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| Project Cube V1 |
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| August 2008 |
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| Idea - using scripts to break apart architecture and then trace the movements of fragments in space |
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| Reference - Francis Bacon, Brandon Riza, Piranesi |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, Custom Scripts |
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Output - SLS Rapid Prototype |
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| Project Cube V1 |
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| August 2008 |
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| Idea - using scripts to break apart architecture and then trace the movements of fragments in space |
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| Reference - Francis Bacon, Brandon Riza, Piranesi |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, Custom Scripts |
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Output - SLS Rapid Prototype |
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| Project Cube V1 |
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| August 2008 |
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| Idea - using scripts to break apart architecture and then trace the movements of fragments in space |
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| Reference - Francis Bacon, Brandon Riza, Piranesi |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, Custom Scripts |
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Output - SLS Rapid Prototype |
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| Project Cube V2 |
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| September 2008 |
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| Idea - fragmentation of a cube with veroni algorithm. Percentage reduction of volume until cube becomes unstable. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, |
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Output - Plaster Rapid Prototype |
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| Project Cube V3 |
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| February 2009 |
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| Idea - A cube primitive is fractured and exposed to physical dynamics. A sequential test, exploring notions of space, volume and time, resulting in an object that is both poetic, turbulent and null. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, |
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Output - Plaster Rapid Prototype |
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| Project Cube V3 |
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| February 2009 |
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| Idea - A cube primitive is fractured and exposed to physical dynamics. A sequential test, exploring notions of space, volume and time, resulting in an object that is both poetic, turbulent and null. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, |
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Output - Plaster Rapid Prototype |
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| Project Cube V3 |
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| February 2009 |
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| Idea - A cube primitive is fractured and exposed to physical dynamics. A sequential test, exploring notions of space, volume and time, resulting in an object that is both poetic, turbulent and null. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, |
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Output - Plaster Rapid Prototype |
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| Project Cube V3 |
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| February 2009 |
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| Idea - A cube primitive is fractured and exposed to physical dynamics. A sequential test, exploring notions of space, volume and time, resulting in an object that is both poetic, turbulent and null. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Particle Flow, |
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Output - Plaster Rapid Prototype |
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| Project Cube V4 |
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| May 2009 |
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| Idea - A cube scaffold structure contains fragments from a particle simulation. The cube scaffold acts as a 3D scanner within the computer software, materialising anything within its volume. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Rhino, Custom Scripts |
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Output - SLS Rapid Prototype |
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| Project Cube V4 |
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| May 2009 |
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| Idea - A cube scaffold structure contains fragments from a particle simulation. The cube scaffold acts as a 3D scanner within the computer software, materialising anything within its volume. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Rhino, Custom Scripts |
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Output - SLS Rapid Prototype |
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| Project Cube V4 |
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| May 2009 |
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| Idea - A cube scaffold structure contains fragments from a particle simulation. The cube scaffold acts as a 3D scanner within the computer software, materialising anything within its volume. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Rhino, Custom Scripts |
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Output - SLS Rapid Prototype |
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| Project Cube V4 |
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| May 2009 |
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| Idea - A cube scaffold structure contains fragments from a particle simulation. The cube scaffold acts as a 3D scanner within the computer software, materialising anything within its volume. |
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| Reference - |
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| Software - 3DS Max, Rayfire Plugin, Rhino, Custom Scripts |
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Output - SLS Rapid Prototype |
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