ive collaborative environment.
TYPE : Course module and Workshop
The event is open for anybody interested from all the fields of design, including: architecture, interior design, furniture design, product design, fashion design, scenography, and engineering.
1. COURSE MODULE (20-23 April 2014) - optional
+ type: 3 days intensive course regarding basic knowledge in parametric design (LEVEL 1)
+ software: Rhinoceros & Grasshopper
+ plugins: Kangaroo, Weaver Bird, Lunch box, Ghowl, Geco
+ achievements:
- acquainting to the components & the concept of Generative Design
- understanding the strategies in Algorithmic Design
- how to easily insert simple mathematical equation into the project to gain more control
- how to utilize proper plugins with respect to their nature of the project
- interacting with different analysis platforms such as Ecotect & remote controller
- solving several exercises with different scales( 2D- 3D ) during each phase of the workshop
2. WORKSHOP (23-27 April 2014)
A 5 day Design-Based Research Workshop exploring new techniques in Digital Architecture/Fabrication, with a specific focus on the use of generative systems and parametric modeling as tools for creative expression.
Our ultimate goal is to increasing the efficiency of utilizing digital tools in parallel with geometric performance of the primitive design agent.
+ + CONCEPT
Fashion and Architecture are both based on basic life necessities – clothing and shelter.
However, they are also forms of self-expression – for both creators and consumers.
Both fashion and architecture affect our emotional being in many ways.
The agenda of this workshop is to investigate on the overlap between these two areas of design, art & fashion.
Fashion and architecture express ideas of personal, social and cultural identity, reflecting the concerns of the user and the ambition of the age. Their relationship is a symbiotic one and throughout history, clothing and buildings have echoed each other in form and appearance. This only seems natural as they not only share the primary function of providing shelter and protection for the body, but also because they both create space and volume out of flat, two-dimensional materials.
While they have much in common, they are also intrinsically different – address the human scale, but the proportions, sizes and shapes differ enormously.
+ + + OBJECTIVES
So far, Architects have been using techniques such as folding, bending etc. to create space, structural roofs or different other structural shapes.
The agenda of this workshop goes further with the investigation of algorithmic thinking through generative tools Integrated in design.
The challenge is creating a bridge that connects these two areas of design, architecture and fashion that perform at two opposite scales.
+ + + + TECHNICAL BRIEF
In the early stages physical models and low-tech strategies will be used, allowing the participants to gain a greater understanding of materials, fabrication and assembly methods as well as simple, yet pragmatic structural solutions.
Later in the workshop these strategies will be digitalized and elaborated using software visualizing tools such as Rhinoceros and the algorithmic plug-in Grasshopper.…
step-sizes. It starts out with large jumps, then as it cools the jumps get smaller and smaller as does the likelihood of a retrograde jump being accepted as a valid new state.
Most fitness landscapes have more than one dimension and therefore a 'jump' could include any number between 1 and N, where N is the dimensionality of the landscape. The Drift Rate setting —which may well be poorly named— controls the odds that a jump includes an additional dimension. All jumps must be at least one-dimensional, but 25 percent of them (on average) will include another dimension. 25% of those will include a third dimension and 25 percent of those a fourth and so on and so forth until the dimensionality of the landscape has been reached. Here's a list for 1000 jumps:
Drift Rate: 25%
1D jumps: 750
2D jumps: 187
3D jumps: 47
4D jumps: 12
5D jumps: 3
6D jumps: 1
A good question to ask would be; "Why would you want a jump to include more than one dimension?" and the answer is that the more genes are related, the higher the changes that a multi-dimensional jump will yield an improvement. It's not difficult to imagine that you cannot improve your current state by only modifying a single gene. Sometimes you need to change two in unison in order to reach a better solution. If your genes are highly related (which is bad practice to begin with) then you may need to adjust the Drift Rate to a higher value.
--
David Rutten
david@mcneel.com
Poprad, Slovakia…
Added by David Rutten at 11:09am on April 17, 2012
make sure I add this information to groundTerrain_ inputs in the next few days.
So if you are using "Gismo Terrain Generator" component (former "Ladybug Terrain Generator 2" component), only the following types are allowed for groundTerrain_ input: type_ = 2 (surface with rectangular edges)
type_ = 3 (surface with circular edges)If you are using "Ladybug Terrain Generator" component, then only the:
type_ = 1 (surface with rectangular edges)
is allowed.
