRowA As New List(Of Point3d) Dim ptRowB As New list(Of point3d) For j As Integer = 0 To divV Dim ptA As New Point3d(ptSetA(n)) Dim ptB As New point3d(ptSetB(n)) ptRowA.Add(ptA) ptRowB.Add(ptB) n = n + 1 Next ptListA.Add(ptRowA) ptListB.Add(ptRowB) Next Dim intcvListA As New List(Of NurbsCurve) For i As Integer = 0 To divU - 1 Step 2 For j As Integer = 0 To divV - 1 Step 1 Dim pt01A As New point3d((ptListA(i)(j) + ptListA(i)(j + 1)) / 2) Dim pt01A As New point3d((ptListA(i + 1)(j) + ptListB(i + 1)(j)) / 2) Dim pt01A As New point3d((ptListA(i + 2)(j) + ptListA(i + 2)(j + 1)) / 2) Dim pt01A As New point3d((ptListA(i + 1)(j) + ptListA(i + 1)(j + 1)) / 2) Dim dis01A As Double = pt01A.DistanceTo(pt04A) Dim dis02A As Double = pt03A.DistanceTo(pt04A) Dim vt01A As New Vector3d((pt04A - pt01A) / dis01A) Dim vt02A As New Vector3d((pt03A - pt04A) / dis02A) Dim pt01B As New point3d((ptListB(i)(j) + ptListB(i)(j + 1)) / 2) Dim pt01B As New point3d((ptListA(i + 1)(j) + ptListB(i + 1)(j)) / 2) Dim pt01B As New point3d((ptListB(i + 2)(j) + ptListB(i + 2)(j + 1)) / 2) Dim pt01B As New point3d((ptListB(i + 1)(j) + ptListB(i + 1)(j + 1)) / 2) Dim dis01B As Double = pt01B.DistanceTo(pt04B) Dim dis02B As Double = pt03B.DistanceTo(pt04B) Dim vt01B As New Vector3d((pt04B - pt01B) / dis01B) Dim vt02B As New Vector3d((pt03B - pt04B) / dis02B) Dim ptArrA As New List(Of Point3d) ptArrA.Append(pt01A) ptArrA.Append(pt02A) ptArrA.Append(pt03A) Dim intcvA As New NurbsCurve() intcvA = CreateInterpolatedCurve(ptArrA, 3) intcvListA.Add(intcvA) Dim ptArrB As New List(Of Point3d) ptArrB.Append(pt01B) ptArrB.Append(pt02B) ptArrB.Append(pt03B) Dim intcvB As New NurbsCurve() intcvB = CreateInterpolatedCurve(ptArrB, 3) intcvListB.Add(intcvB) Next Next A = intcvListA…
t file** - ply file with just x,y,z locations. I got it from a 3d scanner. Here is how first few lines of file looks like - ply format ascii 1.0 comment VCGLIB generated element vertex 6183 property float x property float y property float z end_header -32.3271 -43.9859 11.5124 -32.0631 -43.983 11.4945 12.9266 -44.4913 28.2031 13.1701 -44.4918 28.2568 13.4138 -44.4892 28.2531 13.6581 -44.4834 28.1941 13.9012 -44.4851 28.2684 ... ... ... In case you need the data - please email me on **nisha.m234@gmail.com**. **Algorithm:** I am trying to find principal curvatures for extracting the ridges and valleys. The steps I am following is: 1. Take a point x 2. Find its k nearest neighbors. I used k from 3 to 20. 3. average the k nearest neighbors => gives (_x, _y, _z) 4. compute covariance matrix 5. Now I take eigen values and eigen vectors of this covariance matrix 6. I get u, v and n here from eigen vectors. u is a vector corresponding to largest eigen value v corresponding to 2nd largest n is 3rd smallest vector corresponding to smallest eigen value 7. Then for transforming the point(x,y,z) I compute matrix T T = [ui ] [u ] [x - _x] [vi ] = [v ] x [y - _y] [ni ] [n ] [z - _z] 8. for each i of the k nearest neighbors:<br> [ n1 ] [u1*u1 u1*v1 v1*v1] [ a ]<br> [ n2 ] = [u2*u2 u2*v2 v2*v2] [ b ] <br> [... ] [ ... ... ... ] [ c ] <br> [ nk ] [uk*uk uk*vk vk*vk]<br> Solve this for a, b and c with least squares 9. this equations will give me a,b,c 10. now I compute eigen values of matrix [a b b a ] 11. This will give me 2 eigen values. one is Kmin and another Kmax. **My Problem:** The output is no where close to finding the correct Ridges and Valleys. I am totally Stuck and frustrated. I am not sure where exactly I am getting it wrong. I think the normal's are not computed correctly. But I am not sure. I am very new to graphics programming and so this maths, normals, shaders go way above my head. Any help will be appreciated. **PLEASE PLEASE HELP!!