if anyone is interested in Cellular Automata/conway’s game of life or L-Systems in grasshopper, here’s a plugin to check out!
https://morphocode.com/getting-started-rabbit/
Category: Scripting
Human UI & Quelea plugins
https://www.food4rhino.com/app/human-ui
Check out Human UI for making aesthetically pleasing, interactive scripts. Might be helpful for when you’re making videos next week?
Also Mia found Quelea – agent based systems in grasshopper plugin form:
https://www.food4rhino.com/app/quelea-agent-based-design-grasshopper
Precedents, Posterization in Python and Participatory Processes
Without anything specific in mind, I started out by researching the camp typology in a broad sense, collecting examples spanning from military camps to inca ruins. The collection of precedents is therefore quite diverse, not (yet, at least) neatly categorized by any specific parameters. However, a few different patterns emerge, such as strict, square grid compositions or more rounded landscape excavations.
The terraced landscapes in Moray and Dalhalla in combination with Pablo’s Python script to modify the heightmap image file inspired me to experiment with programming a script that modifies the heightmap to create a posterized, lower resolution version of the image that in turn could generate a terraced landscape in Rhino. I am not yet sure whether this type of terraforming is what I want to work with moving forward in the project, but at least I had fun writing my first few lines of code.
At present, my area of interest for the camp project is related to participatory and/or emergent design, where the participants of the camp are the ones designing/building/influencing the camp in some way. Instead of ending up with a finished ”project” showing a final end result for what the camp will look like, it might be interesting to work towards a more speculative, ”simulated” result, showing a possible outcome of a process, perhaps happening over a longer period of time. An idea on how take this vague and overly ambitious idea forward is to analyze settlements that have emerged organically without architects to identify the rules and patterns of the configurations. I am also planning on looking more at the specifics of the site, as well as gathering more references on participatory and emergent design processes.
Pavilions
Going off at a tangent
Generating tangents and perpendiculars
Organisation and arrangements
Extrapolating the geometry into structure
Development Axonometric – Three systems meeting – Walls, beams and roof
Python System Breakdown
Development model – reviewing wall to roof connections
Analysing different input curves and the generations
Classifying the spaces created
Implementing forced perspective into the structure
Development model – Full circle – roof begins to inform the plan
Radial structure – rationalising geometry and simplifying connections
Radial structure – integrating the flexible circulation system
Roof curvature – Two curves vs one – how this affects the section through spaces
Analysing the gradient of the roof – walkable vs non-walkable
Full integrated python and grasshopper system
Final form
The exhibition hall of dome(s)
Curves not angles.
Drawing from the research and testing throughout project_01 and _02, I began to compile and implement the system I created in order to give architectural form to the space filling curve that is the dragon curve. The path and control points of the test M1 from project one inform the grid along which both the walls and roof structure are set, thereby enforcing a direct correlation between section and plan. Altering parameters such as thickness, scale and spacing of the walls and roof, with respect to desired lighting, movement, material etc. can easily be navigated as the structure and form are resolved thanks to the connection in plan and section
.