As for terrain not being colored when it is created as a surface, you can analyse it additionally with "Terrain Analysis" component for Elevation analysis type. It can even be colored for rendering afterwards by using the "OSM Render Mesh" component. Check the attached file below.Have in mind that in urban areas "Ladybug Terrain Generator" component produces much more precise terrain than "Gismo Terrain Generator" component. On the other hand, the latter component can generate much larger terrain areas (up to 10 000 sq km2, at least in theory).
The reason why component might still work even though a terrain mesh has been added to the groundTerrain_ input is probably because once groundTerrain_ input fails to convert a mesh to a brep, this results in it being equal to None. Component then considers as if groundTerrain_ input is empty and runs as if nothing has been added to it (the buildings are laid down on a flat plane with 0,0,0 as the plane origin).
Thank you once again for all the testing you are doing!!! It really makes Gismo a better plugin!!…
Added by djordje to Gismo at 12:45pm on February 8, 2017
ng the "kaleidocycle" as a facade component, and i need to be able to move it through its entire "rotation" in 3d space to understand where and how it is moving.
http://www.youtube.com/watch?v=4owFczeqqMQ
this is what it is doing, in general. there are 2 sets of 3 hinges, rotated 180 degrees, making up a hexagonal form.
here is a rhino model of the form. i used the trigonometric properties of the isoceles triangle to make this model very accurate (63.333, 53.333, 63.333 angles), and now i need to describe the movement.
It is TOUGH. i think i have it and it just throws me for a loop (no pun intended).
I have a ghx model set up to where it can go through part of the cycle, but the inbetween states are incorrect, and therefore it's not valid, but it shows how something like this could work. The trick is it rotates on multiple axes at different times, and its just very very tricky to figure out what it is rotating around and when.
If anyone has any ideas, or insight, please please let me know. I am working on this in my masters' studies, and I'm pretty screwed if i can't figure this out in grasshopper!
Also, please find attached a research article concerning this form. I haven't been able to apply the geometric findings of theirs, yet. But it shows it can be described mathematically.
THANK YOU!!!!
benjamin
…
ts connectors and slots that allow CNC machining the facets and connectors for assembly.
https://www.youtube.com/watch?v=34OvgflJEmI
We developed this construction methodology earlier this year while working on a large scale parametric structure for Midburn, the Israeli Burning Man. While doing so I used grasshopper to generate the facets for the geometry, while a friend on the team (Matan Zohar) wrote a javascript app that translated the mesh into connectors and slots for CNC manufacturing. You can see more about the project here:
http://www.shlomimir.com/triped/
I wrote this component as an exercise in learning rhinoscript and python, with the purpose of bringing the functionality into the grasshopper workflow. It's now to the point where it is working for triangle and square welded meshes while outputting the connectors and slots as an unorganized list.
Questions and To Do List
1. I'm new to object oriented coding and functions, and basically just wrote the whole thing as a series of conditional loops with two dimensional arrays holding the data. Planning on restructuring this better, would love any tips.
2. Right now outputting the connectors and slots on the input mesh itself in 3D, planning on setting this up layed out on one plane to organize for cutting. I was wondering if there are any existing tools for this or if I need to do this manually.
3. Labeling connectors and slots. Is there anyway to output text from python that can be later baked into the rhino for labeling?…
