5.5.13

Prototyping Maya - Fast track!


Next week I will be teaching togheter with Ludovico Lombardi of Zaha Hadid Architects to the Co-de-iT workshop "Prototyping Maya-Fast Track!".

The workshop will be an introduction to the animation and modeling software Autodesk Maya and will be aimed to devlope tridimentional morphologies ready to be 3Dprinted.

For this special event Co-de-it will be partner for the first time with FABlab Firenze and Kentsrapper.

find all the application forms and more info about the workshop on the Co-de-it webpage of the event.

Below are some in progress versions of the cover.




9.4.13

coNNection<>coLLection


synth(e)tech togheter with co-de-it, disguincio&Co, niccolo casas design, dothemutation,
will be featured as coNNection<>coLLection at [re]vive during the Milan Design week 11-14 April 2013


2.9.12

Procedural matter

The following tests are intended to explore matter as a procedural model defined on the base of a set of  algorithmical rules to create seamless patterns whose parameters can be arbitrarily varied to match infinitely different conditions.

In this case not any physical phenomena is simulated but a set of abstract conditions are defined, in particular the use of procedural textures is explored.

Procedural textures are largely used in computer graphics to generate arbitrary resolution images and simulate representation of natural elements on the base of mathematical algorithms. Those textures was primarily studied by Ken Perlin during the eighties. His original noise code is dated 1983.

Below is a series of procedural 3D formations produced combining noise functions with other mathematical expressions. 













References:

code (noise original 1983 first version code)
Noise and Turbulence (introduction to perlin noise)
Perlin Noise (accurate description of noise functions)
echoechonoisenoise (amazing noise based design research by Dominik Strzelec)

19.8.12

Studies for a stair





Thıs project is a personal exploration that started by a real necessity of renovation of a friend’s house on the hills inTuscany near Cavriglia (Italy).

The existing building is going to be divided in two part to have two different apartment. The idea is that one of the two apartment will be used by a young couple, the other will be probabily be given for lease.

Except for a little work of redistribution of the existing spaces, the only new addıtıon is a new staircase that will serve one of the two apartment, while the other is going to use the existing  stair.

I was asked to devlope a proposal for the stair but since the first  moments was clear that the stair would be builted on the base of a different project that uses prefabricated components, for this reason I had some free space for exploration.

The initial studies was based on a single structure that englobe the pillar, the stairs and part of the floor of the first level of the house.

A first analysis phase consisted on the simulation of principal stresses distribution  inside a limited volume area, under the pressure of  loads derived from the use of the stair and the first level floor and definied a set of possible anchor points in the existing structure.

On the base of the three dimensional vector field describing the principal stresses distribution, the material proprieties of the stair, was defined through the use of an agent base strategies to mediate between agents behaviour and the vector field proprieties.

This process define a structure that is more dense and massive where the principal stresses have high values and became more fibrous and dematerialized where principal stresses registered are low.

The treatment of the exterior surface of the structure was also studied to create variation between smooth and coarse surface that could give a secure foothold to the user that are going up to the stair.  











20.7.12

SPECTRUM {EMBODIMENTS} - Processing Workshop


proto/e/co/logics – Rovinj _ 27-31.08.2012
Tutors: Alessio Erioli, Tommaso Casucci, Alessandro Zomparelli


.
Agency, embodiment, hierarchies.
The more we explore the architecture of matter, the more what we get looks more and more like information; yet, information needs a body in order to express itself as such. Architecture starts when the embodiment process takes place, from the set of relations that define a system, by defining relations among independent objects (which, in turn, are information systems on a finer scale). By coding the behavioral rules of interacting autonomous agents and topological manifolds, emergent hierarchies and differentiated yet coherently related spatial and geometric conditions flourish forming a spectrum (a condition that is not limited to a specific set of values but can vary infinitely within a continuum), with a cascade of local symmetries, gradients and singularities emerging from pure information systems.
The workshop will speculate through codes written in Processing on autonomy of form and the relation among behavioral rules and morphogenesis. Rather than trying to reductively solve dualities like autonomy/dependency, whole/parts, heterogeneity/homogeneity the workshop aims to exploit them as a fuel for dynamic, competitive or collaborative creation of higher complexity and the source of a spectrum of possibilities in finding novel seeable forms with no precedents.
We will write our own unconventional programming strategies in the scripting- framework Processing.

Supervision:
Alessio Erioli, Tommaso Casucci, Alessandro Zomparelli

Affiliations:
a collaboration between Co-de-iT and MLAUS / proto/e/co/logics


information and registration:
info@mlaus.net




15.7.12

theBush

hemesh is a 3D library for Processing for the creation and advanced manipulation of meshes by Frederik Vanhoutte.

here is a short test to explore some of the basic features of the library.

the branching structure is based on a simple random sedimentation ad searches for the closest point between the existing nodes of the frame.

you can download the code here.


24.4.12

more on bundling


Playing with Toxiclibs library I find that a similar version of some of my previous sketches on bundling systems can be coded using VerletPhysics springs and particles.

the SubLine class that define the subdivision of the lines is based on this code by Jose Sanchez.


find the code on OpenProcessing.




2.3.12

evolution of code

Scrolling down my Google reader a couple of days ago I stumble on a post by Dominik Strzelec of echoechonoisenoise that gives credits to my "3D BZreaction" that in turn is a 3D version of Alasdair Turner's "BZ reaction".

The post is about an interesting evoluted version of "3D BZreaction" remixed with a code of Shane Nelson "scalar field polygonization" and the former series of codes "fusion" by Dominik.

Moreover the post introduce a reflection about how a serious sharing culture could shape devlopement in the architectural discurse.


Licenza Creative Commons
This opera is licensed under a Creative Commons Attribuzione 3.0 Unported License.