This week our tutorial group covered Blender Particle Systems:
We were shown how to set up 'fields' and 'emitters' in Blender that create an animation effect which simulates various forces on an object. This is relevant as it can be used to determine the effect of elements such as wind, water, sunlight, onto a building as well as create surprising design options based on mathematics and physics.
By placing an object as an emitter (we used the standard 'monkey head' as you can see in my experiements below - 1 & 2) you place various 'empties' around the object and assign a field. The result is particles shooting out and off of the object. The weekly readings were an interesting support material to the logic behind using Blender as a design tool.
*Image found at Blender Nation
ROOSENDAAL, T., HESS, R. & BLENDER FOUNDATION. 2007. The essential Blender : guide to 3D creation with the open source suite Blender. San Francisco, CA: No Starch Press.
(Image of water drop, accessed March 18)
I found this reading particularly interesting as it caused me to reflect on the positive and negative aspects of using computer software to determine a design based on mathematics and science rather than intuitive freehand sketching.
“Often, as in the case of water splashing into a glass, a computer can do a much better job of animation than a human being can, because it can actually simulate the physics of the situation. The same applies to a falling wall of blocks or a flag flapping in the wind. Since these are physical simulations, you have to tell your CG application the basics about what you're simulating, which usually include values for gravity, elasticity, mass, wind, etc.” (p.27)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhug_7OMUNGuBYTz0ES9FdvR4lVY9Uzrd4B3n6BgT3zXgmLDOAoALuYiiPKl92iIFN96_SUQPE6NtlTTV7QoekyiFTw9SvMN6Xod56Fd_FR9vJPYDtNY3wv66Qt8FuFbBBtSxhIEMA4aw/s320/australian-flag-640.jpg)
(Image of Australian Flag, accessed March 18)
WATANABE, M. S. 2002. The first generation: design as science. In Induction Design: A Method for Evolutionary Design, ed. M. S. Watanabe, 24-35. Basel: Birkhäuser.
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Our tutor, Florian Heise, showed us an example of his work that incorporated 4D Diagramming:
• Inspiration based on nature. Forces, gravity, emergence
• Grass waving in the wind
• Blender animation of the globe spinning showing communication via technology
• Emergent design manifesto: design takes place in a global context, aim to explore the potential of emergence
• Emergence: refers to the way complex systems and patterns arise from shape interactions
• Looking at water molecules that interact in a certain way to create an outcome (ice, skin on water, splashing etc)
• Freemind program on the internet to make mind maps
• Looking at global system affecters (building and site comparison)
• Developed nations comparison
• City size comparison – Urban density
• Precedent Series: Cellular automata – Wolfram
• Generative systems: John Frazer (a building evolving over time)
• H2 House + Embryological House – Lynn
• Cardiff Bay Opera House – Lynn
• Gades computer program – Bentley
• Particle tracing
• Zebra surface analysis
• Wind analysis
• Floor plate dissection
• Particles using floor plates and vectors
• Flyaround and rapid prototype model
• All diagrams/models in Cinema 4D
• Thesis reflection
• Explain the process in detail for the outcome
INSTALL PYTHON 2.6 http://www.python.org/ (is compatible with Blender)
GROUP: BLENDERAMA
In response to Project 1A, being the individual site analysis of the Howard Smith Wharves, we formed groups and discussed our individual analysis of the site. Our group, is Blenderama, consisting of Marita, Libby and I. |
- Type of Building: Multi-use community space
- Public transport infrastructure - Ferry Terminal
- An outdoor aspect
• Do a nolli map of site
• Do a figure diagram
• Look at site from a large scale (kangaroo point 1:1000)
• Do an accurate suburban plan
PROCESS USING BLENDER:
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