t file** - ply file with just x,y,z locations. I got it from a 3d scanner. Here is how first few lines of file looks like - ply format ascii 1.0 comment VCGLIB generated element vertex 6183 property float x property float y property float z end_header -32.3271 -43.9859 11.5124 -32.0631 -43.983 11.4945 12.9266 -44.4913 28.2031 13.1701 -44.4918 28.2568 13.4138 -44.4892 28.2531 13.6581 -44.4834 28.1941 13.9012 -44.4851 28.2684 ... ... ... In case you need the data - please email me on **nisha.m234@gmail.com**. **Algorithm:** I am trying to find principal curvatures for extracting the ridges and valleys. The steps I am following is: 1. Take a point x 2. Find its k nearest neighbors. I used k from 3 to 20. 3. average the k nearest neighbors => gives (_x, _y, _z) 4. compute covariance matrix 5. Now I take eigen values and eigen vectors of this covariance matrix 6. I get u, v and n here from eigen vectors. u is a vector corresponding to largest eigen value v corresponding to 2nd largest n is 3rd smallest vector corresponding to smallest eigen value 7. Then for transforming the point(x,y,z) I compute matrix T T = [ui ] [u ] [x - _x] [vi ] = [v ] x [y - _y] [ni ] [n ] [z - _z] 8. for each i of the k nearest neighbors:<br> [ n1 ] [u1*u1 u1*v1 v1*v1] [ a ]<br> [ n2 ] = [u2*u2 u2*v2 v2*v2] [ b ] <br> [... ] [ ... ... ... ] [ c ] <br> [ nk ] [uk*uk uk*vk vk*vk]<br> Solve this for a, b and c with least squares 9. this equations will give me a,b,c 10. now I compute eigen values of matrix [a b b a ] 11. This will give me 2 eigen values. one is Kmin and another Kmax. **My Problem:** The output is no where close to finding the correct Ridges and Valleys. I am totally Stuck and frustrated. I am not sure where exactly I am getting it wrong. I think the normal's are not computed correctly. But I am not sure. I am very new to graphics programming and so this maths, normals, shaders go way above my head. Any help will be appreciated. **PLEASE PLEASE HELP!!** **Resources:** I am using Visual Studio 2010 + Eigen Library + ANN Library. **Other Options used** I tried using MeshLab. I used ball pivoting triangles remeshing in MeshLab and then applied the polkadot3d shader. If correctly identifies the ridges and valleys. But I am not able to code it. **My Function:** //the function outputs to ply file void getEigen() { int nPts; // actual number of data points ANNpointArray dataPts; // data points ANNpoint queryPt; // query point ANNidxArray nnIdx;// near neighbor indices ANNdistArray dists; // near neighbor distances ANNkd_tree* kdTree; // search structure //for k = 25 and esp = 2, seems to got few ridges queryPt = annAllocPt(dim); // allocate query point dataPts = annAllocPts(maxPts, dim); // allocate data points nnIdx = new ANNidx[k]; // allocate near neigh indices dists = new ANNdist[k]; // allocate near neighbor dists nPts = 0; // read data points ifstream dataStream; dataStream.open(inputFile, ios::in);// open data file dataIn = &dataStream; ifstream queryStream; queryStream.open("input/query.
pts", ios::in);// open data file queryIn = &queryStream; while (nPts < maxPts && readPt(*dataIn, dataPts[nPts])) nPts++; kdTree = new ANNkd_tree( // build search structure dataPts, // the data points nPts, // number of points dim); // dimension of space while (readPt(*queryIn, queryPt)) // read query points { kdTree->annkSearch( // search queryPt, // query point k, // number of near neighbors nnIdx, // nearest neighbors (returned) dists, // distance (returned) eps); // error bound double x = queryPt[0]; double y = queryPt[1]; double z = queryPt[2]; double _x = 0.0; double _y = 0.0; double _z = 0.0; #pragma region Compute covariance matrix for (int i = 0; i < k; i++) { _x += dataPts[nnIdx[i]][0]; _y += dataPts[nnIdx[i]][1]; _z += dataPts[nnIdx[i]][2]; } _x = _x/k; _y = _y/k; _z = _z/k; double A[3][3] = {0,0,0,0,0,0,0,0,0}; for (int i = 0; i < k; i++) { double X = dataPts[nnIdx[i]][0]; double Y = dataPts[nnIdx[i]][1]; double Z = dataPts[nnIdx[i]][2]; A[0][0] += (X-_x) * (X-_x); A[0][1] += (X-_x) * (Y-_y); A[0][2] += (X-_x) * (Z-_z); A[1][0] += (Y-_y) * (X-_x); A[1][1] += (Y-_y) * (Y-_y); A[1][2] += (Y-_y) * (Z-_z); A[2][0] += (Z-_z) * (X-_x); A[2][1] += (Z-_z) * (Y-_y); A[2][2] += (Z-_z) * (Z-_z); } MatrixXd C(3,3); C <<A[0][0]/k, A[0][1]/k, A[0][2]/k, A[1][0]/k, A[1][1]/k, A[1][2]/k, A[2][0]/k, A[2][1]/k, A[2][2]/k; #pragma endregion EigenSolver<MatrixXd> es(C); MatrixXd Eval = es.eigenvalues().real().asDiagonal(); MatrixXd Evec = es.eigenvectors().real(); MatrixXd u,v,n; double a = Eval.row(0).col(0).value(); double b = Eval.row(1).col(1).value(); double