Algorithmic sketchbook

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ALGORITHMIC SKETCHBOOK

Rebecah WIesner 698312

ARCHITECTURE DESIGN STUDIO AIR




WEEK #1 Exploring lines, curves and lofting surfaces

SET #1

SET #2

SET #3


This week I explored the basic commands of lines and lofting in both Rhino and Grasshopper to make surfaces and walls. I found that using more curves or lines to create the loft gave me greater control of the object and made it easier to adapt and change the surface and shape. This helped move towards more interesting outcomes. I find the last loft in set 3 the most interesting as it seems to resemble a leaf. I have assessed each outcome in relation to aesthetics, flexibility and uniquness as I feel these are important aspects of a successful design.


Experimenting with Triangulation



Rendering with VRAY and Rhino


This page shows some of the forms I created along with some rendering experimentation. Using VRAY I looked at different textures and colours to see what outcomes I could create. I’m not too happy with the bright outcomes or the green/brown colours and in the future I will stick to rendering with light colours, particularly white.


WEEK #2

Exploring morphing geometries, contouring and surfaces



This week I looked into more complex surfaces and how they could form basic garments. I found this quite interesting as it involved making the surfaces around the form of human being. I also experimented with creating 3 dimensional patterns on these surfaces by morphing geometries onto them.


The triangular geometries give the garments a parametric look that is intriguing, while the circular geoetries form a cain-like surface that is quite interesting, particularly in the hooded garment as it gives it a medieval look.


Contouring Undulating Surfaces



Creating and Manipulating Meshes

This page shows some experimentation with changing mesh surfaces and how they can be manipulated in many more different ways compared to nurbs surfaces. I found this exercise quite interesting as it allowed me to change the forms until I was happy with the output.



Detail Joints

These images show examples of basic detail connection pieces that bring multiple surfaces together by letting one object slot into another. These connections are quite simple and produce very basic outcomes, but I feel as though once the connecting surface become more complicated, the connection points will need to become more detailed and carefully thought out to create a smooth flow from one piece of the design to the next. This could potentially produce some interesting outcomes.



WEEK #3 The three images below show an undulating surface in the form of a garment (dress) with three different patterns on it. Using Voronoi and Cull Patern components I found it quite easy to change the pattern, however I was not able to create the variety of patterns I would have liked to. Using these simple commands I found that it was quite difficult to move away from a pattern that appered similar to reptile skin.

Cull Patterns


Image Sampling When I think of Merri Creek I think of nature and open air. The image below was chosen as it shows what appears to be a fast flowing creek and I feel as though similar sights could be found at Merri Creek, most likely when the creek has high water levels just after it has rained. I like this image as the water seems clear, pure and peacful although it’s moving at such a fast rate. I also really like the contrast between the water and the surrounding environment. The photograph to the right does not directly relate to the site of Merri Creek, however it shows the incredible detail that can be found within nature, something I absolutley love. It also represents something light and open, something that can easily be changed by the other natural forces around it, and I think this is a facinating process. I would love to be able to find such peaceful, pure and detailed images at Merri Creek, but it may be a challenge due to the high amount of human interaction.


These experimentations show how the image sampler can be used to create some interesting patterns by using the contrast of a picture to determine the size of objects. The outcomes with geometries that do not overlap seem to be more clear and could easily be used to determine patterns on a variety of surfaces. The overlapping geometries make the overall picture less readable and can make the image look crowded, however some of the examples can still create interesting patterns where the objects colide.



WEEK #4

Experimenting with Fractals

I found the concept of this exercise quite interesting, however the original outcomes produced images that appear to be very plain and somewhat boring as the faces of the smaller fractals eventually join to the larger ones to produce one single face. The images on the right provide much more interesting outcomes as the faces are broken up into smaller pieces of more exciting geometries. My geometry is transparent allowing glimpses of the other sides through the predominant face. I would have liked to see the comparision between this and a solid geometry, which I had trouble producing.



Point Charge and Field Components





WEEK #5


Field Patterns


Biothing - Seroussi Pavilion



WEEK #6 DATA TREES AND TREE MATCHING Data trees and data matching is a kind of vocabulary for Grasshopper - it’s the way it speaks, a language. In Grasshopper objects are placed in a list. The different lists of data are organized in a data tree structure where every branch and data content of the branch have an index number. If a tree has seven branches, they will be numbered from zero to six, and each item in the list of each branch will be numbered in the same way. The data tree is the hierarchical organization of the data. This can be a variety of data such as surfaces, curves, points, etc. The interaction of data will only take place if the data lists are at the same level of the data tree or trees. This means that the data on branch number two of one object will only speak to branch number two of another object. In this case, the manipulation and editing of data trees is essential in getting the correct data items to speak to each other.

Flatten Tree This command restructures the data tree by deleting all the branch information and putting all the data together in the root of a data tree. This allows for complete restructuring of the tree. Graft Tree This command restructures the data tree by adding a branch to each item. Simplify Tree This command gets rid of any overlapping by shared branches resulting in a simplified data tree. Shift This command is similar to the flatten command, however it allows for data to be moved one of two branches lower or to collapse the data into a single branch. Explode Tree This works similar to the flatten tree option however it will create a list of every branch instead of putting all the information of all the branches in one list. Param Viewer This allows the data to b viewed as a tree formation instead of a list. Panel The panel is a box in Grasshopper that displays the list of data for an object. Reverse This command reverses all the data within a list.


Path Mapper


ARM - Portrait Building



WEEK #7


Aqua Tower






WEEK #8


Designing a Garment


Prototyping



WEEK #9


Designing a Garment


Refining the Design



WEEK #10


Creating a Joint System


Prototyping



WEEK #11


The Final Design


The Final Design



WEEK #12


Further Design Potential





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