Grasshopper

algorithmic modeling for Rhino

Generation of courtyard buildings within a boundary/cell

Hi Guys,

I am a M.Arch. student at the University of Waterloo, Canada. I am working on generation of urban fabric in historic neighborhoods. I am having trouble in understanding how to generate random size of courtyard buildings within a given boundary condition along given streets. Also, assign them with 2-4 storey height, again randomly.

I am attaching the rhino file which shows the kind of fabric I need to generate as well as the boundary within which it needs to be generated and the grasshopper file that shows how a bit of the streets development process. I am a beginner, I hope someone can help me with this!

Thanks in advance!

best,

kanika

Views: 885

Replies to This Discussion

Hello Kanika,

The only way you will get an answer in your question is if someone is really intrigued by your concept idea and takes the times to study your definition in depth until he/she finally locates the point where you need help.

Otherwise you will have to simplify your 3dm and gh files (in rhino: delete everything that is not directly relevant to your question. In Grasshopper: internalize your data right before the part where you are stuck and keep only that part). Also please try to translate your question into a geometric one (for example: given a list of closed polylines, I would like offset them inwards randomly and then extrude them....etc). People don't know what you mean by "micro-communities" or "fabric" and they probably don't care to know at this point.

Make it easy for people to help you.

best regards,

Nikos

As Nikos said.

BTW: what a spaghetti chaos! what all these things do?.

Jokes apart you need (given some user defined access routes/roads/paths/whatever) a random segmentation of the remaining sub-regions? Where are the lot (per property) constrains?

Plan A: This puzzle appears to me like the classic problem to randomly divide a trimmed surface with ... er ... "patterns" (up to a point) that comply to some topological rules. "Kinda" like a 2d Voronoi thing (add some " " more) with "restrictions". I have some stuff that does something on that matter but is solely done with code and I doubt that could be useful to you (unless you speak C#).

Plan B: Pack randomly ("suitable") generated lots collections within the defined sub-boundaries. This is rather challenging I must say and I seriously doubt if it's doable without code. 

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&sou...

Hmm .. spend some time to find some stuff that I've made long time ago (SOLELY with code, no GH components of any kind).

Imagine a boundary (all related volatile data are managed via code as well):

Imagine a primary "boundary access" network also on the fly (and randomly) defined + related volatile data blah, blah (meaning that If you quit GH and reopen the def your last "state" of things is accessed). Then "sub-regions" are created that SUPPOSEDLY don't need any servicing by secondary "roads/paths" (but never say never, he he):

Then the process recursively(*) does segmentation on a per lot basis by working for each "lot set":

(*) this means that Kanika calls Kanika (who calls Kanika ...)

I hear you: by what means are you sure that the lots are suitable for houses? Er... hmm ... can I have the next question please?

Moral: not a task for a beginner that one by any means not to mention "some" lines of code

BTW: The brightest mind (by 1M  miles) of the 20th Century talks.

http://www.hup.harvard.edu/catalog.php?isbn=9780674627512

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