c = Eval.row(2).col(2).value(); #pragma region SET U V N if(a>b && a>c) { u = Evec.row(0); if(b>c) { v = Eval.row(1); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(1);} } else if(b>a && b>c) { u = Evec.row(1); if(a>c) { v = Eval.row(0); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(0);} } else { u = Eval.row(2); if(a>b) { v = Eval.row(0); n = Eval.row(1);} else { v = Eval.row(1); n = Eval.row(0);} } #pragma endregion MatrixXd O(3,3); O <<u, v, n; MatrixXd UV(k,3); VectorXd N(k,1); for( int i=0; i<k; i++) { double x = dataPts[nnIdx[i]][0];; double y = dataPts[nnIdx[i]][1];; double z = dataPts[nnIdx[i]][2];; MatrixXd X(3,1); X << x-_x, y-_y, z-_z; MatrixXd T = O * X; double ui = T.row(0).col(0).value(); double vi = T.row(1).col(0).value(); double ni = T.row(2).col(0).value(); UV.row(i) << ui * ui, ui * vi, vi * vi; N.row(i) << ni; } Vector3d S = UV.colPivHouseholderQr().solve(N); MatrixXd II(2,2); II << S.row(0).value(), S.row(1).value(), S.row(1).value(), S.row(2).value(); EigenSolver<MatrixXd> es2(II); MatrixXd Eval2 = es2.eigenvalues().real().asDiagonal(); MatrixXd Evec2 = es2.eigenvectors().real(); double kmin, kmax; if(Eval2.row(0).col(0).value() < Eval2.row(1).col(1).value()) { kmin = Eval2.row(0).col(0).value(); kmax = Eval2.row(1).col(1).value(); } else { kmax = Eval2.row(0).col(0).value(); kmin = Eval2.row(1).col(1).value(); } double thresh = 0.0020078; if (kmin < thresh && kmax > thresh ) cout << x << " " << y << " " << z << " " << 255 << " " << 0 << " " << 0 << endl; else cout << x << " " << y << " " << z << " " << 255 << " " << 255 << " " << 255 << endl; } delete [] nnIdx; delete [] dists; delete kdTree; annClose(); } Thanks, NISHA…
ively and creatively solve today’s product development challenges.
Our Rhino3D Foundations for Industrial Design class provides an in-depth look at 2D and 3D tools and methods with Rhino3D, a NURBs surface modeling software. In this class, we will systematically work through Rhino3D’s core features, using them to model the various components of a consumer product. Over the course of 3 days, we’ll cover some foundational topics, including Rhino interface and navigation, Rhino3D object types and properties, creating and editing 2D and 3D geometry, procedural modeling, automation, transforming geometry, Rhino modeling best practices, freeform vs. precision modeling, and exporting geometry.
You’ll take away the following:
Navigate the Rhino modeling environment
Create, edit, and modify curves, surfaces, and solids
Precision model using coordinate input and object snaps
Use transformation and universal deformation tools
Apply best practices for layer management and model annotation
Download the course one-pager. Need more information? Connect with us.
This class is ideal for:
Industrial designers who are new to Rhino3D and want to learn its concepts and technical features in an instructor-led environment.
For groups of 10 or more, contact Mode Lab at hello@modelab.is
Interested in additional training options?
https://www.modelab.is/upcoming-computational-design-events…
hacia donde crecerán las venas, y tenemos otro conjunto de puntos 'N' que son los que forman el patrón de venas.
1. Por cada 's' perteneciente a S, buscamos el 'n' perteneciente a N más cercano. Ese 'n' va a "moverse".
2. Por cada 'n' que se mueve, hacemos un vector dirigido a todos los 's' hacia los que se mueve.
3. Calculamos el vector medio de todos los vectores del paso 2, movemos 'n' con ese vector y lo añadimos a V.
4. Si algún 's' está muy cerca de algún 'n', ese 's' se elimina.
5. Se repite el proceso.
Esto es para formar venaciones abiertas sin autocrecimiento (como la siguiente imagen, hecho con Visual Basic).
Para las cerradas (las reticuladas que forman algo como células, como en la imagen tuya), el paso 1 y 4 son distintos y no sabría decirte cómo hacerlo. En ese pdf explica un método usando delaunay pero es muy lento, además gh no tiene ese algoritmo en 3d (entonces solo se podría hacer este patrón en 2d), por lo que estoy buscando otras vías, solo he logrado llegar a esto:
Es más complicado de lo que parece.
No obstante, si te conformas con menos, hay muchas formas de crear raíces y patrones similares, con SortestWalk, Anemone, etc... Hay ejemplos en este foro.
