As some of you may know, I’m taking summer classes right now. Why I thought taking Calculus and Computational Methods at the same time in condensed summer form was a good idea we’ll never know.
Last week I had a presentation for Computational Methods about a script I’m developing in Grasshopper.
I won’t be posting the full presentation here, and there have been some significant shifts based on the critiques provided, but here’s what I’m working on:
My proposed project involves parametrics, fractals, and light.
This is my target site, where a “Light Gallery” will be installed. I made this model at 1"=16’ scale.
Site has trouble with shadows in the evening, the most important time of day for a gallery.
Precedent 1: Masdar City PRT Station lightwall which mimics daylight.
Precedent 2: Busan Cinema Center featuring an RGB “cloud”.
Lighting requires analysis. This is a DIVA script I put together to analyze the existing site.
It analyses natural lighting as shadows.
As well as creating Luminance maps.
These even allow for pinpoint Candela per square meter measurements.
So we have taken the shadows and added light.
But what about the design?
Here is a purely hypothetical organic parametric form which could be designed based on the program.
Retopology of this generates a triangulated surface for parametric manipulation.
Precedent 3: Embedded Project, a fractal surface.
Due to the lack of information on the Embedded Project, I started researching fractals.
Fractals have theoretically infinite levels of detail.
But this is the case because they are recursive, meaning they repeat the same mathematical process within itself.
This same process can be applied to arbitrary polygons generated from my retopology.
These polygons get subdivided.
And then those subdivisions get subdivided.
This is my recursive script. Each of those blocks contains a script.
This is the block script. TL;DR: it builds a grid from which it selects a point and then subdivides.
By changing seed values you can change the pattern.
These changes can be made based on light.
Ultimately, this is the sort of look I would be hoping to generate.