ts (NOT meshes) using my (still WIP) BallPivot thingy (still highly temperamental despite wast quantities of Vodka consumed - in the Name Of Science, what else?):
Watch this Forum for the forthcoming mother of all threads : Get Points > Do Something.
On the other hand (real-life):
1. A truss without connectivity is nothing.
2. A truss without clash defection is nothing.
3. A truss without instance definition(s) is more than nothing.
4. A truss without (rather very complex that one, mind) roof/envelope stuff is nothing + pointless.
5. Mesh from points without a 1000% working ball pivot thingy is like 3rd marriage.
And as you'll discover this Monday ... well ... "some" things would be MIA from the definition.
Other than that:
For Chap, David, Angel and anyone else interested on these freaky things (get points do something, that is).
Do you people think that this (mode: dense [yellow stuff] ) has any meaning?
VS that (mode: hex):
I mean for the truss itself not the roofing paraphernalia. Notice that in this handsome hex mode we've already achieved max rigidity since we deal with tetrahedral stuff.
PS: My aunt Drusilla finds the dense mode ... utterly pointless (and a bit disgusting).
That's friends is the 1M question.
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truss right?
2. Trusses are NOT made via lines ... they are made by real-life components like balls, rods and other mysterious (and maybe ominous, he he) paraphernalia.Good news for you: lot's of C# stuff around me that do that (but they are not exactly "entry-level").
3. PRIOR talking to ANY FEA/FIM thingy you need to address clash situations: I mean IF a given node is doable or not (because lines they don't rise clash issues ... but rods/struts/tubes/cones do). Good news for you: lot's of C# stuff around me that do that (but they are not exactly "entry-level").
4. Then you have to use some real-life (or at least some "realistic") components like the ones found in, say, a classic MERO "ball" system (and especially the adapter cones between the balls and the tubes). Or at least "some" of them that outline a "realistic" truss.Good news for you: see above.
5. Then you could validate the whole structure AND the parts VS structural loads: I mean there's absolutely no meaning "doing the whole" without taking into account the load bearing capability of the parts. For instance, say, what happens if the geometry (i.e. the topology) is "capable" but a given bolt is weak? That sort of stuff.
6. Now ... this is Academic ... but following the "abstract" way (I don't care about bolts because I'm a student)... this could teach you the entirely wrong way to use FEA/FIM for validating any structural ability of ... anything. And besides FEA/FIM is used for making the damn thing in the real-world ... and that involves (unfortunately) "some" bolts and nuts.
I can arrange a (rather long) Skype session for a demo of all the above ... but first I strongly advise to post here a finished thing (in terms of 3d component geometry) ... and THEN we can examine the whole strategy: what to export, how and especially what could be an "interactive" (both ways) protocol/strategy in order to give the green light for that truss.
BTW: Kangaroo is a physics engine and as such it's used as an abstract "shape" finder. I have no idea what Karamba does ... but always have in mind: BIM things ... are BIM things (meaning that without a serious BIM umbrella ... don't go out when it rains).…
gns. There were a few issues with your case. I will try to list them, hoping that this can also be helpful to you but also other users in the forum.
1. The Rhino model contained a lot of open polysurfaces. This is a big enemy of meshing and CFD. The way meshing works is that every single open area, that can be reached from your locationInMesh with a polyline, will be included in meshing. Some of your lanscape volumes were open. I have rectified this in the .gh file attached and now they should be ok to mesh.
2. It is strongly suggested to rotate the geometry and not the incoming wind when creating the wind tunnel. This might as well have been the reason for meshing awkwardly, although can't be sure. I have rotated the geometry by 45 degrees to allow your original wind to have a Y+ direction.
3. I could see a decomposition component in your case study although I cannot be sure if this could be the reason of your problems. It was not connected to anything, but perhaps it might have been the culprit for the paralle issues you were having. I have disabled the component so the case would run in single processor, but you can freely enable it and your case will be run in parallel (4 cores).
4. Your post-processing surfaces have large parts inside the building volumes and under the landscape (if included). You will probably get some issues with visualizing some probes, although this will not affect your study in any way. I recommend to only pass probes that you know to be sure will be inside the mesh to OF.
5. If you decide to include the landscape (I have it disabled in the attached .gh file) I strongly recommend to allow for more cells than 2m. 10m would be a good start imo for this case.
6. I did not check, as it will not make your case break, but your grading was a bit imbalanced at first glance. Try and keep some balance, especially in the X-direction, and make sure to visualize the blockMesh and make sure you achieved what you had in mind.
I did not actually run the case btw, I leave that to you. I believe it will run without problems, although I cannot be sure it will not diverge (this is something that is very educational for you to deal with).
Good luck!
Theodore.…
he grouping of the sliders on the remote control panel.
4. Separate viewport(look at picture)
5. Cluster editor new wish
My version grasshopper 0.8.0004
Best Regards,Valentin
Kiev, Ukraine
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oks like the design in the following images:
Concept Images:
Shape:
Design_Request.pdf CR_tower_shape.ghdiagrid.gh
Shape Routine:
Diagrid Routine:
Example and Inspiration:http://www.solaripedia.com/images/large/4226.jpg
Goals:
The goal is to create a grasshopper routine that recreates a modifiable design concept as shown in the concept images. The following parameters should be modifiable
1) The size and elevation of all the basic triangles, circles and the ellipse.
