AIR
ALGORITHMIC SKETCHBOOK Ng Tze Way 737960
Christopher Ferris
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CONTENT LIST| WEEK 1 - VASE WEEK 2 - POINT | CURVES | SURFACES WEEK 3 - PATTERNING LISTS WEEK 4 - RECURSIVE DEFINITION WEEK 5- RECURSIVE ANEMONE DEFINIITION WEEK 6 - UNITY FPS
WEEK 1 LOFTED VASE
LOFT + 3 CURVES Simple loft with 3 curves . Through grasshopper , i was able to edit and move control points of curves with immediate lofted surface preview. Within grasshopper’s loft component’s option , the loft types can be changed. The 2nd iteration is a product of moving control points whilst 3rd iteration is a product of changing loft type to “straight”.
LOFT + 6 CURVES More sophisticated loft product using 6 curves. The form looks less abstract and more defined. The same iterations steps were carried out as previous method.
LOFT + OCTREE Continuing from the 3 curves loft output ,populate geometry is connected to the output, creating points around the lofted surface . The points are then connected to Octree triangulation to create boxes containg the points. Further iterations are created by deleting some boxes. Inputs are inserted to create square boxes instead of default rectangular while the Group,’G’ are changed to vary the number of points allowed within a box.
LOFT + VORONOI 3D Continuing from the 3 curves loft output ,populate geometry is connected to the output, creating points around the lofted surface . The points are then connected to Voronoi 3D that creates cells around points . Same as Octree, fruther iterations are created by deleting some cells. Different shapes are produced by changing ‘Count’(N) for Populate Geometry input which changes the number of points. The final iteration uses 20 count.
WEEK 2 POINTS | CURVES | SURFACES
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POINT
LO
LINE Z-AXIS LENGTH
CLOSED LOFT
CONTOUR
OFT X/Y/Z AXIS DISTANCE
END POINTS
POINT
EX PO
VORONOI RADIUS BOUNDARY GEOMETRY
POINT(S) GRAFTED
XTRUDE OINT
DIVIDE CURVE
BREP EDGES COUNT
RAIL REVO
NURBS CURVE
POINT DEGREE
RAIL AXIS RAIL CURVE
L OLUTION
BREP WIREFRAME
MULTIPLE CURVES X
WEEK 4 RECURSIVE DEFINITION
W5
Recursive Anemone
input curve is scaled , rotated and moved at random factor. when the output of a function is used as input , the pattern is repeated. Random number value used is more than the geometry input thus more than 1 result is produced even though only 1 geometry is inputted.
Recursive Anemone
something similar to the fractal pattern, the circle is divided to find pt which are used as centroids to form more circles in smaller size, which are then moved in z-axis , and repeated again and again until it all clumps up in oversize.
W5
WEEK 5 ANEMONE RECURSIVE
W5
Recursive Anemone
Recursive Anemone
W5
Following the l-system loops video using hoopsnake, i used the anemone repetition to get the loops instead using the same predefining definition. The variable parameters are the x,y,z coordinates . The figure on the left is the result of tweaking the said parameter to a non-similar value of each x,y,z.
WEEK 6 Unity
W6
UNITY
perspective view of FPS
UNITY
W6
directly underneath FPS