In the context of technology, Grasshopper refers to a visual programming language and environment. Unlike traditional coding languages, Grasshopper employs a graphical interface, allowing users to create and manipulate algorithms through a visual representation of code elements.
Originally designed as a plugin for the 3D modeling software Rhinoceros, Grasshopper enables architects, designers, and engineers to explore complex geometries, generate intricate patterns, and simulate dynamic processes without delving into the intricacies of conventional coding. With Grasshopper, users can connect various components and parameters visually, fostering a more intuitive and accessible way to engage with computational design.
This innovative tool has become a cornerstone in the toolkit of professionals across diverse creative disciplines, empowering them to push the boundaries of design and unlock new possibilities in the digital realm. As a bridge between human creativity and computational power, Grasshopper stands as a testament to the evolving landscape of technology-driven design methodologies.
01 / Towers: Experimentation with Mesh, Pipes and Weaverbird
TOWER 01
Experimentation with Mesh
For the first tower, an ellipse was used as the initial curve. It was moved in z axis, scaled and manipulated, using a Graph Mapper. The ellipses than define the shape were rotated and lofted in order to produce the final form. Next, a mesh was applied using the Surface Box component, and in the end it is the Gradient component, which gives to the tower that funky look.
TOWER 02
Experimentation with Pipes
For the second tower, a circle served as the initial curve, which was then moved in the z axis as well, scaled and rotated. Then, the circles that occurred were extruded in order to have thickness, while adding the Cap Holes component. Then, the circles were offseted and, using Divide Curve and Interpolate, the outer lines were created. The last component added is Pipes, which produces the final exterior shell.
TOWER 03
Experimentation with Weaverbird
In order to generate the third and final tower, a circle was chosen as an initial curve as well. Then, a similar method was followed, moving, scaling and rotating. The outline was manipulated through a Graph Mapper and, using the Loft component, the surface came to life. For the purpose of exploring more about what can be used as a facade, the plugin Weaverbird was put to use. Through Voronoi and Populate Geometry, Weaverbird’s components were utilized, creating the final skin.
Script for each scenario
02 / Brick Hut-inspired Module
The initial concept was inspired by the traditional African hut, which often has a distinct design characterized by a conical or circular foundation and a peaked thatched roof. Local materials are often used, and in some cases, sun-dried bricks are commonly applied in some regions for building walls. The use of indigenous materials and designs is an important aspect of sustainable and culturally significant architecture in many parts of Africa. These huts vary in style and construction methods depending on the specific region and the local culture.
Script
03 / Sine Wave Rooftop
using Voronoi Pattern & Curve Attractor
The inspiration for this assignment were sparked by the Ayla Golf Club, situated in the desert landscape of Jordan. The distinctive architectural feature is the club’s dune-shaped shell, which blends with the natural beauty of the desert environment.
Step 01 / Initial Curve & Mirror
The first step is the creation of initial curve with construct point and the use of sine & pi. Then, Mirror component is added, as well as Move in x axis.
Step 02 / Loft Surface
After that, the Line component is used in order to piece together the points on every curve and after the Loft, in order to create the surface.
Step 03 / Voronoi Cells
The next step is the creation of Voronoi cells on a rectangle.
Step 04 / Curve Attractor & Cull Pattern
After, a curve in Rhino is designed and set in Grasshopper. The Curve Closest Point and Cull Pattern components are added, so the curve works as an attractor and eliminates the cells in the rectangle.
Step 05 / Scaling
Using the Scale component, the attracted cells are scaled down as they draw away from the attractor curve. Via Remap Numbers and Construct Domain, their size can be controlled and manipulated.
Step 06 / Cell Modification
Next, the modification of the cells is achieved through the Nurbs Curve component, which gives to the cells a more organic form. The desirable thickness is accomplished with the Extrude component. With Surface Morph, the final surface is ready.
To modify the surface’s shape, the Multiplication component was adjusted and the length of the wave is regulated using the Count Slider within the Series component. Finally, the Step Slider can be teased as well, but it can cause some abnormalities on the curve (same with Multiplication).
Script
04 / Pokemon Shell
using Voronoi pattern & attractor curve
This assignment is based on the evolution and differentiation of a previous assignment. The process of the Voronoi-patterned surface which was created before remains the same. The cells are controlled by a Curve Attractor and are eliminated by the use of Cull Pattern. Finally, they are applied to the final surface. The rest of the process is explained next.
Step 01_Initial Geometry
First, a Plane Surface is added, with a panel to define its dimensions.
Step 02_Surface Manipulation using MD Slider
After, a grid of points is generated on the surface and, through Brep Edges, the edge points are controlled, but still maintain a relation of distance.
Step 03_Final Surface
Next, with the use of a Graph Mapper and Remap Numbers, the points that control the surface are moved to the z axis and create the final surface. Its then connected to the Surface Morph from the previous assignment.
Step 04_Panelization & Final Colour Touch
For the panelization, the Hexagonal Cells component is used and then with the Extrude component, it gets thickness. The Gradient
component along with Custom Preview is added as well.
Step 05_Scale and Move of Cells
The cells are separated using Split List and, using Average to identify their middle points, they are scaled. They are now moved using the Amplitude component. With a Graph Mapper and Remap Numbers, their ‘extrusion’ is succeeded.
Step 06_ Loft & Final Colour Touch
Finally, we loft the moved components and also colour is added.
Script
05 / Kinetic Structure
For the last assignment, we delved into animations, grasping the art of crafting dynamic and mobile designs using Grasshopper. We acquired the skills to generate scenes and manipulate the camera, enabling us to examine our designs from different vantage points. By combining camera control and animation techniques, we created visually engaging and dynamic parametric designs. Animations can be useful for visualizing how the design evolves over time or for presenting it in a more interactive and engaging manner.