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.
…
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
…
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
…
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
…
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?
…
hat, in accordance with this stable release, I have posted an updated version of this outdoor microclimate map example to the same link:
http://hydrashare.github.io/hydra/viewer?owner=chriswmackey&fork=hydra_2&id=Outdoor_Microclimate_Map
1. You will see that, in the new file, I now have a single component that is able to turn a zone into a "ground zone" (similar to a plenum). To clarify, both the plenum and ground zone components set all of the loads of the zone to 0 (no internal heat gain). So this means that any of the characteristics of the default office program will be negated. From your comments, Grasshope, it seems that you understand that the reason why I have a ground zone defined in this model is to account for the variation in ground surface temperatures that can occur with different objects casting shade onto the ground. Therefore, the key property that defines this zone is the construction of the top surfaces, which is now changed based on a number that you input into the Ground Zone component.
2. You are correct in understanding the need for both "set zone construction" components in the old file. Because of the zone's position below the Rhino model origin, the walls and floor are defined as underground surfaces and so I need the extra "Set EP Ground Construction" component. Admittedly, the constructions on the underground surfaces should have a minimal effect on the modeling of the surface temperature above the zone (the roof construction is most important) but it made sense to me that results would be more accurate by setting all of the constructions of the zone to the ground material. The current Ground Zone component ensures that all surfaces of the zone are assigned the ground material construction. It also ensures that all walls and floor surfaces have a ground boundary condition regardless of where they sit in relation to the rhino model origin.
3. The distFromFlrOrSrf input can take either a number representing the distance from the floor of zones at which you would like to build a microclimate map or any surface on which you would like to see temperature variation. So the input is flexible and allow you to both build micro-climate maps quickly or take a longer time building them with more customization. For a visual of what you can do by inputting surfaces into this component, see this thermal animation of a section through a building that I designed for my thesis:
https://www.youtube.com/watch?v=WJz1Eojph8E&list=PLruLh1AdY-Sj3ehUTSfKa1IHPSiuJU52A&index=3
For an example of a file using a numerical input for the microclimate map, see here:
http://hydrashare.github.io/hydra/viewer?owner=chriswmackey&fork=hydra_2&id=Indoor_Microclimate_Map
4. The component has since been renamed (sometime in early July) to be called "Honeybee_Microclimate Map Analysis". Originally, I developed the component to help me understand thermal diversity within zones but realized after building it out that the same method could be used to give deeper understandings of the outdoor environment. So, at present, it can do both indoor and outdoor microclimate maps. The only shortcoming at present is that the outdoor microclimate map uses EnergyPlus's oversimplified means of accounting for outdoor wind (a simple wind profile that does nto account for obstructions). This shortcoming will be addressed once the first stable release of butterfly is out or I manage to work in components into LB that use the botlzman lattice particle collision method to approximate outdoor wind speeds. Other than this shortcoming, you can trust that all results you are getting from these components are to a high degree of accuracy (meaning that all air temperature and MRT values are accurate).
5. Thanks for pointing this out. This is a mistake in my labeling of the file names and I will fix this before the end of today. When you use the workflow with the PMV recipe, these values are actual PMV/PPD values. When you use the Adaptive comfort recipe, these values are "degrees from neutral temperature" and "Comfortable Or Not" values. When you use the workflow with the UTCI recipe, these values are also "degrees from neutral temperature" and "Comfortable Or Not" values but they are different for UTCI than they are for the adaptive model. Specifically, the neutral temperature and comfort zone for UTCI is defined to be the same as it is in this publication:
https://www.ipma.pt/en/enciclopedia/amb.atmosfera/index.bioclima/index.html?page=utci.xml
Hope this helps and let me know if you have any more questions,
-Chris…
sando las nuevas tecnologías de la información en la arquitectura para la gestión del conocimiento de sistemas que desarrollen estructuras sustentables, desde los procesos de diseño generativos o algorítmicos. Donde se contempla la P.O.O. (programación orientada a objetos) como nuevo lenguaje de expresión para el arquitecto-diseñador en el siglo XXI.Los talleres están pensados para sigan un hilo conductual en el que al mismo tiempo que se enseña se investiga y experimenta. Por primera vez se contará con diversos miembros de SEED como docentes de forma presencial y por video conferencia, logrando de esta forma acercar a los especialistas que se encuentran en Europa a los asistentes de los talleres sin encarecer los costos.+info:http://www.studioseed.net/ adn-methodology/
Los talleres están dirigidos a personas que tengan o quieran conseguir un perfil alto de innovación, creatividad, flexibilidad: profesionales con actividades de dirección, gerencia, proyectistas, investigadores, así como a estudiantes a partir de 5to semestre en adelante. Cada taller abarca perfiles diversos de profesionales, mientras unos están más orientados a directivos y gerencias, otros más a proyectistas.
