ese seem to have one issue which I need to be addressed for my application.
The grids which are produced using the methods on here follow the surface and tend to be equally spaced in two dimensions. What I need is to create a grid which keeps the distance between the path lines equal whether the angle between the lines is 90 of 45 degrees. At the moment the grids act a bit like contours on an OS map but they bunch up in the lower parts of the curves and spread out in higher parts.
Below is a picture of what I produce via grasshopper so far but using a grid formula from elsewhere on the forums along with Rhino to connect up the paths. In this example they seem equally spaced but they differ by anywhere between 0.755mm and 0.785mm which if scaled up would be a problem.
Any Ideas how to help me split the surface up equally in all dimensions, meaning that if I were to sweep the tool path with a circle radius of half the distance between the lines/rails, there would be no gap between the beads/filaments?
I appreciate any help or advice hugely.
Philip
…
st between those two applications. But as soon as every frame is re-calculated I noticed that intersection function is very slow. It is actually so slow, that maximum number of polygons to play with is only 10 or less.
Could you help me to find a faster solution for my script?
calculation of intersection lines;
//////////////////////////////////////////////////////////////////////////////////////////
import ghpythonlib.components as ghcompimport rhinoscriptsyntax as rsdef ctr(crv): pts = ghcomp.Explode(crv)[1] pts = ghcomp.CullDuplicates(pts,0.001)[0] return ghcomp.Average(pts)pts = []lines = []ctr_c1 = ctr(C1)for crv in C2: if ctr(crv) != ctr_c1: int = ghcomp.CurveXCurve(C1, crv)[0] if int: [pts.append(x) for x in int] lines.append(rs.AddLine(int[0],int[1]))
/////////////////////////////////////////////////////////////////////////////////////////////
The overall description of the script:
a)Processing+ghowl is used for moving objects and physics
b)python script (slowest part) calculates intersection lines
c)intersected parts of polygons are rotated in 90 degrees.
I have attached grasshopper and processing files. (processing is not necessary to test the script)
Thank you in advance,
Pereas.
…
width of the other letter
find the intersecting shape with Solid Intersection
re-orient final shape
This process sometimes breaks when a letter has one or more "holes" in it (eg: B, O, R). When this happens, the Solid Intersection component experiences an error and says "Boolean intersection set is empty". I don't know what that means.
I have tried the quick-fixes of flattening and grafting to no avail.
Could somebody shed some light on this issue?
I have internalized the letters into the attached GH def, but am also attaching the illustrator file that I'm using.…
e any affect, but that's way too slow if 90% of the GH program is initialization and creation of source geometry to then simply alter a bit or array here and there. When I use Python directly to change output values that I plug into former slider inputs, again no new solution is triggered at all so I'd have to recalculate the entire Grasshopper program which is simply not how Grasshopper normally works. How do I actually emulate a human changing a slider value one slider at a time in a way that makes Grasshopper behave normally so that only downstream flow is affected in an efficient way?
An related example would be if you have several separate programs in a Grasshopper page and you wanted to only change one of them without triggering full recalculation of them all.
At this point it's almost like a Windows mouse scripting utility is needed but if I need to do combinatorial combinations of all possible slider values, that seems quite thorny too unless I set up a pre-arranged array of values that could then simply be incremented "manually" followed by a right click to bake and then typing commands into Rhino to save to a file. UGH. That would be quite difficult to pull off since I need to control file names, but it's what I seem to need.
I'm using Python since it avoids thorny Grasshopper schemes and it allows me to access Rhino to save baked objects files.…
ving a copy of the surface in the original position. Second, and more frustrating, not all of the surfaces orient properly. A few lay flat but then rotate 90 degrees horizontally.
Any help or insights would be greatly appreciated!
Images and files are below.
grasshopper screenshot 1gh%20problem%20part%201.png
grasshopper screenshot 2gh%20problem%20part%202.png
grasshopper file slat%20wall%20C2.gh…
Refinement component at first, possibly using MeshMachine instead which is slow but actually gives many fewer triangles and adaptive meshing for tight curves too. Neither are easy to adjust on a deadline!
