Sunday, 5 April 2009

A WoodenFluidity

Processing & Analog :: Homogenous SurfceTransforms

An example script for processing, a pixel based fluid simulation, is the basic inspiration for the project. The most fascinating aspects in that simulation are, to start from a homogenous field of pixels and vary the appearance by impacting a directed force. The pixels interfere with each other and form brighter and darker or less and more dense areas. By impacting the field with two or more forces, each force interferes with the other. To simulate the potential in a physical, 3 dimensional way, we built plasticine models using the same idea of impacting a homogenous field with directed forces.


video




Introducing a Graid, deformed by a FluidSystem

Since the potential was there it became necessary to go back to digital way for larger scale and more detail. Maya with its implemented fluid simulation and 3d-ability served as a good tool to continue. First step of the visualization was to create a homogenous grid and deform it in x, y and z direction by translating the data from the fluid simulation via script to vectors which create new 3d coordinates for the single gridlines. The transformation in z direction is defined by the velocity of the particles in the fluid simulation.


video

Performation :: Trail & Error

On the one hand we defined different rules for the way of transformation, like various functions for the translation in z direction (linear, exponential …) and the shape and magnitude of the force field impacting the fluid (point, single line, spline …). On the other hand we introduced various rules for a perforation of the surface defined by the deformed grid. The script is also applicable for a 3d fluid simulation, but didn’t make too much sense in terms of an architectural vision.




Introducing a StripeSystem :: Terracing - Break the HomogenSurface


In order to bring the idea of a human usability closer, we developed a new interpretation of the fluid that doesn’t just deform a grid so a double curved surface could be inscribed but a stripe system with horizontal generatrices to give way to the option of a terracing.





Introducing a Enviroment

Using these new possibilities we started to refer to the actual strength of the fluid system: implantation on a real site, interaction with existing objects and interference with itself. The site we picked is a park like place with lakes and walkways surrounded by the city of Osaka. The idea is that none of the walkways or lakes or existing buildings have to move because of our urban planning concept, so the created landscape disappears smoothly below these objects.

video



Thoughts about the FacadeSystem

Since the whole system has been generated from directed forces in a fluid we decided to show that aspect even more clearly by introducing a second system for the façade, which should make it easier to read these generative components and get the direction. While the stripes have only horizontal generatrices, the remaining part of the façade has only vertical generatrices. It is also single curved. This makes it obvious to work with a vertical tiling structure. So, following many experiments, our decision came down to a vertically arranged solar panel system, which is also, as can be seen in the plan below, directed after the flux of the particles in the generating fluid simulation.





Constructional Reference

Since we are working with only single curved elements, wood became a very interesting material for us. As tested in a physical model, it is possible to unroll the stripes, prefabricate them and using certain fixed attach points, let the material find its own way into balance. Working with splines of even point weight in the 3d simulation, the materials self found shape complies nearly completely with the simulation. The “Weltstadtkaufhaus “in Colonia by Renzo Piano and the High Line in New York by Diller and Scofidio serve as constructional and design reference.



A WoodenFluidity :: The Project

Fixation of materials and constructive principle in fusion with the concept give name and appearance to our project: A Wooden Fluidity


A WoodenFluidity :: The Landscape

The separation between villa and landscape is made by change of material, still it can be perceived as a whole. In analogy to the buildings stripe logic, a park landscape kept in green and concrete, shows a stripe pattern with alternation of these two materials. While some parts of the villa colony are kept less dense with single villas, several are merged into a single building in higher density areas, given the option of a programmatic change.




A WoodenFluidity :: The Villa

As a coherent logic is one of the main principles of the project, fixed instances such as stairs, i.e. bed, bar, seating are shape out of the generating stripes. Also the single stories are built in an analog way, since one villa consists out of four, in plan congruent arrays of stripes. As can be seen in the sections, the first array’s limited to a height of 1.5 meters, which means that at points where it would raise above this limit remains constantly at 1.5 meters and builds out a flat. This flat can now be used as a story. The next array’s limited to 5.5 meters (2nd story), the next at 9 (3rd story) and the last forms the roof without limitation. The lighting is performed by light stripes arranged along the wooden bars.


A WoodenFluidity :: The Villa :: Sections & Plans






A WoodenFluidity :: The Villa :: Renderings





A Project by Thomas Buseck [ombu] & Oliver von Malm

Pictures of the Models









2 comments:

b.v. said...

great project! the process also..... compliments!

b.v. said...

great project! the process also..... compliments!