dings
University: Islamic Azad University, Science and Research Branch, Tehran
Supervisor: Dr. Azadeh Shahcheraghi
Designer: Ali Eslami
Design Process Animation: grasshopper 3d + gray + rhino v-ray 3
camera Control & animation in grasshopper: horster camera Control for Grasshopper
optimization : Galapagos Evolutionary Solver
radiation analysis: ladybug
Motion graphics: Adobe After Effects
Architectural Animation: lumion 7
Music: Free Background Music – Trellum - Calm Evening
intro( inspiration): HBO intro
Architectural Animation_ Designing National Cyber Games Center in Tehran by Using Digital Architecture Findings
Game is one of the oldest human behaviors and it is specifically related to the culture and region in every society. Considering the change and growth in societies, they –the games- coordinate themselves with these changes. Inventing digital tools, games entered a new arena and quickly changed to a remarkable area in industry and economic market and they also attract more time and audience towards themselves, not requiring big and special spaces, being accessible to public. Regarding the extensive effects of computer games on economic, cultural, educational, physical and mental health arenas, every country has done a deal with content control, supporting producers, increasing public awareness and etc within its special background. Iran computer and video games foundation as a non-profit organization takes charge of different domain support and control in this effective industry under the supervision of Ministry of Guidance. Architecture and computer games in different domains have influenced each other and are interconnected. And since games are played in one space, they require game space designing together with type of the game. So game designers need knowledge and studies in architecture design. Architecture, inventing digital tool, used its features to advance its goals, as games did. Although at first it used them for drawings and visual expressions of ideas, extending these features, they were used in design process. Meanwhile, using digital technics produced specifically for animation making and computer games leaded to their more proximity. In the design of Iran computer and video games center, we tried to use digital features in all steps. Therefore extracting main parameters from the designing process steps and changing them to computer codes (using algorithm), we tried to make its various states producible and to provide the possibility of optimizing the required area, maximum vision to key spaces around the site and also the amount of received light. Also in designing the project facade, after research on various technics of exfoliation and façade design, Media façade was used for a better compatibility with video games. With an approach to creating mobility for the audience and the computer game producers in the greenbelt near the project, physical playgrounds were created for them.…
g? What can be done to speed up the process? Algorithmic Design Workshops is a platform created by ecoLogicStudio to engage these questions introducing novel parametric modeling techniques in the context of architecture and landscape design. Each event will be a opportunity for learning design techniques, testing new methods and debating their potential applications or evolution. Architects, Landscape architects, urban designers and students alike will find in the workshops a unique opportunity to improve their technical skills while confronting themselves with the most debated advanced design subjects.
This workshop, particularly suitable for beginner/intermediate users, offers a playful introduction to algorithmic and computational design with Grasshopper. The ambition is to generate 3 dimensional artificial landscapes based on the recognition of natural pattern formations (valleys, mountains, dunes, marshes, coral reefs, etc.), their subdivision in territories of occupation and the development of related path systems. The workshop will start from processing satellite images of natural formations and extracting patterns from them with the GH point set reconstruction tools. Applicants will than begin the process of generation of 3D architectural landscapes based on a series of structuring operations and negotiations with the project site. An evaluation process will than follow and will allow the recognition of inhabitable spaces, accessible slopes and ground movement volumes.
more information on:
http://algorithmicdesignworkshops.wordpress.com/2011/10/04/algorithmic-landscapes-gh-advanced-modeling-workshop-october-2011-ecologicstudio/…
d'applications.
Durée : 24 heures soient 3 jours
Public concerné
Utilisateurs souhaitant créer des modèles 3D pour la création d'images, de modèles d'usinage et de plans techniques 2D , une compréhension du système d'exploitation Windows est demandée. Niveau baccalauréat.
Moyens pédagogiques :
portable équipé de rhinoceros 5,0…
her bump on the road. I've evolved the original idea into something that remotely resembles this childish doodle:
That is, 3 different rows of panels with fixed heights but random widths. Each panel will be perforated in voronoi patterns that vary according to my original sun intensity diagram, but I'm thinking they'll have a fixed frame width and a small gap between them, kinda like this other childish doodle:
I've mastered the method of turning my original diagram into a voronoi panel that's denser where the sun hits harder thanks to Vicente's method. But it gives the voronoi frames a width by scaling each cell by .9, but that doesn't yield frames with constant width... which is fine for my 3D, but I wanna use the files to draw diagrams for laser cutting and actual building of the panels, so I guess I can't be too precise there.
Again thanks for all the useful (and funny) input! :)
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e parallel lines:
http://www.grasshopper3d.com/profiles/blogs/marching-cubes-curve-wr...
It's at least real code I could translate to my native Python, but I still don't know if it's even possible to solve the math to make things not bulge, as his gives the same result at Millipede:
If I join the four corners of the main box, those four bulges nicely disappear.
