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Brick Wall by Tigran Kostandyan

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The process of iterative design became the main element in the development of this project, the brick wall. During the sequence of design, I came to a point of realization that evaluating more than 500 iterations was essentially impossible. However, the use of animation made it possible for me to find the best 16 walls, which are presented here.
The objective for the process was to discover happy accidents, or in other words, manifestations of repetitive endeavor. The end goal became a search for a frame in animation that was aesthetically pleasing.



All 725 wall iterations are based on the drapery simulation. Using parametric modeling tools, the data from drapery simulations was transferred to brick rotation angles.


The bathing pavilion is an elaboration on the brick patterning research done earlier. It incorporates the brick pattern with a more complex form in order to create a unique spiritual space. The final project becomes a morph of brick system and wooden panels, creating a unique condition from the interaction of those two systems. 






Architecture Distortion Simulation of Gravity

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Tower, skyscraper, Los Angeles, LA, Sci-Arc, Southern California Institute of Architecture, Danny Karas, thesis project, US
SOFI is thesis project done by Danny Karas, at SCI-Arc – Southern California Institute of Architecture, dealing with issues of modern skyscrapers. In analysis of the modern tower there is traditionally an aesthetic agenda that localizes itself in a “shoes” or “hat” location. The tower typology has ignored the possibility of a center distortion. This distortion acts as an aesthetic element as well as an organizational-programmatic locator. By designing from the middle out there is a chance for the building to better blend with its context by keeping the processional elements in the center. Entrance and roof conditions mimic their tower surroundings and give a moments rest in the exuberance of design.
This proposal creates a center distortion and layers form through a simulation of gravity. The skin is designed to be perceived as more of a lacy volume hiding the inner-mass yet in the right light disappearing and letting the inner monster emerge. The inner void acts as a way of creating a Secretary oriented office program rather than a traditional first floor security, freeing up the center of the building to the public. The project looks to rationalize itself through components rather than a monolithic form. By focusing on the parts to whole relationship the project adapted to the concept of build-ability in its panel size and something as banal as the curvature limits of steel. These elements of design while “unsexy” add up to a rational that helps the brain rationalize the digital grotesque of SCI-Arc into something more place-able.
This project is a statement of the speed and quality that digital design can create and how this revolution of speed can give the architect a greater chance to impact that project outside of pure form making. Architect’s can now impact design into the later stages sooner and potentially prevent some value engineering and hopefully stop the slow erasure of architects in building.
Tower, skyscraper, Los Angeles, LA, Sci-Arc, Southern California Institute of Architecture, Danny Karas, thesis project, US
Tower, skyscraper, Los Angeles, LA, Sci-Arc, Southern California Institute of Architecture, Danny Karas, thesis project, US
Tower, skyscraper, Los Angeles, LA, Sci-Arc, Southern California Institute of Architecture, Danny Karas, thesis project, US
Tower, skyscraper, Los Angeles, LA, Sci-Arc, Southern California Institute of Architecture, Danny Karas, thesis project, US
Tower, skyscraper, Los Angeles, LA, Sci-Arc, Southern California Institute of Architecture, Danny Karas, thesis project, US

Iterative Interpretations _ Grasshopper summer schools Berlin/ Bratislava

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INTRO
The Summer school will explore parametric design augmented with iterative methods - mathematical models and systems such as cellular automata, l-systems, agent based modelling etc. Thanks to Anemone, we can recreate them easily in Grasshopper. On the Summer school we will focus on merging these complex systems with parametric design, explore emergent behaviors, chaos, fractals and many more inspiring concepts based on the principles of looping data as opposed to strictly left-to-right rule based systems that are typical in Grasshopper.

COURSE GOAL
To introduce and become proficient with the concepts of loop based algorithms, using the Anemone plug in for Grasshopper.

