David Rutten's Videos (Grasshopper) - Grasshopper 2024-04-25T17:16:35Z https://www.grasshopper3d.com/video/video/listForContributor?screenName=1ak3xlo6iakfj&rss=yes&xn_auth=no Live vs. Dead pixels during a raycast. tag:www.grasshopper3d.com,2017-08-14:2985220:Video:1798379 2017-08-14T23:15:12.079Z David Rutten https://www.grasshopper3d.com/profile/DavidRutten <a href="https://www.grasshopper3d.com/video/live-vs-dead-pixels-during-a-raycast"><br /> <img alt="Thumbnail" height="180" src="https://storage.ning.com/topology/rest/1.0/file/get/2778199973?profile=original&amp;width=240&amp;height=180" width="240"></img><br /> </a> <br></br>Keeping track of live (red) and dead pixels (blue to green) during a raycast process. Number of samples per pixel starts out at 1 and goes up to 512. If a pixel doesn't change more than x% over the course of N updates, it is moved to the dead list and no longer evaluated. This drastically speeds up rendering times by only throwing processing cycles at those pixels that… <a href="https://www.grasshopper3d.com/video/live-vs-dead-pixels-during-a-raycast"><br /> <img src="https://storage.ning.com/topology/rest/1.0/file/get/2778199973?profile=original&amp;width=240&amp;height=180" width="240" height="180" alt="Thumbnail" /><br /> </a><br />Keeping track of live (red) and dead pixels (blue to green) during a raycast process. Number of samples per pixel starts out at 1 and goes up to 512. If a pixel doesn't change more than x% over the course of N updates, it is moved to the dead list and no longer evaluated. This drastically speeds up rendering times by only throwing processing cycles at those pixels that actually change. However the current tolerance settings are too loose.<br /> <br /> This particular test features a gradient background, two triangles with somewhat transparent colours, four solid black quads and two large quads, one with a blur shader and one with a distortion shader. Tumbling Hexagons tag:www.grasshopper3d.com,2017-08-08:2985220:Video:1795788 2017-08-08T22:32:47.372Z David Rutten https://www.grasshopper3d.com/profile/DavidRutten <a href="https://www.grasshopper3d.com/video/tumbling-hexagons"><br /> <img src="https://storage.ning.com/topology/rest/1.0/file/get/2778199729?profile=original&amp;width=240&amp;height=180" width="240" height="180" alt="Thumbnail" /><br /> </a><br />Animation made with new imaging components for Grasshopper 1.0 These components will hopefully soon be available via the Yak package manager in Rhino6. <a href="https://www.grasshopper3d.com/video/tumbling-hexagons"><br /> <img src="https://storage.ning.com/topology/rest/1.0/file/get/2778199729?profile=original&amp;width=240&amp;height=180" width="240" height="180" alt="Thumbnail" /><br /> </a><br />Animation made with new imaging components for Grasshopper 1.0 These components will hopefully soon be available via the Yak package manager in Rhino6. Grasshopper 2.0 (alpha) Colour Picker tag:www.grasshopper3d.com,2017-03-24:2985220:Video:1719563 2017-03-24T00:55:12.833Z David Rutten https://www.grasshopper3d.com/profile/DavidRutten <a href="https://www.grasshopper3d.com/video/grasshopper-2-0-alpha-colour-picker"><br /> <img alt="Thumbnail" height="180" src="https://storage.ning.com/topology/rest/1.0/file/get/2778227493?profile=original&amp;width=240&amp;height=180" width="240"></img><br /> </a> <br></br>Putting the various colour models I coded up together into a single UI. Still a long way to go, but it's getting close to usable.<br></br> <br></br> Colour models implemented so far: sRGB, HSV, CMY, L*a*b*, H*SP (similar to HSL, but with a human-centric luminance metric and non-linear hue angles) and Yxy (aka CIE Chromaticity).