2) The elevation and shape of the opening and the shape and size of the three legs.
3) The shape of the crown. The angle of the tilted ellipse.
4) The loft shape between the edges.
5) The grid size (U,V) of the diagrid.
6) The size of the 2 pipes used for the structure.
Rhino Grasshopper Workflow:
I attempted Boolean difference of a solid (Brep) and the surface in question to create the opening in the surface as shown above but that did not work. What should i do to recreate the concept in grasshopper ? I would appreciate any feedback and advice. Thank you very much !
-Christoph AKA Stoph
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le] demo):
1. A transformation Matrix is a 4*4 collection of 16 values that "deform" 3d things according the values in the cells. The orthodox way is to deploy "cells" left to right and top to bottom. Rhino does the opposite (why?) hence we need the transpose method.
2. Since "translate" and "perspective" are "symmetrical" the transpose boolean toggle (within the C#) "flips" rows with columns ... so we get perspective or move.
3. When in perspective "mode" the vanishing points are computed internally within a min/max limit (per X/Y/Z axis) thus avoiding the usual havoc with "extreme" perspective angles (very common "glitz" in pretty much every CAD app - CATIA excluded). Vanishing points (and limits) are oriented with respect the pos/neg value of a given control slider.
Note: slider values are percentages between min/max (mode: perspective) and/or actual values*100 (mode: move).
4.In order to start mastering the whole thing: don't change anything: just play with these 4 sliders selected:
5. The 123 sardine cans challenge: even with DeusExMachine = true (see inside C#: that one redirects the transformation per BrepFace and then joins the breps instead of applying it on a brep basis)... odd things (and/or invalid breps) occur ... thus what is required in order to make things working 100% ??.
he, he
best, Lord of Darkness …
find my initial files, reports and errors (Running E+ simulation on the initial setup took hours and ended up with numerous errors)
I got a number of questions and would appreciate if you could answer them:
1- I have duplicated zones using "Honeybee Move". Is this the correct way to duplicate zones and if yes, should I rename all surfaces afterwards? I have renamed zones but not surfaces (The tower has 40 floors = 10 x typical group of 4 floors)
2- Should I convert all curvilinear objects to faceted geometry (or only windows and window-walls should be flat)?
3- In the next stage, I will add a second skin as the outer facade. Spiral structural elements (insulated thermal mass) are between interior and exterior areas, partly exposed to the sun. Should I split both interior and exterior zones to subtract these elements, and then solve the adjacencies?
4- To simplify the procedure and make it faster, I may simulate only 4 floors. Is it possible to force-hide the top roof and the lowest floor from the sun and other environmental factors? If yes, how? and do you know how much accuracy in the results would be lost in this case? 5- The outer skin would be all in glass, therefore in reality, the direct sun will affect the inner skin and the structural elements. I read somewhere that in HB+E+ simulations, direct sun turns to diffuse after passing the first layer of glass. Is that true? If yes, how can I make the inner skin exposed to direct sun in the simulation? Thank you very much for your time.
Best,
Aryan
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when the trimmed shapes (red) are small enough, they just dissapear.
Then, the main shape (green) appears again, but as a trimmed shape (red).
I tested it with other elements, like Solid Difference. It performs pretty well, but I just need the trimmed shapes (red) that are above the trimming shape (blue), and with Solid Difference, the collision also happens inside the trimming shape (blue), and that´s not what I am looking for.
Attached some pictures of what I mean. I hope I made myself clear.
Any suggestions?.
Thanks a lot!
1- Good performance
2- Good performance (Without trimming shape)
3- Left side shows the cut on the main shape, but fail to show the trimmed shape (red)
4- Same on the right side
5- It shows everything but in red colour, as a trimmed shape
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t sure about my decision.
Let's take a look at the method <createPopulation>:
public static List<List<Point3d>> createPopulation(List<Point3d> cP, int populationCount)
{
List<List<Point3d>> Population = new List<List<Point3d>>(); // 1
for(int i = 0; i < populationCount; i++) //2
{
List<Point3d> individual = cP.ToList(); // 3
Population.Add(individual); // 4
System.Security.Cryptography.RNGCryptoServiceProvider provider = new System.Security.Cryptography.RNGCryptoServiceProvider();
int n = Population[i].Count;
while (n > 0)
{
byte[] box = new byte[1];
do provider.GetBytes(box); // 5
while (!(box[0] < n * (Byte.MaxValue / n)));
int k = (box[0] % n);
n--;
Point3d value = Population[i][k];
Population[i][k] = Population[i][n];
Population[i][n] = value;
}
}
In my algorithm there are lots of declarations like: List<Point3d> = new List<Point3d>(); or Random r = new Random(); these are constant time O(1) right?
i = 0 executes once; i < populationCount executes (N+1) times; i++ N times
this executes M times? because every point needs to be added individually?
this one I don't really know; at msdn it is stated: If P:System.Collections.Generic.List`1.Count is less than P:System.Collections.Generic.List`1.Capacity, this method is an O(1) operation. If the capacity needs to be increased to accommodate the new element, this method becomes an O(n) operation, where n is P:System.Collections.Generic.List`1.Count. Shouldn't it be O(N), because I am adding every individual separately?
can't find any statements about this one either, I am guessing it should be of constant time O(1), because just one random number is being generated?
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