o: http://github.com/HeinzBenjamin/FlexCLI/issues
Download
You can find FlexHopper here:
http://www.food4rhino.com/app/flexhopper
and here:
https://github.com/HeinzBenjamin/FlexCLI
Info
FlexHopper offers physics computation in Grasshopper. It is GPU-based and therefor very fast. Currently supported modes of simulation are: free particles, fluids, rigid bodies, soft bodies, tensile structures and cloth, custom constraints.
FlexHopper is a Grasshopper plugin built on top of FlexCLI - Flex Common Language Interface. FlexCLI is built against NVidia Flex release 1.1.0. NVidia Flex is patented property of NVidia. FlexCLI and FlexHopper are openly accessible under the GNU License through my Github account. (Link above)
For more information on NVidia Flex go here: https://developer.nvidia.com/flex and https://developer.nvidia.com/nvidia-flex-110-released
FlexCLI runs on x64 architectures only. It was built against .Net 4.5.2
FlexHopper was tested with Rhino5 64bit and Grasshopper 0.9.0076 WIP
Requirements
Windows 7, 8, 8.1 or 10 64bit
NVidia or AMD Graphics Card
NVIDIA: GeForce Game Ready Driver 372.90 or above
AMD: Radeon Software Version 16.9.1 or above…
could represent at least three immaterial substances: his subconscious, the negative mass surrounding the sculpture and a parallel world where material is forbidden.
Has Architects' engagement with virtual space meant a vanishing sensitivity towards material and other immaterial realms?
The AA Rome Visiting School 10 day workshop encourages the observation of material elements and their use in the design of architecture featuring subconscious experiences, spatial voids and virtual communities. Students will investigate modern materials and their digital fabrication by direct experience. They will work with algorithms and sensors able to recognise and respond to human feelings and attitudes. Students will feed novel expressions of void spaces into the Roman tradition featuring examples like the ancient catacombs and the Nolli map. Through augmented reality design the projects will open a window into an digital virtual world.
By the end of the workshop students will unveil their interpretation of the material/immaterial form hidden in the real matter.
Applications
1) You can make an application by completing the online application found under ‘Links and Downloads’ on the AA Visiting School page. If you are not able to make an online application, email visitingschool@aaschool.ac.uk for instructions to pay by bank transfer.
2) Once you complete the online application and make a full payment, you are registered to the programme. A CV or a portfolio is not required.
All participants travelling from abroad are responsible for securing any visa required, and are advised to contact their home embassy early. After payment of fees, the AA School can provide a letter confirming participation in the workshop.
Fees
The AA Visiting School requires a fee of £695 per participant, which includes a £60 Visiting membership fee.
Fees do not include flights or accommodation, but accommodation options can be advised. Students need to bring their own laptops, digital equipment and model making tools. Please ensure this equipment is covered by your own insurance as the AA takes no responsibility for items lost or stolen at the workshop.
Eligibility
The workshop is open to current architecture and design students, phd candidates and young professionals. Software Requirements: basic knowledge of Rhinoceros or other 3D modeling software.
Venue of workshop: Galleria “Come Se”, via dei Bruzi 4, 00185 Roma, Italy
…
eric (based on swarm intelligence and evolutionary algorithms) and dedicated methods.ScheduleDay 19-13 Introduction to optimization methods and application13-14 Lunch break14-17 Single objective optimizationDay 29-13 Booleans and hard constrains. Introduction to multiobjective methods13-14 Lunch break14-17 Deciated methods of optimizationRequirements for participantsLevelBasic Grasshopper level is necessary. Familiarity with the Data Trees and data matching logic.SoftwareRhino + Grasshopper VenueParametric Support, Hardenbergstrasse 38, BerlinFee[Early Bird] 300 eur + VAT / unitl 26.10.2017[Regular] 380 eur + VATmore info at:hello@parametric.support…
switch this talking off-line if you are interested to know the real reasons in depth.
What is the pro way? Well ... imagine objects (blobs et all) that are placed in 3d space by some per object policy whilst their "property" (bend,repulse) is user controlled on a per object basis. Then imagine variants of all that spaghetti yielded (the rays, that is) stored in parameters in order to do the obvious : take control of all your previous attempts (replace, remove, swap, reset etc etc).
Get a 10-- minute thingy (straight out of my head: NO checks OF ANY kind performed [bugs possible], just a grid that shoots rays and a single blob (a sphere) that does the job). Not even a decent random policy is applied in order to have some nice looking rays (not to mention their directions).
Now ... imagine any collection of breps distorting the ray chaos: i.e. a ray meets a blob > is distorted (or not) > then meets another > ... > blah, blah (plus some policy for killing rays heading to Sahara instead of Vienna - but that's elementary).
This requires at least 2 hours of coding to do it properly (+ the variants "management" C#).
But ... well ... it could be a good real-life case when Solaronix "sponge" type of U/V collectors could be available (rather soon) > I'll do it > the future > the glory > the cash > the polar bears.…
and maybe the last 10 or so that I have created
1b. I also like the idea of shades of color and some preset color swatch libraries like Rhino has or being able to load our own.
