Grasshopper

algorithmic modeling for Rhino

hello everyone,

I am trying to revolve a curve around each axis of this circles. The thing is that I don't know how to generate a curve that has a shape as the one I drawn.

I just can create a dome using an arc.

I attached a gh file along with the picture, which hopefully explains better what I what to achieve, 

Thanks in advance! :)

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Hi Maja

You don't need the pack K thingy here (overkill) but I've left it intact.

Notify if you need WOW things (random, odd, weird, extra cool, holes, patterns, cats, dogs, whatever).

Surf test data are internalized (but GH can't memorize a thing or two in most of cases > I do hope that in this occasion he did it).

PS: Obviously David should move this thread to Discussions.

best, Lord of Darkness

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Here's the trad update: Added a way faster option (although K2 is a MT thingy, well done Daniel).

BTW: packing circles "in isolation" AND not taking into account the revolving profile (bezier span in this occasion) is kinda like 3rd marriage (clash situations). Easily doable (with code) mind. Notify if you want a full Dark Side V3 update (no components of any kind).

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Thank you,

I'm a bit overwhelmed with everything you just wrote, since I'm new to Grasshopper.

The reason why I'm using Daniels Circle packing thingy is because I want to have circles of different radius packed as dense as possible.

 I appreciate what you did with bezier curve, and I managed to implement it in my old algorithm (I understand it better :)

The thing is that I still can't figure out how to control the curve of the bezier line better so I can get the cross section of the dome to be like in my sketch (jpeg attached above).

Also one thing more, I would like to try to make each dome height to correspond circle radius above which it is being constructed. So bigger the circle- higher the dome above it. I have a list of circles but I am not sure how to separate the radius values and make each height correspond to each radius.. I guess it is a list item but I'm not sure how to apply it

And last thing: is it possible that I make the surfaces that are between the circles (in the gaps) - to go a bit lower and also have a curved surface- like in this jpeg of a table which i'm attaching:

thank you

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Well ... appears that V3 is unavoidable (with the capabilities that you've asked). I'll overpass completely my friend's stuff (sorry Daniel, next time, he he).

BTW: for a half bell curve profile > see this : we need a control on the top circle radius > just imagine a smallish top circle (and these bezier span settings captured) > your dream profile. Easy.

BTW: for the crazy egg I have code that does any imaginable distortion on any imaginable surface List ... but is a bit complex to handle and it's solely in C# (no GH component of any kind around).

BTW: Do you speak C#?

BTW: Are you an artist of some sort?

more soon

BTW: With regard the C# mentioned that does lunatic stuff on surfaces see these (animated just 2 of the 10 available sliders)

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Get this V3 as a tech-preview rather than a solution useful to you (since I've switched to C# to do it: far easier/faster for me).

If is what you want with regard the manipulating capabilities/options (forget the clash for the moment AND the crazy egg distortion) I could convert it in components.

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When it comes to height size being affected by radius size - this is perfect. 

The bezier curve solution is also good, I managed to make desired shape.

If you could convert this in Grasshopper components that would be it.

Those videos look interesting -unfortunately I don't speak C#.. But I'm thinking about learning scripting language that would help me with parametric design (either processing, python, or VB for Grasshopper- if you have any idea where to start from, please do suggest!)

And sort of artist- architecture student.

Yikes > the convert thingy > utterly boring but what can I do? [in the Name of Brotherhood, he he].

The "videos" in fact expose 2 "classes" out of a million that you can do with Nurbs control points. Anyway this is made for AEC purposes (wavy roofs/envelopes and the likes) and is classified as internal (but I could provide a "light" version).

To give you a very rough idea: C# rebuilds first any input list of nurbs > then samples the control points in a tree > then excludes (or not) the "peripheral" points (case: closed in U/V surfaces) > then "picks" some of them according a rather vast variety of options (~30) > then modifies these either individually (that's only possible with code and it's a bit tricky) or via any collection of push/pull attractors or randomly or ... > then "joins" the 2 sets together (modified + unmodified) > and finally does the new nurbs. Only 456 lines of code that one.

With regard the Dark Side: C# would be my recommendation (P is ala mode, mind) for a vast variety of reasons (less than 10% of them are GH related).

If you decide to cross the Rubicon:

How to go to hell (and stay there) in just 123 easy steps:

Step 1: get the cookies

The bible PlanA: C# In depth (Jon Skeet).

The bible PlanB: C# Step by step (John Sharp).

The bible PlanC: C# 5.0 (J/B Albahari) > my favorite

The reference: C# Language specs  ECMA-334

The candidates:

C# Fundamentals (Nakov/Kolev & Co)

C# Head First (Stellman/Greene)

C# Language (Jones)

Step 2: read the cookies (computer OFF)

Step 3: re-read the cookies (computer OFF)

...

Step 121: open computer

Step 122: get the 30 steps to heaven (i.e. hell)

Step 123: shut down computer > change occupation/planet

May The Force (the Dark Option) be with you.

 

BTW: Added a rather naive demo way (Plan B: Loft with 3 circles)  to stay "inside" Daniel's stuff and "avoid" clash situations ... actually this is ultra stupid because:  blah, blah and blah ... but for the moment we could pretend that this IS the holly grail. The right way to do it (with bezier span) is quite complex: forget it for the moment.

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BTW: Since you after deforming thingies > try this as well (Load Rhino file first). There's some Dark Side stuff inside (Case 2) but you can't teach an old dog new tricks.

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looks very crazy (complicated)

But if I understood you well, I thought you were gonna translate that C# script (by the Lord), which was defining the bezier span, heights etc...   in GH components?

Complicated? you ain't see nothing (yet), he he - anyway is 10M times "better" than 456 lines of code.

BTW: I know that I've promised the conversion ... but in the mean time 2 good Samaritans are found ... and that releases me (I do hope) from that "pleasant" task.

Get a minor bug fix (top vector amplitude) + the madeInChina option (little hole on top left for allowing the rain cooling the head).

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