In this tutorial, the idea is to explore the potential of Isovist for urban analysis. Isovist is the surface or volume of space visible from a specific point. This concept has been proposed by Clifford Tandy in 1967 and then redefined by Michael Benedikt. Isovists are very useful to quantify the perception of urban spaces such as opening, closeness, and also useful to define urban envelopes. Isovists help to with non-intuitive solutions for complex problems.
Exporting color scale renderings from Ladybug simulations outside of Rhino after baking can be challenging as most formats tend to lose the colored information. What steps can we take to address this issue?
Grasshopper result
Bake the results from Ladybug.
Export the 3D file to WRML
Check Vertex Colors
Open Blender
Import the WRML file
The file arrives black
Change Material to Attribute to see the color gradient
Transferring Attribute to Texture
First unwrap the geometry
Select shape -> UV Editing
Object Mode -> Edit Mode
Be sure that all faces are selected (it should be orange)
UV -> Smart UV Project
In Shader Editor
Add a Color Attribute, Right Button click to reveal Col
Link Color to Base Color
Add an Image Texture
Click New and choose 2048×2048 resolution
Click OK
Switch Evee to Cycles
Down to Bake
Bake Type Diffuse
Contribution : Color
Select Texture image panel AND Geometry and then click Bake.
It takes time…
Connect Texture Node to Base Color and activate Color Texture
The objective of this tutorial is to acquire fundamental knowledge of Grasshopper through a simple definition that employs various functions and components. The intention is to construct an entire bridge starting from a single point, which will be converted into lines, surfaces, volumes, and ultimately, a bridge. Since all the stages are parametric, it allows for endless possibilities to generate countless variations.
Bridge Length
Let’s start with a point set in {0,0,0}
The bridge will need 3 points, one to start, one to end, this will be the length of the bridge, and in between a point to design the curvature of the bridge. This point will be on the line drawn by the two others and will be able to move along the line and in height.
Now let’s create the point on the line
Add a Point on Curve
We have our 3 points.
Bridge height
The middle one will be raised create the arch. Then, a curve is created linking first, raised midpoint and last
Bridge width
The curve is copied horizontally to obtain the bridge width. This is done by moving the curve Y direction.
Add a Loft to create the bridge deck, Nota, the Relay is put to have a better presentation, create a Relay by double clicking on the Wire.
The bridge can have a thickness by extruding the loft surface.
Railings
Let’s first create the vertical bars that hold the handrail
Finish by transforming lines into solid objects. Here, extruded polygons are used, this is one solution among many. For the handrail, it’s also possible to use a Tube which is easier…but creates more polygons.
Handrail
Whole definition
The bridge at its first definition is done
Feedback
Kindly complete this form to provide feedback on this exercise.
Thank you
to Follow…inserting Parametric Bridge Into Unity.
Laurent Lescop – 3D Viz – Parametric Design – Immersion