oxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!…
Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…
re is my problem... I need to arrange Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…
(following the importance of donation).
I have the idea to create rectangles based on text lenght and variable heights (3 types) that are bounding "like tetris" (computation a best solutions) (i dont want to have continus row or colomn if it's possible)
I found some jQuery (JCloud) but i dont know how it works and the random definition dont allow me to put precise height variations.
I am not using grasshopper enought to know how to build it but i know that someone here will probably do it easily.Thanks for you help!
Pascal…
have modelled the room to have both an internal and external light shelf. The external shelf can be angled so that light should be reflected further into the room, which it does indeed do, but to a very limited extent as can be seen in figures 1-3 (this is a vertical WP in the YZ-plane):
Figure 1 - No light shelf:
Figure 2 - Flat lightshelf:
Figure 3 - Angled lightshelf:
The thing that seems a bit strange to me is that the light shelf seems to do more bad than good. It provides shade to the area closest to the window, thus reducing the illuminance in that area, but doesn`t reflect the light as much as I thought it would. As I said, setting the external shelf at an angle has some positive effect, but not at the back of the room which is the part that should be benefitting from the light shelf. Also, I would have thought that keeping it flat should also do some good.
I have set reflectance parameters to quite high values in attempt to get the light into the room, but it does not have the effect that I hoped for. The reflectance values for the ceiling and the light shelf are also set to values quite a lot higher than on the floor, but the floor still seems to reflect better. The dimensions of the room are: width = 3m, depth = 6m, height = 3m.
What could be the problem? Help is much appreciated!
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Attached is the gh file (with a horizontal work-plane) and the compressed results files if you don`t have the patience to run the simulation.
The gh file follows the example of M. Roudsari`s "getting started files" to Honeybee. Simply toggle "2" to true and press "3" to run all the simulations. If you edit the input list in "1", be sure to change the max values in the sliders as well. Finally, you can visualize the results by dragging the sliders in 4.…
ave called geometry, there I have specified the 4 lines for columns (start and end points).
3. I define what is a shell, beam and column.
4. I define supports loads, etc and connect everything to the assembly box and get the results afterwards.
I can't figure out how the slab is connected to the 4 corners in the first place. I think that Brep Edge Defines the supports, I have attached a new code where I use divide curve then again remove the duplicate nodes and them I use polyline in order to output polylines (trying to create a closed area from which I will create a surface for which I cant find the command which I will connect to mesh surface and get the slab). I am also guessing that the number of mesh divisions should be equal to the split of the beams, therefore I am using the same slidebar.
However I don't know why when I select the newly created polylines, the new crosses (from the divide curve) are not turning green.
Best Regards,
Tsvetan…
the way I need it. The nearest items to the repellent curve has to be the lowest in height, though, they have to be entire floors and not cut half way.
I have this array of curves.
To them I mapped that geometry
I introduced a repellent curve
But I could only use it this way. However, I want the height of each item to be divisible into 3. This means that my floors will be 3m high and if I've got a 6-storey-building then this module has to be 18m high. In this each element is different in height and they're very rare integers.
2) Presuming the repellent curve could only cull items I'll then need some script to control the height of the buildings. The height must always be an integer divisible by 3. However, if the repellent curve could solve both issues then I'll be very happy.
Cheers! Thanks in advance!…