2. I mostly use the color picker for setting the color of groups to organise files. Again here swatches would be so great, because I hate having to always eyeball it to get the same color or set it as default just to create several groups with the same color.
2b. Related to that is that please please pleeeaase let us edit more than 1 group at a time. Why cant I select several groups and set a color at once? Actually all group functionality should work with several groups and not just the one I right-click over. Using the Edit > Ungroup when having multiple groups inside a larger group selected also doesnt work and creates some sort of visual bug - I just noticed it now, will post separately.
3. The color picker should also pick transparency from other groups and not the actual on-screen pixel color, so that I can use the color picker to recreate the color of another group. Right now this isnt possible as groups are by default somewhat transparent, so if I pick a color it always comes out several shades darker.
Thanks for considering and keep up the amazing work!…
to create building blocks in this grid. The problem I have is that my input list to cull pattern has 6 rows of 11 curves. And I have a cull pattern with 10 variations to select 2 of the 11 curves but I want to apply each pattern to each row. This sounds like a Cross Reference option on other components but this option is greyed out for Cull Pattern.
So instead the result I get is the first pattern is applied to the first row and the second to the second etc. until I run out of rows and then everything else is on the top row. see Image.
They only way I have found to get it to work is to split each row into it's own cull pattern component and apply the whole list of booleans to each row. But as I would like this definition to be adaptable allowing the user to specify number of rows and columns, there would be some limitation if copy/paste approach is the only option.
There is probably a better way of selecting these adjacent curves so I am open to all suggestions.
…
row out there.
I know that with preview geometry there is no rhino geometry to actually click on, but for example, if a GH point parameter holding 10 points was selected in GH, and then you clicked on or near one of those points in rhino, is it possible to at least return the index of the point closest to the location of the click? I'm not sure about how depth plays into that, but it seems at least possible.
So in that case, I was wondering if it might be possible to do something like:
1. Select a component in GH representing a list of objects
2. go into rhino and click an object (while holding another key, ctrl or whatever)
3. Grasshopper would then place a "click-cull" component just downstream of the parameter component, connected to the parameter component, with the index(es) of the clicked objects automatically entered in the "index" input of the "click-cull" component.
Or:
You could just have a "record click indexes" component that keeps track of the indexes of objects near rhino clicks within a list of selected objects in GH. Then you could take care of the culling yourself.
So ultimately you would have a method of isolating objects from a list much more intuitively
Would something like this be technically feasible?
Thanks,
Brian…
se, I don't fully understand the syntax and how to put it all together.
This script has no purpose whatsoever, it's simply practice for myself.
private void RunScript(int start, int end, ref object A) {
List<Point3d> pts = new List<Point3d>(); List<Rectangle3d> rect = new List<Rectangle3d>(); List<Plane> plane = new List<Plane>(); List<Extrusion> boxes = new List<Extrusion>();
Random random = new Random(); Vector3d vect = new Vector3d(0, 0, 1);
for (int i = start; i <= end; i = i + 2){ int random1 = random.Next(0, 100); int random2 = random.Next(0, 50); int random3 = random.Next(1, 5); int random4 = random.Next(1, 10);
Point3d pt = new Point3d(random3, random1, random2); Plane pl = new Plane(pt, vect); Rectangle3d rt = new Rectangle3d(pl, random3, random4); Extrusion box = new Extrusion(rt.Transform(Rhino.Geometry.Extrusion.Create(rt, random4, true))); rect.Add(rt); boxes.Add(box);
}
A = boxes; B = rect;
}…
e of what should I do?
Thankyou!!!!
//Create empty rectanles, breps list List<Rectangle3d> rects = new List<Rectangle3d>(); List<Brep> collectBreps = new List<Brep>();
//Initialize a new instance of the Random class called random
Random random = new Random(); //Create a new unitZ vector Vector3d unitZ = new Vector3d(0, 0, 1); //Start a loop for(int i = start; i <= end; i = i + 2) { //Create random values int randint = random.Next(0, 100); int randint2 = random.Next(0, 10); int randint3 = random.Next(0, 5); //Create new Extrusions based on these random values Point3d pt = new Point3d(i, randint, randint2); Plane pln = new Plane(pt, unitZ); Rectangle3d rect = new Rectangle3d(pln, randint3, randint3); //Add all of these to the appropriate lists (Actually, since we are only using the rects you don't need the others FYI) rects.Add(rect); } A = rects;…
uts.
If I change the number of polygon sides to 8 the result looks like this:
Note that there are no missing rows with 8 sides. I've tried all the numbers from 3 to 12 and in general an even-number of sides results in no missing rows, but an odd number of sides has a missing row. And for # sides 10 - 12 there are 2 missing rows.
I tried all the options for the Offset object's Corners variable which is use to make the solid outside wall, but this has no effect. I also tried rotating the cutouts a little and a lot, changing their size, height, etc., but this had no effect either. So I'm stuck on how to eliminate the missing row of cutouts.
I realize this is a more or less cosmetic problem (no one will see the bottom of the printed part unless they pick it up), but I'd like to get it fixed before I publish the final design. The attached GH file has all the components used to make these images.
…
Added by Birk Binnard at 11:58am on November 28, 2016