David Rutten's Videos (Grasshopper) - Grasshopper2024-04-25T17:16:35Zhttps://www.grasshopper3d.com/video/video/listForContributor?screenName=1ak3xlo6iakfj&rss=yes&xn_auth=noLive vs. Dead pixels during a raycast.tag:www.grasshopper3d.com,2017-08-14:2985220:Video:17983792017-08-14T23:15:12.079ZDavid Ruttenhttps://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&width=240&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&width=240&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 Hexagonstag:www.grasshopper3d.com,2017-08-08:2985220:Video:17957882017-08-08T22:32:47.372ZDavid Ruttenhttps://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&width=240&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&width=240&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 Pickertag:www.grasshopper3d.com,2017-03-24:2985220:Video:17195632017-03-24T00:55:12.833ZDavid Ruttenhttps://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&width=240&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&width=240&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 Diagramtag:www.grasshopper3d.com,2017-02-26:2985220:Video:17010252017-02-26T21:24:06.930ZDavid Ruttenhttps://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&width=240&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&width=240&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 progresstag:www.grasshopper3d.com,2016-12-07:2985220:Video:16538762016-12-07T17:35:30.418ZDavid Ruttenhttps://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&width=240&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&width=240&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.