Algorithmic Sketchbook

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ABPL30048 2015 | S2 | G3 FINN WARNOCK STUDIO | AIR ALGORITHMIC SKETCHBOOK 667571 | DAEL SIM

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Transcript of Algorithmic Sketchbook

Page 1: Algorithmic Sketchbook

ABPL30048 2015 | S2 | G3F I N N W A R N O C K

STUD IO | A IRALGORITHMIC SKETCHBOOK6 6 7 5 7 1 | D A E L S I M

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Ringwaves

Method:line > end > polyline > cull pattern (x2: TF, FT) > loft

Initially intended to form a perimeter of curved vertical columns. Didn’t expect that the loft went around and not upwards. (Eventually succeeded with Ribs).

The varying distance between rings adds another dimension of highlighting the dynamic shape enabled by parametric modeling.

Cellular

Method:sphere > line length = 0, sphere radius = 2

Simple and straightforward, yet yielding interesting results. Overlapping surfaces give a tapering celled/scaled appearance, to both the exterior as well as the interior.

Ribs

Method:line > end > flip > polyline > pipe

The initial imagined outcome from Ringwaves.

Continuous vertical pipes emphasise the core form’s twisting nature.

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Week 01Zed

Method:select top and bottom curve > patch

Another accidental discovery. Was trying to close the solid by patching the top and bottom, and had both curves selected on accident instead of each individually. Wouldn’t have thought of how to create the ‘Z’ shape otherwise, apart from a very complicated lofting; the upper plateau and lower foot are also curving, not flat.

Punched

Method:line > end > box > trim solid

Another seemingly straightforward method that yielded the interesting result of changing window shapes, determined by the angle at which the uniform boxes intersected the wave of the core.

Spiked

Method:loft > isotrim > area > extrude to point

Actual pyramids, instead of curved extrusions via cone.

Gleaned off YouTube (https://www.youtube.com/watch?v=nCvclgz7Alo).

Useful functions learnt:isotrim - splitting surfaceMD slider - 2-axis sliderarea - for finding centroid

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Curve

Method: Curve closest point (Crv CP)

Replaced the attractor point with a curve. The component found the closest distance from each list item to the curve.

I was curious if crossing the curve would have had any effect; it unfortunately turned out straightforwardly boring.

Left: Ripples

Method: varying the domain beyond restricting the circle radii from overlapping.

The overlapping, initially undesirable, produced a rippling effect when allowed to showcase itself, and also distorting the edges. Visual manifestation of the logical progression defined by the algorithm.

An example of a derivative effect of computational design - beyond what was initially intended.

Below: Inverse

Method: adding a reciprocal function to the radius

Exploring the opposite effect, and the associated rippling of excessive domain range.

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Week 02Right: Rectangles

Method: replacing circle with rectangle geometry

Required an additional step because the rectangle component requires more inputs. Interestingly, the ripple effect created a smooth circle out of the angled base geometry.

Below: Cuff

Method: vector 2pt, orient

The initial intention was to rotate each rectangle to face the attractor point. Instead, it created a strange ring of flat lines around the attractor point. In trying to figure out what happened, I went into the perspective viewport, only to be stunned by this graded, sweeping form that I never would have expected.

Homework: use an attractor point to vary the size of the sphere

Method: replacing the sphere’s radius input with the attractor point component group output

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