Grasshopper still surprises me. This definition draws a spiral by using a random component. It is obvious that the seed value of the random component has a relationship with an archimedean or a similar spiral. My intention was to create a definition to put a number of random points inside a circular area, not a rectangular one. While I grow the radius of a circle and get a t parameter […]
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Just a quick tip as I thought might be useful in some cases. Generating random numbers in architectural scripting is not a too catchy thing for designers. It is for sure, we want every parameter to be under our control (as if it were possible!). I was thinking about that in Grasshopper. A dataflow graph such as in Grasshopper regenerates whenever necessary (a change on an input value “fires” every […]
Urban Atölye, led by architect Nilüfer Kozikoğlu initiated the development of this Grasshopper code. The concept was to create a random relief pattern on a surface to be carved out using CNC technology. In Turkish, this technique is referred to as “kaşıklama,” as the resulting shapes resemble those carved out by a spoon. Consequently, I named this Grasshopper definition “spooning.” The definition employs the Populate Geometry component to achieve a […]
In 1986, Craig Reynolds developed an algorithm aiming to model the flocking behavior of birds, which remains a cult method used in flock simulations today. In my initial study, the bird-oids (boids) have no rules or limitations, just chilling randomly on the screen. I call this initial version Wandering Simulator. There are several reasons why this fundamental simulation is difficult in Grasshopper and Python, our parametric design interface. In Grasshopper […]
The rhombitrihexagonal tiling is one of the semi-regular tessellations. It is composed of regular hexagons, squares, and triangles. It is a periodic tessellation since you can copy the fundamental unit and move it across the plane to generate the tiling. I use this quality of the tiling to draw and expand it in Rhinoceros software. This is a basic drawing exercise. At the same time, it is a nice exercise […]
The snub square tiling is one of the semi-regular tessellations, where regular triangles and squares match perfectly to fill the plane without gaps or overlaps. The Euclidean construction of Snub Square tiling is possible by utilizing the basic compass and straightedge operations. I made this construction in Rhinoceros to show that there is no need for any numerical input to locate the points and draw the tiling. There are two […]
Perlin noise is a gradient noise function that has been widely used in computer graphics, procedural generation, and various other applications to generate natural-looking patterns. Here is my brief exploration of the Perlin Noise Generator. Although I didn’t fully follow the traditional steps the result looks similar. I started with the square grid and generated random gradient vectors on every grid corner. Then, I implemented the original algorithm’s dot product […]
I have created a straightforward Grasshopper code that generates a Voronoi diagram on a surface. Then, it adds thickness to form a structure called a “Voronoi Cage.” In the initial step, I project a surface onto the ground plane (Z=0). The projected frame serves as the boundary for two operations: generating random points using the Populate 2D (Pop2D) function and calculating the Voronoi diagram based on these points. The resulting […]
Here, our aim is to generate a 3D Voronoi puzzle ready for 3D printing. Below is the step-by-step explanation of this Grasshopper algorithm: The 3D Voronoi Puzzle Step number one is the application we saw earlier in the Voronoi diagrams. We obtain random polyhedra within a given volume quickly. The basic features we need for the puzzle are: (1) When we solve the puzzle the final volume should be a […]
In this Voronoi puzzle exercise, we derive two-dimensional puzzles by using Voronoi diagrams. This is similar to my previous studies here, and here. Part 1: The Random Voronoi Diagram In section 1 of the below image, I use a rectangular region to generate random points. Then, I create a standard Voronoi diagram by using those points. Finally, I explode the Voronoi cells. Part 2: The Voronoi Puzzle Details In the […]
Fields is a native group of components available since the very early version of Grasshopper. In today’s Design Computing class, we studied it again with the first-year design students. I studied these interesting and beautiful shapes earlier here, here, here, and here. The one you see below is a short in-class exercise about vector fields. The exercise aims to show the Grasshopper’s capabilities in form-finding studies via Field Lines. The […]
This is a return to the Swirly Flames tutorial I made in 2013 here. Since then, Photoshop changed a bit. There is no more Variations tool. Therefore, I had to use other tools such as Color Balance, Hue/Saturation, Inverse, etc. to achieve the same effect. It is still cool for me, personally, although we are in the age of AI-generated images now. It is not the visual result only, but […]
In this 5th episode of Grasshopper for Beginners, the interface continued by exploring the interface of Grasshopper. With the help of these two methods (tabs and search box), we can find the components. We can select them with the left click and place them on the canvas with the left click again. Now take random components and try to place them on the canvas with both methods. Therefore, components with […]
Let’s make some nostalgia. I thought of a very simple and useful algorithm that I can generate with Grasshopper. At the concept stage in architectural projects, I tried to derive figures that could symbolize the trees on the land. To make random low poly trees in Grasshopper we need several lists of random numbers first. The Facet Dome component will meet all our needs. In the code I shared on […]
This is a student project of the Computation-based Basic Design Lanterns finals of the year 2019. This year was exceptionally successful in creating 3d components and constructing relationships as a systematic whole. Again, the students started with small-scale experiments on folding and attaching cards. This is a study of how planar elements can generate volumetric units. They also studied Archimedean solids to understand geometric performances of particular shapes. We encouraged […]
This is a competition entry on the innovative uses of natural stone. Urban Polyhedra aims to organize the natural stone usage, especially on the shores. In the current implementation of this system, random blocks are placed to prevent landslides on the urban coastal areas, but restrict the interaction of the citizens with the shore, and destroy the spaces for sea creatures, and vegetation. Thus, this random placement makes it difficult […]
Further studying iteration in Grasshopper, this time, inspired by George Stiny’s “Chinese Ice-Ray Lattice” subdivisions with Aneome, instead of the Hoopsnake add-on I tried in the previous work. As you know, loops add various ways of usage to Grasshopper. In future versions, loops may cease to be just an add-on and become native components of Grasshopper. Until then, loop plugins like Anemone take on this task. In the example here, […]