the use of digital technologies as architectural design tools. The workshop " Computer Aided Design: parametric design and digital fabrication " aims to do some introductory teaching in the use of some of these tools.
The workshop will focus on the use of computational models of parametric behavior for generating architectural forms. The generative capacity of these models it will be tested in the development of designs defined by repetitive non-standard components, based on the parametric control of its variations and series differentiations. This process will be developed by the use of a three-dimensional modeling software - Rhinoceros, associated with an application for visual programming - Grasshopper.
The last day of the workshop is dedicated to the use of digital manufacturing tools in architecture. Part of the work will take place at the facilities of the Institute of Design of Guimarães (IDEGUI) providing for the use of their laboratories and manufacturing CNC machines (computer numerically controlled).
At the end of the workshop, it is intended the students to understand that the use of digital technologies in architecture can overcome representational functions, and their integration in the design conception, analysis and construction enriches the methodology of project development.
Terms & Participants
The workshop will take place at the School of Architecture of the University of Minho (Campus Azurém, Guimarães) and the Institute of Design of Guimarães (Couros, Guimarães).
The workshop is pointed at students who attend the 3rd year and 4th year from MiArq, EAUM.
The maximum acceptance is 20 students and a minimum of 10 students.
Deadline for entries is April 11 and must be performed by eaum.pac@gmail.com.
Program summary :
Day 23 April 14 -20h
Introduction to 3D modeling in Rhinoceros. Regular geometries, ruled surfaces and NURBS surfaces.
Day 30 April 14 -20h
Parametric design in architecture. Introduction to methods of visual programming.
May 1, 9 -13h 14 -18h
Development of a design idea by the use visual programming processes in Grasshopper.
May 2, 9 -13h 14 -18h
Introduction to methods of digital fabrication. Manufacture physical models of the proposals made.
It is expected that this meeting will take place in the IDEGUI labs.
team:
Bruno Figueiredo ( Lecturer, EAUM )
Paulo Sousa ( PhD candidate , EAUM )
Nuno Cruz ( Invited Lecturer , EAUM )
Cláudia Alvares ( 5th year MiArq student , EAUM )
Javier Bono ( 4th year MiArq student, EAUM )
João Amaro ( 5th year MiArq student, EAUM )…
up before you can produce a nice render. If you are using vray for Rhino you need to first learn how to set up (as an architect) a nice solar daylight system with environment, is actually very easy. (1 - set up sun lighting, 2 - set up environment, 3 - choose correct settings, such as activating indirect illumination)
However, since sketchup is the perfect draft tool for architectural design, it happens to have an environment with daylight defined already when you open an empty file. Vray for sketchup knows how to use all these settings so the only thing you need to do is to hit render. Apart from that you need to learn some simple material settings, which you find here: http://www.vray.com/vray_for_sketchup/manual/, the same manual for rhino here: http://www.vray.com/vray_for_rhino/manual/
The advantage of using vray for sketchup rather than for rhino (although if you can handle vray for one program its exactly the same for the other), is that you can easily import models from 3d warehouse. Sketchup is an excellent render set-up platform, except its only 32-bit so a to complex scene will simply not render. Rhino 64-bit will handle this better.
Conclusion, learn vray, whatever you learn can be applied to sketchup, rhino and 3ds max. Sketchup is probably a tool you already use and vray for sketchup will render with correct settings by default. Later when you take it to the next step you can go one and learn vray 2.0 for 3dsmax.
Personally I like using Luxology render engine that comes with Microstation, simply because I handle it better and Microstation is the best tool for architects in my opinion. However Vray is similar but more powerful.…
Added by Martin Hedin at 4:11pm on October 21, 2011
something in 3d, explode it to single surfaces, reference it to GH in proper order -manually- then unfold it with gh).
To make it really elegant you could try to make some "topology language" - have you seen this talk by Robert Lang http://www.ted.com/talks/lang/en/robert_lang_folds_way_new_origami.... ?
You can always make only few parametric types of structures - like leg, hand etc. (this is much easier than Mr.Lang's ) which can change its sizes, but topology stays the same.
Beside - Your sandwich looks really good, i played something similiar before.... have you tried thin PE (polyethylene) sheets ? Its similiar to PP (polypropylene) but a little bit softer. It is (PP) commonly used as tic tac box cap ( http://www.absolutelynarcissism.co/wp-content/uploads/2011/09/Tic-T... ) and some say that it can fold/unfold about 1000000 times. It would really simplify the whole production (just one cnc router needed to obtain full structure). Of course bending it will require prefabrication to look like e.g. http://www.grasshopper3d.com/video/the-swarm-2012 by Mr. Wieland Schmidt.