Si realmente quieres conseguir ese patrón, deberías aprender a programar porque para añadir distintos radios a las venas es necesario que las venas tengan topología y eso se complica demasiado desde gh. Nervous System para su "Hyphae" usó C++ con la librería CGAL, que es una muy poderosa librería de algoritmos de 3d.
…
rent actors to work together in real time on an architectural project.
DixieVR was born from the idea that virtual reality could become a fantastic tool for architecture and architects, not only for virtual tours but for the conception at its very core. Inspired by the efficiency of sandbox games, DixieVR will allow you to build a fully parametric 3D model from scratch in a very intuitive way and to simulate various factors like natural and artificial light, gravity, and more. DixieVR is also multi-user oriented : several people, architects or not, are able to work together in real time on the same 3D model and in the same shared immersive environment !
The project started in the Digital Knowledge department of Paris-Malaquais Architecture School.
The DixieVR Softwares can be found here : dixievr.github.io
// Interoperability
DixieVR deals with .dix files. For more information about this file format, please refer to the Interoperability documentation of DixieVR.
You can use this DixieIO plugin for Grasshopper/Rhinoceros for exchanging data between DixieVR (PC) & DixieViewer (Android).
You can import or export objects at any time inside a DixieVR scene. The Software also come with a library of premade objects that you might find useful. Adding your own premade objects to this library might be a good habit.
If you are hosting a scene, you also have the choice to open a .dix file directly from the main menu, this will load the last scene in which the geometry has been saved.
// Plugin
The DixieVR Plugin can be found in the Extra tab, come with 3 components and a example definition:
Dixie2Gh : Import DixieVR geometry to Grasshopper/Rhinoceros reading a .dix file (up to 1000 beams and/or 750 faces).
G2D_Polylines : Export Grasshopper/Rhinoceros Polylines to DixieVR writing a .dix file (up to 1000 line segments).
G2D_Mesh : Export Grasshopper/Rhinoceros Mesh to DixieVR writing a .dix file (up to 750 triangulated faces).
To install:
In Grasshopper, choose File > Special Folders > Components folder. Place the DixieIO_01.gha file there.
Right-click the file > Properties > make sure there is no "blocked" text.
Restart Rhinoceros or Unload Grasshopper.
// Contact - DixieVR
vr.dixie@gmail.com dixievr.github.io
- Oswald Pfeiffer oswaldpfeiffer.com
- Mathieu Venot mathieuvenot.com…
arametric Design, in the history of architecture, has defined many rules for current designers and for future practitioners to follow. One of the strongest aspects that are prominent from this style is ‘geometry’. Arguably, there is nothing new about geometry and aesthetics forming the most prominent aspect of any style or era. The language of any style, in the long history of architecture, is visually defined by geometry or shape, beyond the principles that define the core of the style. In the distinguishable style of parametric architecture, geometry has played and is continuing to play an integral role. And with this fairly young style, there are many strings of myths and false notions associated.
The workshop aims to provide a detailed insight to ‘parametric design’ and embedded logics behind it through a series of design explorations using Rhinoceros & Grasshopper platforms, along with understanding of data-driven fabrication strategies. An insight to Computational Design and its subsets of Parametric Design, Algorithmic Design, Generative Design and Evolutionary Design will be provided through presentations, technical sessions & studio work, with highlighting agenda of using data into Hands-on fabrication of a parametrically generated design. A strong focus will be made on ‘geometry’ and ‘matter’.
// Methodology
Workshop has been structured to teach participants the use of Grasshopper® (Generative modelling plug-in for Rhinoceros) as a generative tool, and ways to integrate it with Hands-on Fabrication process. A strong agenda on ‘geometry’ and ‘matter’ will form the focus of the studio with design experimentation through computational & parametric techniques, culminating into a manually fabricated wall panel using understanding of data-driven design during the course of workshop.
Day 1 Topics / Agenda
Rhinoceros 3D GUI and basic use
Installing Grasshopper & plug-ins
Grasshopper GUI
Basic logic, components, parameters, inputs, numbers, simple geometry, referenced geometry, locally defined geometry, baking, etc.
Lists & Data Tree: management, manipulation, visualization, etc.
Design Experimentations with Geometry & Data
Understanding Data for Manual Fabrication
Day 2 Topics / Agenda
Design Experimentations with Geometry, Form, Matter
Data for effective numbering and strategizing during Manual Fabrication
Collaborative effort for Hands-on ‘making’ process
Analysis & Evaluation of Fabricated Geometry
Documentation…