** **Resources:** I am using Visual Studio 2010 + Eigen Library + ANN Library. **Other Options used** I tried using MeshLab. I used ball pivoting triangles remeshing in MeshLab and then applied the polkadot3d shader. If correctly identifies the ridges and valleys. But I am not able to code it. **My Function:** //the function outputs to ply file void getEigen() { int nPts; // actual number of data points ANNpointArray dataPts; // data points ANNpoint queryPt; // query point ANNidxArray nnIdx;// near neighbor indices ANNdistArray dists; // near neighbor distances ANNkd_tree* kdTree; // search structure //for k = 25 and esp = 2, seems to got few ridges queryPt = annAllocPt(dim); // allocate query point dataPts = annAllocPts(maxPts, dim); // allocate data points nnIdx = new ANNidx[k]; // allocate near neigh indices dists = new ANNdist[k]; // allocate near neighbor dists nPts = 0; // read data points ifstream dataStream; dataStream.open(inputFile, ios::in);// open data file dataIn = &dataStream; ifstream queryStream; queryStream.open("input/query.
pts", ios::in);// open data file queryIn = &queryStream; while (nPts < maxPts && readPt(*dataIn, dataPts[nPts])) nPts++; kdTree = new ANNkd_tree( // build search structure dataPts, // the data points nPts, // number of points dim); // dimension of space while (readPt(*queryIn, queryPt)) // read query points { kdTree->annkSearch( // search queryPt, // query point k, // number of near neighbors nnIdx, // nearest neighbors (returned) dists, // distance (returned) eps); // error bound double x = queryPt[0]; double y = queryPt[1]; double z = queryPt[2]; double _x = 0.0; double _y = 0.0; double _z = 0.0; #pragma region Compute covariance matrix for (int i = 0; i < k; i++) { _x += dataPts[nnIdx[i]][0]; _y += dataPts[nnIdx[i]][1]; _z += dataPts[nnIdx[i]][2]; } _x = _x/k; _y = _y/k; _z = _z/k; double A[3][3] = {0,0,0,0,0,0,0,0,0}; for (int i = 0; i < k; i++) { double X = dataPts[nnIdx[i]][0]; double Y = dataPts[nnIdx[i]][1]; double Z = dataPts[nnIdx[i]][2]; A[0][0] += (X-_x) * (X-_x); A[0][1] += (X-_x) * (Y-_y); A[0][2] += (X-_x) * (Z-_z); A[1][0] += (Y-_y) * (X-_x); A[1][1] += (Y-_y) * (Y-_y); A[1][2] += (Y-_y) * (Z-_z); A[2][0] += (Z-_z) * (X-_x); A[2][1] += (Z-_z) * (Y-_y); A[2][2] += (Z-_z) * (Z-_z); } MatrixXd C(3,3); C <<A[0][0]/k, A[0][1]/k, A[0][2]/k, A[1][0]/k, A[1][1]/k, A[1][2]/k, A[2][0]/k, A[2][1]/k, A[2][2]/k; #pragma endregion EigenSolver<MatrixXd> es(C); MatrixXd Eval = es.eigenvalues().real().asDiagonal(); MatrixXd Evec = es.eigenvectors().real(); MatrixXd u,v,n; double a = Eval.row(0).col(0).value(); double b = Eval.row(1).col(1).value(); double c = Eval.row(2).col(2).value(); #pragma region SET U V N if(a>b && a>c) { u = Evec.row(0); if(b>c) { v = Eval.row(1); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(1);} } else if(b>a && b>c) { u = Evec.row(1); if(a>c) { v = Eval.row(0); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(0);} } else { u = Eval.row(2); if(a>b) { v = Eval.row(0); n = Eval.row(1);} else { v = Eval.row(1); n = Eval.row(0);} } #pragma endregion MatrixXd O(3,3); O <<u, v, n; MatrixXd UV(k,3); VectorXd N(k,1); for( int i=0; i<k; i++) { double x = dataPts[nnIdx[i]][0];; double y = dataPts[nnIdx[i]][1];; double z = dataPts[nnIdx[i]][2];; MatrixXd X(3,1); X << x-_x, y-_y, z-_z; MatrixXd T = O * X; double ui = T.row(0).col(0).value(); double vi = T.row(1).col(0).value(); double ni = T.row(2).col(0).value(); UV.row(i) << ui * ui, ui * vi, vi * vi; N.row(i) << ni; } Vector3d S = UV.colPivHouseholderQr().solve(N); MatrixXd II(2,2); II << S.row(0).value(), S.row(1).value(), S.row(1).value(), S.row(2).value(); EigenSolver<MatrixXd> es2(II); MatrixXd Eval2 = es2.eigenvalues().real().asDiagonal(); MatrixXd Evec2 = es2.eigenvectors().real(); double kmin, kmax; if(Eval2.row(0).col(0).value() < Eval2.row(1).col(1).value()) { kmin = Eval2.row(0).col(0).value(); kmax = Eval2.row(1).col(1).value(); } else { kmax = Eval2.row(0).col(0).value(); kmin = Eval2.row(1).col(1).value(); } double thresh = 0.0020078; if (kmin < thresh && kmax > thresh ) cout << x << " " << y << " " << z << " " << 255 << " " << 0 << " " << 0 << endl; else cout << x << " " << y << " " << z << " " << 255 << " " << 255 << " " << 255 << endl; } delete [] nnIdx; delete [] dists; delete kdTree; annClose(); } Thanks, NISHA…
ake a network of lines (i.e. a graph) and make a Plankton Mesh, from which you can use Cytoskeleton to make a solid mesh (and then smooth it with Weaverbird).
Works with ngons (polygons with 3 or more sides). Other examples I found only worked with tris and quads.
Works on open or closed surfaces
While these examples start with a surface, you could start with a network of lines and make a patch surface
This is meant for 2D networks/surfaces. I haven't attempted filling a 3D volume. My guess is this wouldn't work as it would require a non-manifold mesh that Plankton wouldn't handle.
Note similar results could be achieved with the following:
TSplines
MeshDual (dual of a tri mesh, not as much freedom/control)
Working backwards, here is the GhPython script from Will Pearson that builds a Plankton Mesh from vertices and faces. The vertices are a list of 3D coordinates, the faces are a tree a lists, with each list containing the indices of vertices that form a closed loop. From Will, "Plankton only handles manifold meshes, i.e. meshes which have a front and a back. This orientation is determined by the "right-hand rule" i.e. if the vertices of a face are ordered counter-clockwise then the face normal will be out of the page/screen."
# V: list of Point3d # F: tree of int
import Grasshopper appdata = Grasshopper.Folders.DefaultAssemblyFolder
import clr clr.AddReferenceToFileAndPath(appdata + "Plankton.dll")
import Plankton
pmesh = Plankton.PlanktonMesh()
for pt in V: pmesh.Vertices.Add(pt.X, pt.Y, pt.Z)
for face in F.Branches: face = list(face)[:-1] pmesh.Faces.AddFace(face)
These vertices and faces are precisely the output from Starling. Starling takes in a list of Polylines which form the (properly oriented) face loops.
The polyline face loops can be generated...
Directly from Panels on a surface using LunchBox
Using any network of lines/curves on a surface (curves will need to be converted to polylines before Starling)
The latter was achieved using the Surface Split command, then converting the face edges (converted to curves) into polyline loops to represent faces.