To clear things up :
1. It certainly can be done with rhino/gh
2. You should write some more on how should it all work (what you provide as geometry)
3. You should also provide some more info how 2d drawing looks now.
EDIT : I forgot about kinematics - use kangaroo. There are forces now like bending resistance etc.
…
ese explanations help (we will also look at your file) asap.
About your question regarding the Tutte graph drawing algorithm (also known as topological embedding):
The Tutte algorithm can be viewed as a special case of Spectral Graph Drawing, which is a mathematical solution for topological embedding formulated as an optimization problem. The formulation of the topological embedding (e.g. as in Tutte algorithm) is in fact quite similar to the so-called force-directed drawing that is often solved by heuristic methods like the one we have made for the SYNTACTIC plugin. You can read more about Force-Directed Graph Drawing (a.k.a. coin-graph drawing and kissing disks drawing) and Spectral Graph Drawing and Spectral Graph Theory in my dissertation.
The functionality of the Tutte algorithm is only guaranteed for graphs that are 3-connected, i.e. graphs with more than 3 vertices which cannot be torn apart unless at least two vertices are removed.
https://en.wikipedia.org/wiki/K-vertex-connected_graph
Speaking of the conditions for the Tutte algorithm to work properly: Practically, this implies, for instance, that there should not be rooms connected only to one other room.
Anyhow, long story short, we have decided to continue with Spectral Graph Drawing and 3D force-directed graph drawing. These algorithms are ready and with a couple of adjustments for maximum speed and stability we will release them shortly. Some conditions for these algorithms are easier to ensure, but in general if a node(room) is connected to only one space or the graph is not well connected one cannot expect a good graph drawing from neither of these methods. The other issue that is also common is that the force directed graph drawing will not work if one forces a big bubble to be squeezed in the middle of smaller bubbles. Stay tuned. …
nd and downloading definitions to learn from them, but still don't get it right.
So my problem is:
1.- I want to achieve a kagome, hexagonal gridshell that keeps the bamboo pieces like straight geodesic lines.
2.- I also would like to keep the curved bamboo as splines, so I imagine this will give the easiest method for bending the bamboo at the real scale. As Mårten Nettelbladt in his blog http://thegeometryofbending.blogspot.jp/ mentions, the best way will be to keep the geometry where all the pieces have a spline curvature ( or as B.K.P. Horn calls it “The curve of last energy”) In order to achieve splines do I need to make the grid a Dynamic relaxation “Kangaroo”? will this help?
3.- I would also like to simulate the bending of the elements from a 2D to a 3D, but maybe this can be a next step on the definition…
Some of the common problems that I notice in the definitions found is that when people do weaving, the lines don't bend flat to the geometry but rather they twist so when you look close the cross of pieces intersect, which is impossible in real life…
As you can see there are a number od issues here, I apologize to put them all together, maybe it makes this confusing but I think is better to look at the whole picture. I have been reading a lot but I have no idea how to start.
The more I read the more interesting the subject becomes but the more confused I become. Is there some kind soul that could give me a hand? Any help will be really appreciated.
Thanks a lot!
Miguel…
o fix before it becomes very usable, but I'm posting the file here in case anyone wants to try it out.
It is a few simple scripts which record point locations from a first Kangaroo simulation whenever the capture button is pressed, and then when you playback the animation it interpolates between this captured sequence of points, pulling a second Kangaroo simulation to these targets. You can control the playback with a slider or automatically with a timer.
This should work with other Kangaroo2 setups, but here demonstrated with a human figure modelled as a collection of rigid bodies. At the knees and elbows the rigid bodies share 2 points to give a hinge joint, while for shoulders, neck, hips, ankles, wrists and torso they share only single points, giving a basic ball joint.
This is also the first time I've posted this model, and I'm also including the setup without the animation script. I know there are numerous issues with this poseable figure - dragging joints sometimes moves parts of the model you don't want to, and joints have unrealistic ranges of motion. I made a start at trying to limit some of these - such as ClampLength goals to stop the torso bending too much, but more could be done. There is also an issue with the rigid bodies (which track orientations with a frame of 3 points) that if you grab the frame itself, the simulation can break. I'm currently rethinking this whole approach.
I should also say that although I have heavily modified this human model to make it work for this setup, I did start from a mesh downloaded from some free 3d model collection site, but unfortunately I do not know the name of the original artist. If someone recognises it I would like to add appropriate credits.…
(http://www.food4rhino.com/app/quelea-agent-based-design-grasshopper) take like 40 seconds when the toggle activates to go from one end of the ramp to another.
With proximity 3d i'm analyzing each instance the agents are closer than x units. In picture 3 we can see that in 212 instances the agent are closer than those x units.
Finally all the genes that controll the ramps are connected to the G of octopus component and one of the conflicting objectives connected to the O of octopus component is the number of instance quelea agents get close.
