Natural Abstraction #2

The next instalment in the series of recreations of natural elements is an abstracted tree stump or a small stone. These kinds of elements add another layer of detail to the forest, creating a variation of the ground and offering natural places to sit down. The addition of a patch of high grass also helps to emulate the right atmosphere without being to articulate. The grass is made of a soft plastic straws, folding away easily while moving through them.

Pseudo code (stump):

Input start mesh and start points
For each point:
- outline mesh face
- copy outline and elevate
- tilt elevated line
- create vertices from lines
- create top vertice
- create stump from vertices with delaunay function

// download script: create-stump.rvb
(requires point set reconstruction tools)

Pseudo code (grass):

Input start mesh and start points
Input spread, height and density parameters
For each point:
- create points according to density
- move and rotate points according to spread
- project points to mesh
- find end points according to height
- create straws
- pipe straws

// download script: greate-grass.rvb

This image and the last one are very quick renders, hopefully I get back my own laptop on Monday so I’ll be able to create images that show the ambience I’m looking for.


Natural Abstraction

This is a first effort of translating a natural environment into abstract geometry. I would like to recreate the atmosphere of a forest without resorting to the natural forms of leaves, branches and tree trunks. Instead, the script creates a set of planar surfaces attached to hanging wire, a simple representation of the foliage above our heads in a forest.

Pseudo code:

Create a point grid
Input attractors (trees)
Input end surface, and foliage surfaces
Project points to start surface/mesh
For each point
- project to end surface, create end point
- create wire in-between points
- scale according to distance to attractors
For each wire
- intersect with foliage surface
- if not too close to attractor: create surface according to grid size

// download script: create-foliage.rvb


Midterm Presentation

Yesterday, many of the students planning to present their thesis in February had a small presentation for each other. Very interesting to see what the people around you actually are doing. For me it felt good to present what I have done so far, and I got good feedback on what to concentrate on the next half of the project. I’m going to see a professor in construction next week for some help with my panelling problems, but after that I won’t have the ambition to completely solve the structure into every detail but rather at a proof of concept level. Instead I will dig deeper into how natural environments and especially forests can be recreated abstractly. As the building and the exhibition is the same thing, it’s crucial for the project to create the right atmosphere inside and around the pavilion.

During the next weeks I will then analyse natural environments, hoping to find the essential elements needed to recreate their special ambiences. The next step is finding the proper way of abstracting these elements and to incorporate them into the pavilion. I’m also interested to investigate the field of code and nature, learning about the underlying algorithms which control biological growth. Hopefully this will get me some leads into how to program a representation of nature.

// Anyway here’s my midterm presentation: BFX-midway.pdf


Trees Again

A problem left after faceting the pavilion was the situation with the trees. The smooth and round tree didn’t fit in among the crystalline surfaces. A new solution was needed.

The new tree comes in two different species, both triangular, but one enclosed, perimetric and one open, centric. The hollow trees can function as light shafts for the caves below or conceal installations, while the open ones are weight-bearing only. However, with their open corners they take up less space and provides a bit of shelter. Each species can also vary in proportions, such as waist triangle scale and location along the tree axis and base triangle scale.

The trees are derived from a simple script which needs some polishing, but feel free to look at the current version.

// download script: new-trees.rvb


Outline Mesh Face

A quite useful script which outlines the mesh face closest to a point. I wrote this as a first step to create a script for generating new, more abstract, trees. That script and images will come soon.

Pseudo code:

input mesh and start points
find index of faces closest to start points
find vertex points for each face of mesh, store in face index array
add line around points of same index as selected faces

// download script: oulinemeshface.rvb

// update:

I modified the script so that there’s a choice to either outline faces closest to a point or all faces. There’s also now a choice to add a polyline or a curve through the face points.

// download updated script: outlinemeshface2.rvb



Almost half-way there. This is where I am now.


Exit Strategy

I have recently thought a bit about how visitors will exit the pavilion. The main exit from the large interior forest is located at the back of the pavilion so that the main direction of movement will be straight through the interior. Also there won’t be any doors, the passage between inside and outside is rather a combination of layers which filter out the exterior light and results in a smooth transition from the darkness within the forest to the brightness outside. These layers grow in size as you pass through them so that the exit becomes more labyrinthine the closer to the other end you get.