<br></br> <br></br> I'm still hoping to add two more… <a href="https://www.grasshopper3d.com/video/grasshopper-2-0-alpha-colour-picker"><br /> <img src="https://storage.ning.com/topology/rest/1.0/file/get/2778227493?profile=original&amp;width=240&amp;height=180" width="240" height="180" alt="Thumbnail" /><br /> </a><br />Putting the various colour models I coded up together into a single UI. Still a long way to go, but it's getting close to usable.<br /> <br /> Colour models implemented so far: sRGB, HSV, CMY, L*a*b*, H*SP (similar to HSL, but with a human-centric luminance metric and non-linear hue angles) and Yxy (aka CIE Chromaticity).<br /> <br /> I'm still hoping to add two more models of my own devising, one that should help with picking nice shades of various browns (ever notice how hard that is in conventional pickers?) and a multi-dimensional object which provides quick access to a whole range of modification axes. CIE Chromaticity Diagram tag:www.grasshopper3d.com,2017-02-26:2985220:Video:1701025 2017-02-26T21:24:06.930Z David Rutten https://www.grasshopper3d.com/profile/DavidRutten <a href="https://www.grasshopper3d.com/video/cie-chromaticity-diagram"><br /> <img src="https://storage.ning.com/topology/rest/1.0/file/get/2778198976?profile=original&amp;width=240&amp;height=180" width="240" height="180" alt="Thumbnail" /><br /> </a><br />Testing all variable visual properties of the Yxy colour model, aka the CIE Chromaticity Diagram.<br /> <br /> This is basically the functionality that will be inserted into the Grasshopper 2.0 colour picker. <a href="https://www.grasshopper3d.com/video/cie-chromaticity-diagram"><br /> <img src="https://storage.ning.com/topology/rest/1.0/file/get/2778198976?profile=original&amp;width=240&amp;height=180" width="240" height="180" alt="Thumbnail" /><br /> </a><br />Testing all variable visual properties of the Yxy colour model, aka the CIE Chromaticity Diagram.<br /> <br /> This is basically the functionality that will be inserted into the Grasshopper 2.0 colour picker. Slider progress tag:www.grasshopper3d.com,2016-12-07:2985220:Video:1653876 2016-12-07T17:35:30.418Z David Rutten https://www.grasshopper3d.com/profile/DavidRutten <a href="https://www.grasshopper3d.com/video/slider-progress"><br /> <img alt="Thumbnail" height="180" src="https://storage.ning.com/topology/rest/1.0/file/get/2778198962?profile=original&amp;width=240&amp;height=180" width="240"></img><br /> </a> <br></br>Slider objects are just about finished. Only thing lacking is the textfield input. This animation shows (in order of appearance):<br></br> <br></br> (0:00) Three types of slider display; knob, bar and grip. The bar slider has an icon associated with it instead of text. The sliders have been added to the same 'bundle', meaning they co-ordinate their layout so that the rail and the grips line up… <a href="https://www.grasshopper3d.com/video/slider-progress"><br /> <img src="https://storage.ning.com/topology/rest/1.0/file/get/2778198962?profile=original&amp;width=240&amp;height=180" width="240" height="180" alt="Thumbnail" /><br /> </a><br />Slider objects are just about finished. Only thing lacking is the textfield input. This animation shows (in order of appearance):<br /> <br /> (0:00) Three types of slider display; knob, bar and grip. The bar slider has an icon associated with it instead of text. The sliders have been added to the same 'bundle', meaning they co-ordinate their layout so that the rail and the grips line up vertically.<br /> (0:06) Numeric popup while dragging a knob.<br /> (0:20) One of the states of the icon can be slaved to the slider value, thus resulting in an animated icon.<br /> (0:30) A slider with named presets and snapping. Presets need not be spaced equally.<br /> (0:40) Slider values can be incremented/decremented by the smallest possible amount using the [-] or [+] keys, or the arrow keys.<br /> (0:53) Sliders can be snapped to the nearest preset using [.]<br /> (1:01) Sliders can be set to the lowest/highest possible value using [Home] or [End]<br /> (1:12) Zooming in increases the accuracy of a slider.