So the thing I need is to iterate the ramps controling the genes with octopus but activating the boolean toggle (quelea run) each time the ramps are modified so the agents take 40 seconds to perambulate the environment, analyze the instance they get close and let octopus iterate again searching for a optimized environment.
…
rtitions." (http://wias-berlin.de/software/index.jsp?id=TetGen&lang=1)
To continue with my wrapping career, TetRhino (or Tetrino) is a .NET wrapper for the well-known and pretty amazing TetGen mesh tetrahedralization program. It provides one new GH component for discretizing or remeshing objects using TetGen. Basic tetrahedralization functionality is exposed with a few different output types that can be controlled. At the moment, the only control for tetrahedra sizes is the minimum ratio, which is controlled by a slider. This is hardcoded to always be above 1.0-1.1, as it is very easy to generate a LOT of data (and crash)...
The libs are divided again into different modules to allow flexibility and fun with or without Rhino and GH, so have fun. All 4 libs should be placed in a folder (maybe called 'tetgen') in your GH libraries folder. Remember to unblock.
Once again, the libs are provided as-is, with no guarantee of support for now, as I use them internally and do not intend to develop this into a shiny, polished plug-in. If there is enough interest, I can tidy up the code-base and upload it somewhere if someone more savvy than me wants to play.
TetgenGH.gha - Grasshopper assembly which adds the 'Tetrahedralize' component to Mesh -> Triangulation.
TetgenRC.dll - RhinoCommon interface to the Tetgen wrapper.
TetgenSharp.dll - dotNET wrapper for Tetgen.
TetgenWrapper.dll - Actual wrapper for Tetgen.
Obviously, credit where credit is due for this excellent and tiny piece of software:
"The development of TetGen is executed at the Weierstrass Institute for Applied Analysis and Stochastics in the research group of Numerical Mathematics and Scientific Computing." See http://wias-berlin.de/software/index.jsp?id=TetGen&lang=1 for more details about TetGen.
To wrap up, some notes about the inputs:
These are the possible integer Flags (F) values and resultant outputs for the GH component:
0 - Output M yields a closed boundary mesh. Useful for simply remeshing your input mesh.
1 - Output M yields a list of tetra meshes.
2 - Output I yields a DataTree of tetra indices, grouped in lists of 4. Output P yields a list of points to which the tetra indices correspond.
3 - Output I yields a DataTree of edge indices, grouped in lists of 2. Output P yields a list of points to which the edge indices correspond. Useful for lots of things, very easy to create lines from this to plug into K2 or something for some ropey FEA (or not so ropey!) ;)
As this component can potentially create a LOT of data, especially with dense meshes, care should be taken with the MinRatio (R) input. This will try to constrain the tetra to be more or less elongated, which also means that the lower this value gets, the more tetra need to be added to satisfy this constraint. Start with very high values and lower them until satisfactory.
Hopefully shouldn't be an issue, but it's possible that you need the 2015 Microsoft C++ Redistributable.
Happy tetrahedralizing...
UPDATE: The tetgen.zip has been updated with some fixes.
UPDATE2: This is now available on Food4Rhino: http://www.food4rhino.com/app/tetrino
…
Added by Tom Svilans at 1:27am on October 24, 2017
eñadores, y creativos interesados en el aprendizaje de metodos avanzados de generación y racionalización de geometría compleja, y su implementación en distintas etapas del proceso de diseño.
Se abordaran los conceptos básicos para hacer frente a diversas problemas de diseño a través de la implementación de una serie de plataformas computacionales con el objetivo de construir un flujo de trabajo que permita optimizar proyectos de diversa escala y explorar esquemas geometricos complejos de manera rápida y eficiente.A lo largo del 6 dias trabajaremos con la plataforma de Modelado 3d Rhinoceros, el entorno de programación visual de Grasshopper y el motor de Renderizado de Vray.Estudiantes: $4,500.00Profesionistas: $5,500.00info+inscripciones:workshop@complexgeometry.com[044] 33 3956 9209[044] 33 1410 8975[044] 81 1916 8657
…
i todos los inscritos lo entendieran); se estudiará la posibilidad de crear dos grupos.
Dirigido a > Estudiantes y profesionales del diseño y la arquitectura; Interioristas; Ingeniería y diseño industrial; Diseño de producto; Escultores; Artistas…
Requisitos > Conexión a internet, Zoom y Rhino 6 o 7.
Sesiones > En vivo. Antes de comenzar el curso, te daremos acceso a nuestra plataforma docente on-line donde podrás encontrar los archivos, un guión de contenidos y el acceso a las sesiones con Zoom. En las sesiones por supuesto podrás consultar dudas activando micro o con el chat o compartiendo tu pantalla si hay algún problema durante los ejercicios. Las sesiones serán grabadas.
Número mínimo de alumnos : 7
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