ll geometry.
The difference with programs like Inventor is that they are made for production, regardless of the fabrication method. I won't go into detail about that, and instead focus on the modeling process.
In this little model, the starting point actually is a bit obvious, the foundation.
The only contents in the 3dm file are 27 lines. These indicate the location of each footing, and the direction of the tilt of each column. Everything else is defined in GH with the use of numbers as input parameters.
Needless to say, instead of those lines you could obviously generate lines and control the number of columns and panels, hence establish their layout, with any algorithmic or non-algorithmic criteria you please. That marks a major difference between GH and Inventor.
You can generate geometry with Inventor via scripting/customization (beyond iLogic), with transient graphics for visual feedback similar to GH's red-default previews. However Inventor's modeling functions are not set to input and output data trees. I won't go into detail on that, but suffice to say that the data tree associativity of GH was for me the first major difference I noticed. I've used other apps with node diagram interfaces like digital fusion for non-linear video editing since the late 90's, so the canvas did not call my attention when I first started using GH.
Anyways, here's a screen capture of the foundational lines:
In the first group of components, the centerlines of the rear columns are modeled:
And the locations in elevation for connection points are set. Those elevations were just numbers I copied from Excel, but you can obviously control that any way you please. I was just trying to model this quickly.
The same was done for the rear columns:
The above, believe it or not, took me the first 5 hours to get.
Here's a screen capture of what the model and definition looked like after 4 hours, not much:
If you're interested, next post I can get into the sketching part you mentioned, which is a bit cumbersome with GH, but not really.
I wouldn't say that using GH to do this little model was cumbersome, it just needed some thinking at the beginning. You do similar initial thinking when working with a feature-based modeler.…
Added by Santiago Diaz at 12:44am on February 24, 2011
edit 29/04/14 - Here is a new collection of more than 80 example files, organized by category:
KangarooExamples.zip
This zip is the most up to date collection of examples at the moment, and collects t
ers and researchers, programmers and artists, professionals and academics who come together for 4 days of intense collaboration, development, and design.
The sg2012 Workshop will be organised around Clusters. Clusters are hubs of expertise. They comprise of people, knowledge, tools, materials and machines. The Clusters provide a focus for workshop participants working together within a common framework.
Clusters provide a forum for the exchange of ideas, processes and techniques and act as a catalyst for design resolution. The Workshop is made up of ten Clusters that respond in diverse ways to the sg2012 Challenge Material Intensities.
Applicants to the sg2012 Workshop will select their preferred cluster from the following:
Beyond Mechanics
Micro Synergetics
Composite Territories
Ceramics 2.0
Material Conflicts
Transgranular Perspiration
Reactive Acoustic Environments
Form Follows Flow
Bioresponsive Building Envelopes
Gridshell Digital Tectonics
More information about the Workshop and Clusters can be found here:
http://smartgeometry.org/index.php?option=com_content&view=article&id=116&Itemid=131
The application process will close on January 15th, 2012.
Full Fee $1500
Reduced Fee $750
Scholarship Fee $350
Fees include attendance to both the workshop and conference from March 19th-24th.
Reduced Fee and Scholarships are available only for Academics, Students and Young Practitioners, and are awarded during a competitive peer review process.
sg2012 takes place from 19-24 March 2012 at EMPAC (http://empac.rpi.edu/) and is hosted by Rensselaer Polytechnic Institute in Troy, upstate New York USA. The Workshop and Conference will be a gathering of the global community of innovators and pioneers in the fields of architecture, design and engineering.
The event will be in two parts: a four day Workshop 19-22 March, and a public conference beginning with Talkshop 23 March, followed by a Symposium 24 March. The event follows the format of the highly successful preceding events sg2010 Barcelona and sg2011 Copenhagen.
sg2012 Challenge Material Intensities
Simulation, Energy, Environment
Imagine the design space of architecture was no longer at the scale of rooms, walls and atria, but that of cells, grains and vapour droplets. Rather than the flow of people, services, or construction schedules, the focus becomes the flow of light, vapour, molecular vibrations and growth schedules: design from the inside out.
