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.
11/30/2015
11/26/2015
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.
11/22/2015
11/17/2015
Mesh Dome 300 agent based lines projected fused with cacoon mesh generator. last is lofted surface through flattened list of triangular contours.
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 |
11/11/2015
Multistrand Formations
In these following series of trials single paths breakup and into multiple paths at various points along its path.
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