…
hope this number will grow in future. Currently available features are:
1) Creation of 2d or 3d context for any kind of building related analysis: automatically generate the 2d/3d surrounding buildings for the location where you would like to perform visibility, solar radiation, cfd or any other type of analysis. You need some other plugin for the last three, like Ladybug. It only creates the context=surroundings! The "automatic generation" process also includes creation of the local topography (terrain) along with buildings.
2) Identification of certain 2d or 3d elements in the created context. For example: selection of all hotels, parks, hospitals, restaurants, residential buildings etc.
3) Performing direct terrain analysis (hillshading, slope, ruggedness, roughness, water flow...)
4) Creation of terrain shading masks and horizon files for further solar and photovoltaics analysis.
Gismo will be very grateful if he could get any suggestions, improvements, bug reports and testing in the following period. In case you are willing to provide any of these, the requirements, installation steps and .gh example files can be found here, here and here.
Thank you in advance !!…
Added by djordje to Gismo at 9:10am on January 29, 2017
onstrates the following:
1. The definition's functionality employing HumanUI for the custom user interface.
2. Color based segmentation in manual and auto modes.
3. The evaluation of the definition's ability to handle different point cloud data sets.
This definition performs color based segmentation in two modes.
A manual mode, that implements the Delta-E CIE 2000 color difference formula, for targeted feature detection. An auto mode, that employs a simple RGB Color Range algorithm for quicker preliminary results.
RGB to XYZ to CIELab conversion and Delta-E scripts were based on Colormine's project code from github. Results have been compared and verified with the results of http://colormine.org/color-converter and http://colormine.org/delta-e-calculator/Cie2000.
Each stored class is charted and can be accessed through the UI, as shown at 2:30, where Delta-E CIE 2000, in CieLab color space, output results were found to be in perceptive conformity with human eyes, far superior to the preliminary RGB implementation.
Initial definition versions could process highly subsampled clouds in acceptable timings. Further research showed that employing the multithread processing of Volvox components, bundling the Delta E formula with the RGB to CIE lab color conversion script, per color segmentation calculations for a one million points point cloud would go down from 23 (c# script component) and 8 (vb script component) seconds to approx. 1 second (volvox script cloud component), thus allowing the segmentation of less subsampled point clouds.
I would like to thank Heumann A. and Zwierzycki M. who provided direct support with HumanUI and Volvox. Also Grasshopper3d forum users Maher S. and Segeren P., who contributed with Rhino viewport manipulation scripts.
More on Volvox:
http://papers.cumincad.org/cgi-bin/works/Show?_id=ecaade2016_171&sort=DEFAULT&search=ecaade%20volvox&hits=2629
http://www.food4rhino.com/app/volvox
http://duraark.eu/
HumanUI:
http://www.food4rhino.com/app/human-ui?page=1&ufh=&etx=
ColorMine:
https://github.com/THEjoezack/ColorMine…
Introduzione a Grasshopper", il primo manuale su Grasshopper.
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I corsi PLUG IT nascono dalla volontà di promuovere le nuove tecnologie digitali di supporto alla progettazione e condividere il know-how maturato attraverso ricerca, collaborazione con i più importanti studi di architettura e pubblicazioni internazionali.
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Verranno introdotte le nozioni base di Grasshopper approfondendo le metodologie della progettazione parametrica e le tecniche di modellazione algoritmica per la generazione di forme complesse. Il corso è rivolto a studenti e professionisti con esperienza minima nella modellazione 3D e si articolerà in lezioni teoriche ed esercitazioni.
. Argomenti trattati:
- Introduzione alla progettazione parametrica: teoria, esempi, casi studio - Grasshopper: concetti base, logica algoritmica, interfaccia grafica - Nozioni fondamentali: componenti, connessioni, data flow
- Funzioni matematiche e logiche, serie, gestione dei dati - Analisi e definizione di curve e superfici
- Definizione di griglie e pattern complessi - Trasformazioni geometriche, paneling - Attrattori, image sampler
- Data tree: gestione di dati complessi - Digital fabrication: teoria ed esempi - Nesting: scomposizione di oggetti tridimensionali in sezioni piane per macchine CNC
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Verrà rilasciato un attestato finale.
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Ulteriori info e programma completo su: www.arturotedeschi.com e su www.edizionilepenseur.it…