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We recently checked out the MSAFluids library for Processing, a fluid simulation engine based on Navier-Stokes equations. This is modeled off of Jos Stam’s algorithms which are used for gaming and animations. Not physically accurate, but visually awesome.
We’ve started exploring ways of casting some of the pieces that we previously showed in the post on Acoustic Reflection Patterns and thought we’d share what’s been done so far. The diffusive …
Erick is teaching a course on Grasshopper at Makerhaus this April and May. The course will be a general introduction to Grasshopper with a focus on fabrication.
The mockup for the Lobby Feature Wall of the Tobin Center for the Performing Arts is under construction. This post shares some images and a bit about the process that got us to this point.
We first posted the Contour Tool for Grasshopper back in June 2010 and it’s time for an update. This new definition works with surfaces, polysurfaces, and meshes.
Space frames are an amazing type of structural system, but they’re often composed of hundreds or thousands of parts. We’re exploring a version of a space frame structure that has a drastically reduced number of pieces that are constructed with a minimal amount of material waste. The hope is that we can find more use for space frames besides long span structures.
In the post, Acoustic Reflection Patterns, we described an approach to reflecting a set of rays off of surfaces to see how the pattern of rays diffusive. We’ve also explored how …
This post explores the mapping of reflection patterns generated by performing an acoustic raytracing simulation on a set of different diffusive surfaces. As with any type of simulation it’s important to be able to quantify or at least visualize the results of the simulation in a way that makes it possible to make observations about what is happening. For this study we placed a vertical dome in front of the diffusive geometry and then intersected the reflected rays with the dome to see how the reflections were being distributed.
Recently, we’ve been having discussions about the effort that goes into making the formwork for casting an object and how wasteful that mold making process can be depending on the amount of shaping that is desired. This is one in a series of posts where we’ll be looking at how an early focus on the fabrication process can influence the design of a object or system and the potentials that might arise from this approach to design.
We take an active interest in minimal waste digital fabrication methods. It’s a good challenge to create efficient templates for subtractive manufacturing, and successful results allow us to create more prototypes with limited stock material. This post focuses on digital models for kerf bending, a traditional method for creating flexible forms out of rigid materials.