Then you have to sneak up on workable settings, using only a few lines, or Grasshopper will freeze perhaps indefinitely for 200 lines with extreme settings, especially the CS (Cube Size) setting that can blow up into a huge number if your scale is big.
Cocoon gives lots of nearly flat split quad faces so I quadrangulated those for fun:
Or MeshMachine can refine the mesh to make it efficient:
Whereas the Cocoon Refine component will merely return an equally fine mesh with more equilateral triangles but no serious remeshing to rid so many tiny triangles where they are not needed? Actually, it does seem to remesh also:
David said he used some of Daniel's MeshMachine code in there.…
ey provide all the means to what I try to achieve.
What I need is to get a fast (as possible) evaluation of passive heat/solar gain from a certain facade. I know my building can cool to a certain degree (lets say 80 W/m2 - now lets forget other internal gains) and I want to be sure my facade is not letting excessive amounts of heat into the room/building. Normally I would make a full blown simulation to count my overheating hours and thereby evaluate my facade. To speed up the process, the idea is just to evaluate overheating hours in a faster way. So what I am thinking is that excessive amounts may estimated by counting high intensity irradiation patches in a critical sky-component or whatever such thing would be called that surpasses my sensible cooling load. My hope is that any facade visible to the sky-patches would very similar to the number of overheating hours if properly calibrated to a simulated model. However I have no idea right now, if this can be done.
Why do this? Speed, convenience, whole building thermal analyses.
@Chris and @Abraham The critical sky-component is made with LBs radiance component radiation and filtering the beam-components with highest effects from a yearly epw-file.
@Chris Conductive heat gains are also important especially if the facade is badly insulated, so the next step is to filter the outdoor temperature parallel with that critical sky-component and then do a static heat transfer analysis and combine that with the effect from direct sun influence. Again, no idea if it works.
Hope it makes sense. I a little embarrassed I drew you into this little experiment. This was not at all the point of the discussion. But now we are into it I like to know what you think. If it works its kinda neat, at least i think it is.
/K…
ers and researchers, programmers and artists, professionals and academics who come together for 4 days of intense collaboration, development, and design.
The sg2012 Workshop will be organised around Clusters. Clusters are hubs of expertise. They comprise of people, knowledge, tools, materials and machines. The Clusters provide a focus for workshop participants working together within a common framework.
Clusters provide a forum for the exchange of ideas, processes and techniques and act as a catalyst for design resolution. The Workshop is made up of ten Clusters that respond in diverse ways to the sg2012 Challenge Material Intensities.
Applicants to the sg2012 Workshop will select their preferred cluster from the following:
Beyond Mechanics
Micro Synergetics
Composite Territories
Ceramics 2.0
Material Conflicts
Transgranular Perspiration
Reactive Acoustic Environments
Form Follows Flow
Bioresponsive Building Envelopes
Gridshell Digital Tectonics
More information about the Workshop and Clusters can be found here:
http://smartgeometry.org/index.php?option=com_content&view=article&id=116&Itemid=131
The application process will close on January 15th, 2012.
Full Fee $1500
Reduced Fee $750
Scholarship Fee $350
Fees include attendance to both the workshop and conference from March 19th-24th.
Reduced Fee and Scholarships are available only for Academics, Students and Young Practitioners, and are awarded during a competitive peer review process.
sg2012 takes place from 19-24 March 2012 at EMPAC (http://empac.rpi.edu/) and is hosted by Rensselaer Polytechnic Institute in Troy, upstate New York USA. The Workshop and Conference will be a gathering of the global community of innovators and pioneers in the fields of architecture, design and engineering.
The event will be in two parts: a four day Workshop 19-22 March, and a public conference beginning with Talkshop 23 March, followed by a Symposium 24 March. The event follows the format of the highly successful preceding events sg2010 Barcelona and sg2011 Copenhagen.
sg2012 Challenge Material Intensities
Simulation, Energy, Environment
Imagine the design space of architecture was no longer at the scale of rooms, walls and atria, but that of cells, grains and vapour droplets. Rather than the flow of people, services, or construction schedules, the focus becomes the flow of light, vapour, molecular vibrations and growth schedules: design from the inside out.