His field calculation code is pretty simple, just returning a single field value for a 3D test point input, for a single point or curve being considered, but I don't yet see how they add together to form an overall isosurface:
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nd give it love.2. Everything else is to know the nature of the data and components. Data is all: numbers, formulas, colors, lists, branches, graphics, visual representation, connection between data, hierarchies, etc.3. Work, work and work.Have information is know about data, have knowledge is to know how the data is related with everything else and have wisdom is to have the right mental-programs to process data. And then there's the creativity, divergent thinking, ingenuity and talent that make the mental architecture not be something rigid. Then, to carry out algorithms, the mindset I usually follow is, I start with data/parameters to perform a design, and decompose the process into smaller processes that can manipulate. If I'm at a point where I do not know how to do, two things can happen, that I know what I have to do but can not, or not know how to do, the first is probably lack of knowledge aboud data or components, therefore, it is time to learn; and second, rethink the previous processes if I can avoid the problem, which often leads me to redo the whole algorithm, which is not allways bad.In short, delves into the data and components, so your mental program of execution will be more optimal if you know more about posibilities. And think in terms of process, not in terms of outcome. And work, work, work does the rest. There is no trick, just eager to learn. I did not start to understand that it was really the 3d until I began to learn programming, but this way I will advise you when you have confidence using grasshopper.Perhaps is not what you expected, but it all boils down to devote more hours. Grasshopper is easy to use and hard to learn.…
nd me to kill him but give him my regards anyway) is still around in BirdAir Italy ... talk with him.
3. Hope that you understand that designing the "details" means some decent MCAD app + FEA + this + that. "Fusing" this with some abstract graphic editor like GH ... is ... er ... impossible (in real-life, you know, he he ). Generative Components on the other hand may qualify but requires a lot of time in order to fully master it (approx 2-4 years).
4. FormFinder ... well ... that's utterly Academic but on the other hand ... (good luck).
http://www.formfinder.at/main/software/team/
5. http://tecno.upc.edu/cotens/software.htm
6. This is the second best (after the BirdAir internal stuff) but costs an arm and a leg
http://www.ndnsoftware.com/
7. This is a !%$!%$ in the !%$%!$:
http://www.sofistik.com/no_cache/loesungen/fem/leichte-tragwerke/
My realistic (low cost) advise:
use K1/2 (especially if you are after "parametric" exploitation(s)) ... and then diversify tasks: stuff for the structural department, stuff for whom claims that he can(?) design the "details" ... whilst be in a constant contact with the membrane provider (and in fact: the contractor for doing the real thing as well)
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ithin an Urban context and taking into account the shading of the surrounding context, and we are testing the Ladybug Thermal Comfort Indices component. For what we understand there are two ways to take into account the Mean Radiant Temperature, you can either plug the meanRadiantTemperature_ or the solarRadiationPerHour_. According to the meanRadiantTemperature_ description it seems that if we are doing the calculation outside in the sun we mustn’t plug in anything and we must work only with the solarRadiationPerHour_ (as you also do in the example). Is it correct?
solarRadiationPerHour_ can be calculated in two ways, the first one is shown in your example and uses Ladybug_Radiation analysis component (Very clear thank you so much! : ) ) The other one uses the Ladybug_Sunpath Shading component and from the description is supposed to be more precise. And here are the other questions:
1) there is a parameter that takes into account vegetation, with which degree of detail should it be represented? 2D(silhouette) or 3D surface? Should we separate the trunk from the crown?
2) In this component we can also insert an albedo value. Is this value taken into account in the PET calculation and if yes, how?
3) In the Ladybug_Radiation Analysis component we can input a geometry at the ground level to be calculated and then place an analysis grid at 1.1 _disFromBase. Using Ladybug_Sunpath Shading, where should we place the geometry to be calculated and how can we place the analysis grid like in the other case?
We apologise for the long post!
Thank you very much for all your efforts!!…
rves that "intersect" a plane placed on Z=6 above the first circle. I did this to have a collection of points from which to choose 3 and make a 3pt-circle.
[this second circle "fits" the catenary at a certain height, that's what I wanted to do]
Maybe it's obtuse but anyway that's the way I managed it.. I then used the "intersection" of the top circle with the original catenary curve to "split" the catenary into 2 parts, I then "Rail Revolution" the first part of it around the axis of the original circle, using the circle as a "rail", and I get a Brep surface.
It is a "open brep" surface, so now i'm having the problem of managing it if I want to subdivide it with Isotrim or other commands to control the number of subdivisions.
Is there a better way to go about this?
I am attaching the file.
About the image, I checked my code about 10 times to understand why it has those "lines" every 1 meter in the Z, and they already appear in the "rail revolution" component when it is visible, but in the "brep components" I can see the individual points along the rail curve.
I think this is what might be causing the brep to surface problem, but for the life of me I can't understand why the rail is not smooth and is "divided" into the 7 points instead of just one smooth revolution...
Thanks! :)
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