The sg2012 challenge, Material Intensities, is intended to dissolve our notion of the built environment as inert constructions enclosing physically sealed spaces. Spaces and boundaries are abundant with vibration, fluctuating intensities, shifting gradients and flows. The materials that define them are in a continual state of becoming: a dance of energy and information. Material potential is defined by multiple properties: acoustical, chemical, electrical, environmental, magnetic, manufacturing, mechanical, optical, radiological, sensorial, and thermal. The challenge for sg2012 Material Intensities is to consider material economy when creating environments, micro-climates and contexts congenial for social interaction, activities and organisation. This challenge calls for design innovation and dialogue between disciplines and responsibilities. sg2010 Working Prototypes strove to emancipate digital design from the hard drive by moving from the virtual to the actual in wrestling with the tangible world of physical fabrication. sg2011 Building the Invisible focused on informing digital design with real world data. sg2012 Material Intensities strives to energise our digital prototypes and infuse them with material behaviour. They have the potential to become rich simulations informed by the material dynamics, chemical composition, energy flows, force fields and environmental conditions that feed back into the design process.
More information can be found at http://www.smartgeometry.org
Follow us on Twitter at http://twitter.com/smartgeometry…
Added by Shane Burger at 12:29pm on December 13, 2011
akes the linear regression of the Schroeder integral over 30 dB worth of decay. Whether it is T-15 or T-30, they all seek to estimate the RT, which is always always the time it takes for sound to decay 60 decibels.
The website has benchmarks, for your reference. You can find them under the 'Pachyderm' drop down menu, under 'Benchmarks'.
Your model may well require millions of rays to be accurate. It sounds like a very large space. I'm sorry if that is an unpleasant answer. Sometimes it does help to have a computer with more cores to help with this. I have gotten up to 90% processor usage on a 12 core machine before.
Arthur…
hat differ in shapes, sizes and height the facade would be a mess. Some spaces need some light while other can't have any. I would like to have full freedom of creation inside the building, to make it as functional as possible. Thats why i decided the parametric "skin" solution would be best. Since the location has industrial past (factories made of brick) i decided that brick would give interesting result.
I tried creating the definition on my own but since i lack skill in GH i got some problems (especially multiplication of bricks and the diffrence between each "level" (half a brick on y axis) caused problems for me.
I post my simple sketch explaining the idea of definition i would like to create (sorry about quality):
1 - Brep - I would like to use 25x12x6cm (classic brick) but as well experiment with diffrent shapes - like the one on the right with hole inside - that would give more light. Thats why i think the best solution would be using brep for this definition.
2- Multiplication - biggest problem for me - I don't know how tall the wall would be, what will be the final shape of Brep (brick) and that's why i would like to manipulate this with sliders as well. All the walls are flat (maybe it would be easier to use surface?). As i managed to multiply the bricks easy way i don't know how to gain control over height of the wall - for example that it is 30 bricks high, but has each second row moved on x axis by the distance of 1/2 brick. I tried using Series but with no success. Could you help me with that please?
3 - Rotation - i would like to use image sampler for that so i can "paint" where i want more sun and where i dont need it at all (black and white). The rotation has to be limited to 180 degrees as well. Obviously i didn't get here yet, but i never used image sampler so if you could give me some advice how to use component and how to create such images i would be really grateful.
4 - More of a concept thing - since the connection angles differ from 90 degrees i will have to figure out how to connect the parts of the wall at sides ;).
I would like to ask you for help with the defintion, since i am totally stuck at step 2. I post what i came up with so far. Thank you for your time and help!
PS. I post an image that is pretty similar to one of options i would like to check for my building.
…
o está dirigido a estudiantes de arquitectura y diseño de interiores, recién titulados y profesionales interesados en el software o que necesiten conocer las herramientas básicas de las que dispone el programa en los diferentes ámbitos y cómo enfocarlas a arquitectura.
Descripción:El contenido del curso enseñará a utilizar el programa de diseño Rhinoceros 3D aplicando su metodología de trabajo en el campo de la arquitectura, básandose además de la creación de pequeños elementos paramétricos para controlar el diseño y acabar renderizando las geometrías 3d con V-Ray para Rhino.
El curso consta de 3 módulos de 12h de duración cada uno (que pueden realizarse juntos o por separado) en los cuales se profundizará en herramientas de Rhino, Grasshopper y V-Ray a medida que se realizan casos prácticos sobre proyectos arquitectónicos.Se pretende establecer un sistema de trabajo eficiente desde el inicio del modelado hasta la posterior creación de imágenes para documentación del proyecto.