LOS TALLERES:FAB DIG I / ITESM – CEM / Estado de México / 20 hrs / 8 – 11 al de diciembre 2011 (En este taller no se aplican descuentos ni becas)PARAMETRIC GREEN HOUSING / Colegio de Arquitectos del estado de Jalisco (Por confirmar Sede) / Guadalajara / 20h + 5h proyecto / 30 enero 2012 al 4 de diciembre 2012FAB DIG II / ITESM – CEM / Estado de México / 30h + 5h proyecto / 8 a 12 febrero 2012TERCERA REVOLUCIÓN INDUSTRIAL: TIC`s + SOSTENIBILIDAD. Procesos y paradigmas emergentes / Querétaro / 20 hrs / 15 al 18 de febrero 2012INTRODUCCIÓN AL DISEÑO GENERATIVO / UAM-azc / DF / 8hrs / 13, 14 de enero (Costo representativo $650, máximo 40 personas, mínimo 15 personas)INTRODUCCIÓN A: SCRIPTING CON GRASSHOPPER ( Python) Y PLUGINS / Estudio SEED México / Estado de México / 30 hrs / 23, 24, 25 febrero y 1,2, 3 de marzo 2012…
Added by SEED studio at 3:30am on November 24, 2011
ly 26-27-28-29 (digital fabrication)
The third edition of digitalMed Workshop is structured as a design laboratory. Participants will learn the challenging process of producing ideas, projects and research analysis that are to be developed through specific software and concepts that emerge through the use of mapping, parametric design and digital fabrication.
The workshop will take place in the city of Salerno (Italy) and it will last 11 days structured into 3 intensive weekends: July 13-14-15 (mapping); July 19-20-21-22 (parametric design); July 26-27-28-29 (digital fabrication).
Goals and Objectives:
We aim to make clear the theoretical and technical knowledge in the approach to parametric and generative design and digital fabrication. (From collection and data management, to the manner in which these inform the geometries, to the fabrication of prototypes.)
Participants will also have the opportunity to practice the new knowledge gained in the design laboratory through project work.
Project Theme:
"Urban Field" Identify, study and analyze the system of public spaces in the urban area of the city of Salerno.
Connection, mutation, generation and evolution are the themes to be followed in project work.
Brief Description of Topics:
- Mapping. Our reality, in all its forms, has studied through concepts of the theory of Complex Systems. The techniques that will be used to study events and places of reality, will work for the management, manipulation and visualization of data and information. These will form the basis for project management and driven geometry, conducted during the second phase of the workshop.
- Parametric Design. Introduction to Rhino* and Grasshopper. Specifically, we will explain the concepts with which to work with the software of parametric design and how they function. Through these tools, we will arrive at the definition of systems of mathematical and / or geometrical relationships that are able to generate and govern patterns, shapes and objects that will inform the final design.
- Digital Fabrication. In this phase, participants of the workshop are organized into working groups. Participants have access to materials and conceptual apparatus that will take them directly to the fabrication of the geometries of the project, with the use of software CAD / CAM interface and the use of machines for the digital fabrication.
The DigitalMed workshop is organized by Nomad AREA (Academy of Research & Training in topics of Contemporary Architecture), in collaboration with the City of Salerno, the Order of Architects Province of Salerno and the National Institute of Architecture In / Arch - Campania.
Interested parties may download the Notice of Competition at the address www.digitalmedworkshop.com and fill the pre-registration no later than July 10th 2012.
PRESS OFFICE
Dr. Francesca Luciano
328 61 20 830
fra_luciano@libero.it
For information or subscriptions:
e-mail: info@digitalmedworkshop.com - tel: 089 463126 - 3391542980 …