algorithmic modeling for Rhino
I am working on a definition to get surface and give brick wall but the wall model have been heavy weighted due to a lot of brick and it causes problem in rhino
I have tested making mesh box instead of nurbs one but it still heavy weighted.
I also thought about block but seems grasshopper cant recognize block objects!
Is here a solution to have lighter weight model?
Any advice will be appreciated ... Thanks
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In order to use instance definitions (blocks) - and boost tremendously the whole process - you need code. Notify if you think that such an approach could be useful to you.
Note: worth mentioning that linear transformations work on blocks but not morphing ones.
Hi Peter
Thanks for your attention
unfortunately I'm not really familiar with coding
I'm learning phyton language but still at first steps.Could you do me a favor and give me some points that i can keep looking in it !
thank you
Well ... other than Vicente's spot-on notes:
1. Judging from Vicente's screen capture this MAY be a GPU related issue as well (displaying a zillion objects, that is). What graphic board you have?
2. I'll provide soon a plug-and-pray C# example where you input an instance definition and then a classic Plane to Plane transformation (i.e. what the Orient does) takes charge and the blocks are placed accordingly.
3. But ... well... there's absolutely no reason to do this pavement using "real" objects. Are you familiar with displacement mapping Rendering techniques where "depth" is added by the Rendering engine? (creating the "volume" effect: not to be confused with volumetric rendering mind). Modo does this best (and Microstation since Bentley uses the Nexus rendering engine under license from Luxology).
For instance: everything rendered "with depth" that you see hare is fake.
That said and since I never work with Rhino I have no idea how to do this with Rhino or some render plug-in
Hi Peter
Thanks for your worthwhile tips
What do you mean about GPU related issue?I'm using GeForce GT 750M
I'll wait for your C# example and suppose that will be really helpful also you will get more pray ;)
best regards
Well ... go there
http://www.grasshopper3d.com/group/kangaroo/forum/topics/weaving-ca...
and get the latest reply of mine. The one with this test captured (666 pigs ranging from mini to mega).
BTW: GPU: Occasionally a delay MAY occur due to your Graphic board (GH finishes computing things within a reasonable amount of time and a bottleneck occurs because your graphic board struggles to draw things. This of course has nothing to do with a hideous R file size when baking a myriad of the same objects that are NOT instance definitions). I'm not familiar with game boards (I use only Kepler Quadros 4xxx and up) thus is hard to tell if this particular one is good (or bad). Rhino does business with Open-GL mind (not Direct-X).
This should be much faster (without scripting or plugins).
Main things that increase performance:
- Create the box only once (as a 6 faced mesh), then use the orient component to populate it over the surface.
- Make display color opaque in Grasshopper.
- Join all bricks to bake them as a single mesh object.
Hi Vicente
Thanks for sharing your intelligent definition. it works perfect !
Welcome to
Grasshopper
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