Inspired by the Corpse Flower and it's undulating edges, these jungle towers are imagined in a forest setting for the local tribe of that place.
The base geometry of both the towers is an N-sided cylinder with twisted floors. Each floor plate has an undulating boundary that is dependent on the number of edges of the previous floor plate. The higher the edges on any floor the more undulation the next floor has and vice-versa. Both the towers have 15 floors and are entirely scripted in grasshopper3d.
The form of this high-rise tower uses straight curves as the base geometry. The curves are changed physically by using transformative tools like rotate, bend, etc., in a constant loop creating a vortex-like shape.
The newly transformed curves were then wrapped around a rectangular core, to create stepped terraces. The terraces are generated from the intersection between the curves and the central volume. Since, the tower was entirely scripted in grasshopper3d, it was easy to parametrically add or remove new elements in the design.
The towers use minimal surface as the base geometry. The larger of the two is derived from a DOUBLE GYROID minimal surface and the other from a SPLIT P SURFACE.
The tower that is derived from double gyroid has two punctures passing through the towers, white the split p tower has a single surface that goes inside and outside wrapping the tower. Both the towers have 15 floors and are entirely scripted in grasshopper3d.
These towers are my imagination of a secluded settlement where only a few chosen ones are allowed to stay (inspired by the 3% show).
The towers are basic cylindrical forms, whose morphology is changed by pushing and pulling them from the sides and the top. Each tower is distinctive from the other and has been completely scripted in grasshopper3d.
The design is a fun exploration with agent-based modeling. A structural system was designed on which around 500 crawler's were left to climb from the ground till the top, creating the weaving effect.
It was interesting to see how precisely the crawler's moved up without deviating much from the structural core of the tower.
Finally, I couldn't resist myself from exploring the SubD (Subdivision Surface Modelling) modelling introduced in Rhino7.
Very crucial to subD modelling in my opinion, is matching the topologies of the geometries, which essentially means having the same number of division's when joining or matching two surfaces. This was especially important when I was connecting the arms to the central bridge.
SLEEPING GIANT TROLLS - 18/Sep/21
Replicating the branching pattern in tree roots by developing an agent-based (food & emitter) algorithm.
Transforming these roots into smooth meshes and welding them so that there is no air gap.
Generating a series of frames on an arc and rotating them to their proximity with the neighboring frames.
Logically sorting those frames and converting them into NURBS curve to get the interlooping wire pattern.
Creating a proximity algorithm on a NURBS geometry, to connect the closest points on the surface.
Converting the points into straight line segments with the help of a discrete script.
STIGMERGED VOIDS - 28/Aug/21
Agent-based algorithm on a spherical geometry with multiple obstructions inside and outside the sphere.
The points on the sphere, navigated these obstructions to makes NURBS curve which was then transformed into a mesh.
WHERE GROOT LIVES - 21/Aug/21
Computing an agent-based algorithm, to grow different NURBS curves that are working in proximity to the start and endpoints.
The curve geometries were then transformed into mesh with subdivision smoothing.
Developing an enneper minimal surface using mathematical algorithms in grasshopper 3d.
Transforming the surface into triangles and blowing it to look like a multi-faceted flower.
Experimenting with subD in rhino7.
A simple unit was developed in rhino using subD modeling and was then transformed into the tower. To give an outer space look, the central spine was twisted and the base was expanded for stability.
ICE TO MEET YOU
Creating crystallized shards using an attractor mesh algorithm.
The shards were first exploded from a trapezoidal space, then were transformed in a way that the central pieces are shorter than the adjacent ones and later combined.
Generating a mesh geometry by overlapping geometries from neighboring contexts.
The structure was designed by pushing the neighboring buildings towards the site, combining it and differencing out the unwanted spaces.
Exploring spin forces in grasshopper3D using Parametric Design.
One can imagine these forces as vectors, moving around a point with a specified spin force in the positive or negative direction. Depending on the direction the resulting curves are created.