Módulo Rhinoceros Arquitectura:• Conceptos básicos e interfaz de usuario Rhino• Introducción al sistema cartesiano en Rhino• Clases de complejidad de geometría• Importación/exportación de archivos compatibles• Topología NURBS• Trabajo con Sólidos• Estrategias básicas de Superficies• Introducción a Superficies Avanzadas
Módulo Grasshopper:• Conceptos básicos e interfaz de usuario Grasshopper• Introducción a parámetros base y componentes• Matemáticas y trigonometría como herramientas de diseño• Matemáticas aplicadas a creación de Geometría• Introducción a listas simples• Análisis de Superficies y Curvas• Dominios de Superficies y Curvas• Panelado de superficies• Manejo de listas y componentes relacionados• Modificación de panelados en función de atractores• Exportación/Importación de información a Grasshopper
Módulo V-Ray para Rhinoceros:• Conceptos básicos e interfaz de usuario V-Ray• Vistas guardadas• Materiales V-Ray• Materiales, creación y edición• Iluminación (Global Illumination, Sunlight, Lights)• Cámara Física vs Cámara default• Canales de Render• Postprocesado básico de canales
Detalles:Instructores: Alba Armengol Gasull y Oriol Carrasco (SMD Arquitectes)Idioma: CastellanoHorario: 22 JULIO al 26 JULIO 2013 // 10.00 – 14.00 / 16.00 – 20.00Organizadores: SMDLugar: SMD lab, c/Lepant 242 Local 11, 08013 Barcelona (map)
Software:Rhinoceros 5Grasshopper 0.9.00.56V-Ray 1.5 for RhinoAdobe Photoshop CS5Links de versiones de evaluación de los Softwares serán facilitadas a todos los asistentes. Se usará unica y exclusivamente la versión de Rhino para PC. Se ruega a los participantes traer su propio ordenador portátil.
Registro:Modalidad de precio reducido por tres módulos 275€Posibilidad de realizar módulos por separado 99€…
h, and using the BScale and BDistance are creating havoc somehow too. I've simplified first, and used the Kangaroo Frames component along with setting internal iterations, to make MeshMachine act like a normal component, along with releasing the FixC and FixV. The FixV didn't make any sense anyway. I've also set Pull to 0 to speed it up during testing, since much less calculation is involved to just let the meshes collapse, prevented from disappearing altogether by using a mere 15 iterations.
Also, your breps are open so that allows much more chaos and then collapse, though they did manage to close themselves too at times. Here is closed breps with a full 45 iterations:
So now that it's working, lets re-Fix the curves, and the problem arises that there is an extra seam line that is getting fixed too, running along the cylinder, stopping the mesh from pulling tight under tension wherever a vertex happens to be near that line:
So lets grab only the naked edge curves instead:
And what happens if we lose the end caps, now that we don't have an extra line skewing the result?:
There is no real curvature differences since it's not a curvy brep so the Adapt at full 1 setting has little to do. Now what does the BScale and BDist do? Nothing! Why? Your scale is out of whack, 99 mm high cylinders but only a falloff maximum of about 5, so let's make the falloff be 25 instead, but I must restore the end caps or the meshes collapse away for some reason and freezes Rhino for a minute or so the first time I try it:
It's a start.
If I intersect the cylinders, nothing changes, since they are being treated as separate runs. MeshMachine outputs a sequence of two outputs though, due to Frames being set to a bare minimum of 2 needed to get it to work, so I filter out the original run, which is just the unmodified initial mesh it creates.
The lesson so far is that closed meshes are much less prone to collapse and glitches leading to screw ups.
A Boolean union of the cylinders is when it gets funner, here show with and without the fixed curves that seem to define boundaries too where really there are just polysurface edges:
…
Introduction to Grasshopper Videos by David Rutten.
Wondering how to get started with Grasshopper? Look no further. Spend an some time with the creator of Grasshopper, David Rutten, to learn the
mplex the models are. If we are running multi-room E+ studies, that will take far longer to calculate.
Rhino/Grasshopper = <1%
Generating Radiance .ill files = 88%
Processing .ill files into DA, etc. = ~2%
E+ = 10%
Parallelizing Grasshopper:
My first instinct is to avoid this problem by running GH on one computer only. Creating the batch files is very fast. The trick will be sending the radiance and E+ batch files to multiple computers. Perhaps a “round-robin” approach could send each iteration to another node on the network until all iterations are assigned. I have no idea how to do that but hope that it is something that can be executed within grasshopper, perhaps a custom code module. I think GH can set a directory for Radiance and E+ to save all final files to. We can set this to a local server location so all runs output to the same location. It will likely run slower than it would on the C:drive, but those losses are acceptable if we can get parallelization to work.
