ts of spheres, that are behind the camera, appear. This normally happens with weird lens length settings. The camera needs a 45° viewing angle and therefore might fall into this category. Maybe there is a good solution to get rid of this issue?
Issue #2: I have no clue how to run the screenshot calculation at the end of the solution. Normally I wanted to color the spheres in the video with the "Custom Preview" component, but they would not show up in the saved picture, since custom preview was calculated later than the screenshot component "Cubemap"
Issue #3: The calculation of an equirectangular image takes quite a while. ~4 seconds. Thats still good compared to the 9 seconds i had in the beginning. Multithreading through parallelizing could improve it even more, but it wouldn't work for me.
Especially ISSUE #2 is annoying and does not allow me to create a nice video. I would be glad if someone could assist me in this.
I actually tried already ExpirePreview or Solution, but maybe I used it the wrong way...
Best,
Martin…
at your original list of numbers, if I am to go through and check manually to see what I should be getting out, I think you should only get a few outputs (which is why I was confused by all the outputs at the end of the definition.
For example, just as an example I started with X1 as 279 (item index 11). When I did the math, the only indexes that I got were 15,28, and 33.
This is because:
since 279 is positive, look for next number that is at least 180 less or 360 more than X1.
the value of 78 (item index 15) is the first value to satisfy this requirement.
Then, since 78 is smaller than 279, we are looking for the next value at least 180 more or 360 less than 78.
The value 272 (item index 28) is that next value.
Then since 272 is larger than 78, we are looking for the next value at least 180 less or 360 more than 272.
The value 52 (item index 33) is the next value.
So the definition should output the following:
indexes 15, 28, 33.
Does that make sense?…
Added by Brian Harms at 4:20pm on December 10, 2011
oop is achieved. After initially lofting the components (see "open loft" pic) I then proceeded to change the Loft option to "Closed" (see "MU Loft Closed" pic). The result was the 20th surface being inconsistently joined to the lst rib - as depicted with the green lines.
The desired result [as indicated with yellow lines] is to have the closed lofting between the 1st and last rib be consistent with the contours of the previous 19.
I've unsuccessfully tried a way to disassociate the relationship of the "green" lofting points to allow the lofting surface connection to the desired "yellow" points - with no success.
Any help in solving my riddle is greatly appreciated!
Thanks,
Greg
…
trying to do.
i have a spiral that i divided in grasshopper into 360 points, that bit i managed to do, what i want is to connect point 1 to point 2 with a line, then connect point 1 to point 3 with a line and so on till point 1 is connected to all the other 359 points in that order, once i have done that i want to then connect point 2 to point 3 and so on, i want to repeat this till i have a connection all the way down the spiral, i'm pretty sure that once the first set of points are dealt with then it should be fairly easy to replicate the procedure to do the other point connections.
Michael…
mal mapping.
Most of the vertices in the original mesh are surrounded by 6 triangles, but there are a few special vertices that are surrounded by 5 or 7. These special points strongly affect the behaviour of the mesh, and when one of the constrained points is moved out of plane they cause it to buckle in a particular way (because clearly 5 equilateral triangles will not fit around a point when in the plane - 60*5 < 360).
The amount by which the sum of the angles around a vertex differs from 2*PI (360°) is a discrete version of Gaussian curvature.
If the equilateralization were the only force acting, then all the discrete curvature of the mesh would be concentrated at the special points, but a Laplacian smoothing force spreads the discrete curvature out from these special nodes.
The relative strengths of these forces are adjustable, and you can see when smoothing is low and equilateralization is high, the triangles become closer and closer to identical and equilateral, but they have to crumple to enable this, whereas when smoothing is high and equilateralization is low, the mesh becomes very smooth, but the triangles differ more in size and angle.…
vature it makes things somewhat easier, but the surface in your file also has regions of negative Gaussian curvature.
To approximate a surface of negative curvature with a discrete mesh, we need the angles around some of the vertices to sum to less than 360°. This is impossible to do in a mesh with 3 hexagons around each vertex without making some of these hexagons non-convex.
There are a few possible approaches, but I would say how to automatically cover an arbitrary surface with nicely shaped planar hexagons is still an unsolved problem.…
Added by Daniel Piker at 10:25am on December 17, 2013
events between the lines and all the breps (buildings). this component outputs points so with trim tree and list length component you can get to a tree with the same structure as the tree of lines (7 branches with 360 items in each). this new tree has the list lengths of the intersection points.If list length is zero then the line does not intersect anyt brep etc.
hope that helps.
cheers
alex…
ine will require a points and normal vectors. Give ArrPolar the same parameters used to position the diamonds, but use a point instead of a gem object. This will give you your points. The normals are just a vectors from origin to the points.
4. I added components to the attached file that includes a VB fillet routine. (I don't recall where I found it.) You have to play with the 2 Boolean values depending on the 2 surfaces you feed the routine. Also, be aware that Rhino does not handle filleted surfaces well when they come from Grasshopper. To fix this you have to invoke the Rhino command _DivideALongCreases - otherwise your filleted surfaces will have corners in them.
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