GENERAL TOPICS

· Looping
· Iteration
· Recursion
· Rewriting
· Cellular automata
· L-systems
· Fractals
· Agent based modelling
· Parametric modelling


BERLIN
Framework: 1 day Grasshopper for beginners Crash course + 4 days Main course
Date: 23th July _ 26th July 2014, 9:00-17:00
Place: Uferstudios GmbH, Uferstr. 8/23 (Tor 2, Post- und Lieferadresse), Badstr. 41a (Tor 1), 13357 Berlin
Tutors: Mike Pryor (USA), Matuesz Zwierzycki (PL)
Crash course tutor: Rojiar Soleimani_Iran
Organizer: 3D Dreaming, rese arch

BRATISLAVA
Framework: 1 day Grasshopper for beginners Crash course + 5 days Main course
Date: 28th July _ 2nd August 2014, 9:00-17:00
Place: Faculty of Architecture, Slovak University of Technology, Bratislava, Slovakia
Tutors: Mike Pryor_USA, Matuesz Zwierzycki_Poland
Crash course tutor: Ján Pernecký_Slovakia
Organizer: 3D Dreaming, rese arch


TUTORS 
Mateusz Zwierzycki 
Michael Pryor

ORGANIZERS 
Ján Pernecký 
Fabio Palvelli
Matej Hoppan
Rojiar Soleimani

MORE INFO AT

A Sea Of Oscillating Pipes Ebb And Flow Over Passers-By In Responsive Sculpture

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Images by James Cox, post suggested by Johnathon Lloyd Little

Amber waves of acrylic plastic extend through the floor of a two-story, mechanized matrix in Breaking The Surface, a new interactive installation from Scandanavian Design Group, co-created with Ctrl+N, Abida, and Intek. The kinetic sculpture is meant to evoke an abstract image of the geological world below sea level, a nod to the technology used by the commissioning oil company, Lundin Norway.

Breaking The Surface can be enjoyed from two distinct views—below and above the 'surface.' On the lower level, the installation is a 23 x 23 grid of plastic stalactites hanging at just about face level. When people approach, the rods are retracted into the building's upper level, easily dodging the heads of passers-by while simultaneously inspiring a tide-like effect, not unlike the ocean of trash bag pixels that hypnotized us this past July.
The complex system of sensors, pipes, and moving mechanical parts is controlled by a customizedopenFrameworks setup—including several add-ons the designers created themselves—giving Breaking The Surface an air of exploration that suits the depths of its geographic inspiration. We're sure they made it completely airtight—though it can be fun to immersed in an incoming wave, no one wants to be hit with an unresponsive mechanical stalactite. 

Breaking The Surface [Interaction Test / Tracking Software / Collision detection] from Bjørn Gunnar Staal on Vimeo.
Responsive hanging stalagtites make up the bulk of 'Breaking The Surface's' first floor portion.
A computer model of 'Breaking The Surface.'





A view through the pipes of 'Breaking The Surface.'
A glimpse at the circuitry of 'Breaking The Surface.'

Iterative Interpretations

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Iterative Interpretations Workshop Files




In the summer 3D-Dreaming hosted two Grasshopper workshops based on looping within grasshopper via the Anemone plug in. These workshops took place for 5 intensive days each, one in Berlin, and the other in Bratislava. We received a lot of requests from people not able to join our workshop so we have decided to make them available for purchase. If you want to further your understanding of looping or take the next step into a more advanced area of Grasshopper use then these are the files for you. 

The file available for purchase is a zipped package of 24 Grasshopper definitions made by Michael Pryor and Mateusz Zwierzycki. All of them are based on the Anemone looping plugin for GH and have been labeled, grouped, and organized for your learning convenience. 

- Works with Rhino 5/Grasshopper 0.9.0075 
  (You will have some problems to open them with older GH releases). 

- You will need additional plugins, which you can find in a list below. 
  All of them are free and available to download from www.food4rhino.com.


