LouverShades - _dist_between_ issue

Hi,
It can be that my understanding of the dist_between input of the LouverShades component is wrong. I can’t get it to work.
I’m setting the number of shades and i want to set also the distance between them. What i get is that the distance applied equals the depth of the shade.

what I’m getting wrong here?

Thanks,
-A.

Hi @AbrahamYezioro!
I tried to replicate the ‘distance applied equals the depth of the shade’
But I think things are working correctly on my end?
louver_distance
I don’t know if/how helpful that will be.
Do you have a file you can share?
best
-trevor

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Hi @TrevorFedyna ,
It was helpful. Thanks.
I’ve built a script a bit “messy”/complicated and i was expecting some results but get something else.
Long story short: Setting the number of shades and distance between them “respects” the number and the distance (for some cases the window is not fully covered with louvers).
Not setting the number of shades fill the window with louvers at the specified distance (which is the outcome i wanted).

Thanks for helping me clarifying concepts of use of this component.
-A.

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Hi again,
This time i think i can show the initial issue.
@TrevorFedyna when defining just one window, or windows on the same orientation, everything works as expected.
The issue arises when I want to have different definitions for each orientation. I try to control each input using the FacParam component. The input that “fails” to allow full control is shade_count.
This is the first state that works fine, where the shade_count and dist_between are set:


The result is that the number of shades is kept even though for some cases part of the window is not covered with louvers. This is OK.
The issue appears when I want that that all windows will be covered with louvers. If i disconnect the shade_count input it works ok, like so:

But if I want the hybrid option, some orientations fully covered and other don’t, I can’t find the way to do so. If I disconnect some the shade_count from some orientation or set the input to 0, then this orientation don’t get any louver at all, like so:

Is there a way to make this work?
Hope this time the description is clear enough.
Attached the simplified file for testing.
Thanks,
-A.

CheckLouversIssues.gh (61.3 KB)

Hi @AbrahamYezioro,

Could you fix this problem? Because I faced the same problem but I could handle that. It somehow needs a little knowledge of data tree structure. You did not need to add so many “HB Facade Parameters” only one sometimes works well.

Hi @mehrzad_samadi88 ,
It was a while ago since I last tried.
Don’t think I get this solved properly. Can you elaborate or set your workflow in the file I uploaded?
Thanks,
-A.

Sorry for my late reply,
Sure, let me check your file and then I will explain.

Hello again,

At first I have to appologies because I didn’t understand your problem, first time I read and thought you had exactly the same problem that I had these couple of days. However, as I said I could find the way out and I will explain below.

Ok, so when you add four, three, or two sides to ‘HB Facade Parameter’ it totally looks for same number of parameters for each input.

But, sometime when you add new ‘HB Facade Parameter’ with x number of parameters to each input, it might sounds like you are grafting it! Like there are four branches (sides) and in each branch there are four items like vertical boolean, depth, _win_height, _sill_height, etc. (Till here both your setup also works somehow fine! But it can be smoother if you don’t add so many 'HB Facade Parameter’s.

*** I couldn’t share the video I recorded. ***

So now about the shade count, when you use ‘HB Facade Parameter’ with a defined ratio, you have to play with ‘dist_between’ and ‘_shade_count’ at the same time. Because if you don’t, it is like the code behind it is implicitly calculating and setting the numbers based on the default or possible values. As you can see in the image below :point_down: :point_down: :point_down:

When you have low value for distance, you can have more shaders. but,

when you have a distance like 0.5, it can’t add more number of shaders. This method applies to all of the directions based on the ratios and subdivisions you add to their specific input.

All you need to do is to be patience and a precise.

*** Because I am new here I couldn’t share the file but if you couldn’t get it through the screenshots or text, just let me know.

Peace,
Mehrzad

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Hi @mehrzad_samadi88 ,
First of all thanks for the effort looking into the issue.
Fromm all of it I understand that the solution is related in the relation “shade_distance and number of shades”. Playing with them will give the answer to my issue. It was under the nose and seems to be I didn’t pay enough attention to it.
Best regards,
_A.

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Yes, but when you are using ‘hb facade parameter’ and have approximate dimensions for windows, using ‘ratio’.

Hope it works well for you,
Mehrzad