The sg2012 challenge, Material Intensities, is intended to dissolve our notion of the built environment as inert constructions enclosing physically sealed spaces. Spaces and boundaries are abundant with vibration, fluctuating intensities, shifting gradients and flows. The materials that define them are in a continual state of becoming: a dance of energy and information. Material potential is defined by multiple properties: acoustical, chemical, electrical, environmental, magnetic, manufacturing, mechanical, optical, radiological, sensorial, and thermal. The challenge for sg2012 Material Intensities is to consider material economy when creating environments, micro-climates and contexts congenial for social interaction, activities and organisation. This challenge calls for design innovation and dialogue between disciplines and responsibilities. sg2010 Working Prototypes strove to emancipate digital design from the hard drive by moving from the virtual to the actual in wrestling with the tangible world of physical fabrication. sg2011 Building the Invisible focused on informing digital design with real world data. sg2012 Material Intensities strives to energise our digital prototypes and infuse them with material behaviour. They have the potential to become rich simulations informed by the material dynamics, chemical composition, energy flows, force fields and environmental conditions that feed back into the design process.
More information can be found at http://www.smartgeometry.org
Follow us on Twitter at http://twitter.com/smartgeometry…
Added by Shane Burger at 12:29pm on December 13, 2011
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
…
they may not always give you a clear picture of their precise functionality. I thought this may be an issue with many users so I decided to use this opportunity to list all the parameters with my quick take at describing their functionality. Here it goes:
DEFAULT VERTICAL SHIFT -- Number - Shifts panels vertically creating a custom-sized panel with height of the specified dimension at first row of skin.
DEFAULT HORIZONTAL SHIFT -- Number - Shifts panels horizontally creating a custom-sized panel with width of the specified dimension at first column of skin.
DEFAULT SKIN CHAMFERED CORNER--True/False - If "True" wraps panels around surface corners. If '"False" creates a custom-sized panel if necessary to complete the skin surface at the shared edge, defining this way a sharp corner.
RESET BAY AT POINTS-- True/False - When using Panel Bays (Group of Panels) this option restarts the panel bay at a surface corner.
FLOOR HEIGHT-- Number - The Floor To Floor value of the Skin generated. If Panels are shorter than this value, a leftover 'gap' will be seen at top of panels.
MINIMUM PANEL WIDTH -- Number - If the width of a panel (standard or customized) created during the skin generation is less than this value, the panel won't be created and the placement will be skipped.
MINIMUM PANEL HEIGHT -- Number - If the height of a panel (standard or customized) created during the skin generation is less than this value, the panel won't be created and the placement will be skipped.
MINIMUM PANEL AREA-- Number - If the area of a panel (standard or customized) created during the skin generation is less than this value, the panel won't be created and the placement will be skipped.
PANEL PROFILE TOLERANCE-- Number - If a resulting panel shape is within the specified tolerance value to any already created panel, this panel is used instead of creating a new panel shape. The tolerance specifically tracks the distance between each corner of the new panel and the corresponding corners of the existing panels. This parameter is mostly used in "SURFACE PANEL MODE'', where a large number of custom-shaped panels can be generated, to reduce the number of unique panels created.
GENERATE PANEL TYPES ONLY-- True/False - This parameter allows the Skin Generator to discard the creation of scene geometry but still have the grasshopper panel data being generated. The skin panels can be retrieved as grasshopper geometry using SkinDesinger's Display components.
RESET DF BETWEEN SURFACES-- True/False - When "True", the Design Controllers (Design Functions in v.01) resets to its initial values each time it starts a new skin surface. Used for instance to restart a layout pattern at every new surface.
SURFACE PANEL MODE-- True/False - The "SURFACE PANEL MODE" is used to generate panels matching the shape of the surfaces included in the "skinSurfaceList" input.
SURFACE PANEL ORIENTATION -- Orientation Type - When activating the "SURFACE PANEL MODE'', this parameter defines the orientation of the panel generated relative to the normal of the surface that defines its shape. The acceptable values (found in the "Surface-Panel Mode Orientations" dropdown) are:RESETFLIPROTATE 90ROTATE 90 FLIPROTATE 180ROTATE 180 FLIPROTATE 270ROTATE 270 FLIP
I hope this helps but feel free to reach out if you have any questions!
Santiago
…