For images of the results created with these definitions during our workshops please see our "Iterative Interpretations" workshop folders on 3D Dreaming at:
Berlin: http://goo.gl/L319xH (Facebook album)
Bratislava: http://goo.gl/DRbWkF (Facebook album)


List of files (total 24 files) :
Branching Structure.gh
Brownian Motion Perlin.gh
Brownian Motion Random.gh
Cellular Automata Tower.gh
Diffusion Limited Aggregation.gh
Diffusion Limited Camera.gh
Diffusion Limited Growth.gh
Generative Line.gh
Generative Voxel Contained.gh
Generative Voxel Free.gh
Generative Voxel Path.gh
Interactive Anemone.gh
K-Means.gh
Kangaroo Controlled with Anemone.gh
Laser Camera.gh
Lloyd's and Laplacian dome.gh
Non Intersect Growth Edge.gh
Non Intersect Growth Face.gh
Perlin Noise Based Springs.gh
Perlin Noise Grow with Switch.gh
Perlin Noise Grow.gh
Point Eater.gh
Random Drainage.gh
Wooly Paths.gh

BUY HERE




Main Plug in & Beginner Tutorials

Additional Plug ins

Anemone Grasshopper Group


DYNAMIC MUTATIONS V2.0

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                                                 DESIGNMORPHINE PRESENTS

                                                    DYNAMIC MUTATIONS V2.0
                                             ADVANCED DESIGN WORKSHOP
DESCRIPTION
DYNAMIC MUTATIONS V2.0 is an international workshop for Advanced Design techniques. The workshop is focused on the use of the software AutoDesk Mayacombined with others in order to teach participants new design tools, as well as assisting them both in the conceptual and practical work. This year we will focus on developing a postwar habitat/shelter solution for an apocalyptic environment with a local approach. Each participant will develop their personal futuristic scenario to which the shelter will be designed. The new space should react to the apocalyptic environment conditions, creating a mutated shelter typology that evolves through deformations, adaptability, plasticity, and mutation as the main solutions for the design strategy. The goal is to create a project that each participant can proudly include in their portfolio using state of the art programs and techniques.
DETAILS
In the DYNAMIC MUTATIONS V2.0 workshop, which builds on the Intensive Course “Intro to Maya Modeling and Animation”, we will introduce more advanced design approaches by using deformer tools to adapt our designs to different conditions. From building skeleton rigs for a huge diversity of kinetic structures for movements, to adaptive elements that react to certain defined parameters. We will use Maya’s physics engine to simulate different mechanical and natural phenomena and adapt them into our design process. Kinesis and Morphosis will be the two main keys of the workshop. The participant’s end result must present both characteristics of the aspects.
INTENSIVE COURSE DESCRIPTION
The primary aim of the Intensive Course “Introduction to Maya Modeling and Animation” is to make every participant familiar with the two main concepts of digital design including working with Nurbs and Polygon geometry in Maya. Advance animation techniques will be included as tools for the design process in order to achieve new aesthetics, as well as allowing an extended representation of the design process. For visualization we will introduce Keyshot as the perfect tool that allows the participants to easily and effectively create stunning images of their work and therefor prepare them for industry standards and beyond. The intensive course “intro to Maya Modeling and Animation” is included in the DYNAMIC MUTATIONS V2.0 workshop but can be taken separately if desired.
WHAT YOU WILL LEARN
– Introduction in Maya’s Polygon and Nurb modeling
– Using Maya’s physics-engine Nucleus to create a vast range of simulation and their translation into design
– Understanding the Animation tools and basics of rigging in order to create complex morphologies and processes
– Getting familiar with Maya’s MELScript to extend your design toolbox and work faster and more efficient
– Creating complex Systems by applying parametric like techniques using the node and connection editor
– Visualization and rendering techniques
LOGISTICS
DYNAMIC MUTATIONS V2.0 workshop will expand from January 29 to February 6, 2016 with the intensive course taking place the the first two days, January 29 to 30, 2016. The workshop will take place daily from 10:00 to 18:00h at ZEZEZE Architecture Gallery, Hangar 21 Tel Aviv Port.
REQUIRED SOFTWARE
Each participant should provide their own computer with the following softwares installed. If a you do not have a software, trail versions can be found on each software companies website. For attending the workshop and intensive course there is no previous software experience required.
– Autodesk Maya
– V-Ray for Autodesk Maya
– Keyshot
– Adobe suite