I’m concerned about post-processing of the Radiance/E+ runs. For starters, Honeybee calculates DA after it runs the .ill files. This doesn’t take very long, but it is a separate process that is not included in the original Radiance batch file. Any other data manipulation we intend to automatically run in GH will be left out of the batch file as well. Consolidating the results into a format that Design Explorer or Pollination can read also takes a bit of post-processing. So, it seems to me that we may want to split up the GH automation as follows:
Initiate
Parametrically generate geometry
Assign input values, material, etc.
Generate radiance/ E+ batch files for all iterations
Calculate
Calc separate runs of Radiance/E+ in parallel via network clusters. Each run will be a unique iteration.
Save all temp files to single server location on server
Post Processing
Run a GH script from a single computer. Translate .ill files or .idf files into custom metrics or graphics (DA, ASE, %shade down, net solar gain, etc.)
Collect final data in single location (excel document) to be read by Design Explorer or Pollination.
The above workflow avoids having to parallelize GH. The consequence is that we can’t parallelize any post-processing routines. This may be easier to implement in the short term, but long term we should try to parallelize everything.
Parallelizing EnergyPlus/Radiance:
I agree that the best way to enable large numbers of iterations is to set up multiple unique runs of radiance and E+ on separate computers. I don’t see the incentive to split individual runs between multiple processors because the modular nature of the iterative parametric models does this for us. Multiple unique runs will simplify the post-processing as well.
It seems that the advantages of optimizing matrix based calculations (3-5 phase methods) are most beneficial when iterations are run in series. Is it possible for multiple iterations running on different CPUs to reference the same matrices stored in a common location? Will that enable parallel computation to also benefit from reusing pre-calculated information?
Clustering computers and GPU based calculations:
Clustering unused computers seems like a natural next step for us. Our IT guru told me that we need come kind of software to make this happen, but that he didn’t know what that would be. Do you know what Penn State uses? You mentioned it is a text-only Linux based system. Can you please elaborate so I can explain to our IT department?
Accelerad is a very exciting development, especially for rpict and annual glare analysis. I’m concerned that the high quality GPU’s required might limit our ability to implement it on a large scale within our office. Does it still work well on standard GPU’s? The computer cluster method can tap into resources we already have, which is a big advantage. Our current workflow uses image-based calcs sparingly, because grid-based simulations gather the critical information much faster. The major exception is glare. Accelerad would enable luminance-based glare metrics, especially annual glare metrics, to be more feasible within fast-paced projects. All of that is a good thing.
So, both clusters and GPU-based calcs are great steps forward. Combining both methods would be amazing, especially if it is further optimized by the computational methods you are working on.
Moving forward, I think I need to explore if/how GH can send iterations across a cluster network of some kind and see what it will take to implement Accelerad. I assume some custom scripting will be necessary.…
ou will see all of the available components on a ribbon at once so there is no need to keep clicking drop down menus.
It's all about discoverability with GH. What if you're a beginner and don't know about the Create Facility (dbl click canvas) how can you find Extr?
Even if you hover over every component or use the drop down lists you will not see the name Extr appear anywhere.
Sure it makes sense that Extr is short for Extrude but it's also the Nick Name of Extrude to Point component
So you can easily miss the fact that one has a Distance Input verses a Point Input.
I think I made the move to Icons around about the move from version 0.5 to 0.6, possibly before. I initially thought that I would go back to text because I loved the mono chromatic look of the text but I soon realised that Icons were the way forward. The greatest benefit is speed. You don't need to digest and decipher every component (which is written 90 degrees to the norm).
I'm not saying you should move to Icons forthwith but at least consider that once you have a better knowledge and understanding of GH, Icons will set you free.
My top ten tips that I would highly recommend to anyone wanting to better themselves with GH.
1) Turn on Draw Icons
2) Turn on Draw Fancy Wires
3) Turn on Obscure Components
4) Use the Create Facility like a Command Line eg "Slider=-1<0.75<2" or "Shiftlist=-1"
5) Use Component Aliases to customise your use of the Create Facility eg giving the Point XYZ component an alias of XYZ will bring it up as the first option on the Create Facility as opposed to the other possibilities.
6) Try to answer other people's questions even if it's not relevant to your own area. By looking into solving a problem outside of your comfort zone and then posting your results it is very rewarding but it also lets you see the other approaches that get posted in a new light.
7) Take the time to understand Data/Path structures.
8) Buy a second monitor - There is nothing that can compare to real estate when working in Grasshopper.
9) Read Rajaa Issa's Essential Mathematics
10) Pick a panel in a tab on the ribbon and get to know every component inside and out and then move on. Start with the Sets Tab > List Panel…