11/30/2015

Modified Dome by Vector Paths: Influenced By Gravity and Flocking

Based on the earlier vector based path test, the modified paths are derived by increasing the influence of gravity on the agents and decreasing their life span, the influence of flocking remains constant. The resultant has more squat 'pendentives' while the dome on top remains nearly the same. This proportion is more in sync with traditional domes and pendentives.




11/26/2015

Coffering | Extruding


Brunelleschi's Dome
(Approximated - Interior Surface Removed)













11/23/2015

Dome by Vector Paths: Influenced By Gravity and Flocking

The iteration below was derived from paths transcribed by vectors under the influence of gravity and flocking. 500 agents originate at the top in the center and move away from each other as per flocking rules. Due to gravity their paths bend down and due to the attractive  force of flocking they bundle togeather into 4 distinct 'pendentives' which support the dome on top


The bundling of vectors in the 4 distinct 'pendentives' creates unique instances then the paths are thickened. Indicating a generative structural logic for the dome.








11/12/2015

form finding dome and extruded metal printing.

Here I form found a dome using agent based simulations in grasshopper.  The dome will be fabricated using robotic metal extrusion.  This process shown in the video below uses the mig welder on the kr120 robotic arm with a mig attachment.  The agent based form finding will be directly influenced by the abilities of the fabrication method.  after extensive testing on different geometries the rules that govern the agents will be adjusted to maximize the capabilities of the technique.


Experimenting with Form & Texture


Shown below is the process of dome creation using Processing codes such as Mesh pipe, and later experimented with flocking, bounce space and wet tri-mesh also integrated grasshopper to arrive at the blob shaped dome using 'cacoon' to generate a texture on the dome.



Experimenting before Arriving at the dome

Spikey: Using Processing for mesh pipe and smoothing the mesh on rhino 

Wiggly

  


Regular Dome Interior Dome 
Front View


Blob Dome: Using Flocking on the Processing and implementing cacoon to arrive at the nature of the dome


Front View


Experimented with 'Tri-mesh' and sine curve to arrive at different forms of dome and get a textural surface. This then  was integrated with grasshopper script.

Option 2

Option 3



Surface algorithm with grasshopper_haystack

Surface algorithm with grasshopper 


I generated the curves from processing. Then I tried to build some framework for the randomly generated curve to make it more interesting. So I create a cross structure for the dome framework. It is imitate the shape of haystack.







11/11/2015

Multistrand Formations



 In these following series of trials single paths breakup and into multiple paths at various points along its path.