DYNAMIC MUTATIONS V3.0 WORKSHOP

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DYNAMIC MUTATIONS V3.0

GET MORE INFO

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APPLY NOW

DESCRIPTION
Dynamic Mutations V3.0 is an international workshop of Advanced Design. The workshop will run using AutoDesk MAYA, Pixologic ZBRUSH, McNeel GRASSHOPPER 3D, and Epic Games UNREAL ENGINE 4. As we approach the era of virtual reality with tools such as the oculus rift and unreal engine 4, we decided to explore an aspect of beautiful virtual worlds that is often seen as a flaw. The glitch, which can be considered as the mutation and anomaly of the virtual world, will be the primary driving design language of this workshop. A glitch duplicates, distorts, replicates, and stretches virtual space into unexpected results. Dynamic Mutations V3.0 will explore the complex, unique and often unpredictable results a glitch can create. Participants will find interesting existing details of the built environment of Sofia, Bulgaria around the site and building of the Temple Sveti Nikolay. These details will then be mutated and replicated among the Temple Sveti Nikolay’s neighboring greenspace to create a new architecture which represents a glitched mutation of Sofia. In this way, we will materialize one of the major aspects that separates the virtual world from the physical realm, bringing virtual to reality.
DETAILS
The Dynamic Mutations V3.0 workshop, which builds on the included intensive course Intro to Grasshopper, Maya, and Zbrush V1.0, will explore a range of modeling techniques in a streamline process across three major software platforms, Grasshopper, Maya, and Zbrush. The general workflow will involve modeling actual found objects, mutating these objects, replicating the objects within a site, and unifying the replications into a correlated unique architectural piece. Through the three programs participants will learn essential manual and parametric modeling techniques such as polygon modeling, blending, deformation, replication, morphing, mapping, texturing, patterning, coloring etc. which will build up highly complex models very rapidly. Keyshot will be used to produce visualizations of the final architecture for presentation purposes. On the last day after final presentations there will be an included intensive course Getting Real with Unreal V1.0 which will teach participants how to insert their designs into the Unreal Engine environment for rendering, animations, and walk-throughs. Both intensive courses Intro to Grasshopper, Maya, and Zbrush V1.0 and Getting Real with Unreal V1.0 are included in Dynamic Mutations V3.0 but can be taken separately if desired.

GET MORE INFO

SEE PROGRAM

APPLY NOW

WHAT YOU WILL LEARN
  • Introduction in Maya, Zbrush, Grasshopper, and Unreal Engine 4
  • Advanced modeling skills across all listed software’s
  • Mesh sub division polygon modeling
  • Mesh sculpting, manipulation, and deformation
  • Mesh surface texturing and patterning
  • Creating complex parametric duplication and array systems
  • Iterative loop based geometry networks
  • Visualization and rendering techniques with Keyshot
  • Unreal Engine set up and rendering
REQUIRED SOFTWARE
Each Participant should provide their own computer with the following software installed. If you do not have a software, trial versions can be found on each software company’s website. We will send participants links to the required software, trials, and plug-ins for download. Please have the software installed prior to workshop start. If you have issues installing software, we may be able to help you during the workshop.
  • Autodesk Maya
  • Pixologic ZBrush
  • McNeel Rhinoceros 3D
  • McNeel Grasshopper 3D (Plug-ins: Anemone, Weaverbird, Mesh+, Mesh Edit, Mesh Tools)
  • Epic Games Unreal Engine 4
  • Keyshot
  • Adobe Suite
LOGISTICS
Dynamic Mutations V3.0 will expand from 23 to 31 July, 2016.
Dynamic Mutations V3.0 will include two intensive courses:
Daily meetings will take place from 9:30 to 18:00 at Union of Architects, 11 Krakra Str, Sofia, Bulgaria.
Participants will first work individually and then be combined into groups.
There will be a final presentation of your groups work containing renderings and diagrams on July 30, 2016.
All projects will be published and an exhibition will be organized at the end of the workshop. 
All participants who complete the workshop will receive a certificate of completion.
For attending the workshop and intensive courses there is no previous software experience required. 
Participants need to bring their own laptops or workstations.
Drinks and lunch snacks are provided. 
Please note that places are very limited on a first pay first serve basis!

GET MORE INFO

SEE PROGRAM

APPLY NOWv

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