Wednesday, May 6, 2009

Project Progress - Trees & Light Fixture

Light Fixture

The light fixture is one component that was specified also by the original architect Boullee. It helps illustrate the virtual interior solar system. Some say its a tribute to Isaac Newtons work in astrophysics. The light fixture is centred in the centre of the sphere, much like that of the sun's position in the milkyways solar system. Illuminating the whole entirety of its confines. The heart and focal point of the building.
Pui Pui created the 2 elements in 3dsmax; a solid sphere and a sphere frame that holds it. From there I imported the 2 components separately and placed it in the centre of the dome.
We scaled it to a size large enough so that it impacts and draws attention to the solar system dome feature.


Fig 1.) Soild Sphere in 3dsmax

Fig 2.) Sphere frame in 3dsmax



Fig 3.) Both components imported into Crysis
The textures we used for this light feature was sourced from different sun textures found on the internet. I used the glowing golden sun as the texture for the framework and the intense red depiction of an actual sun as our texture fro our version of the sun.
Furthermore I tried to amplify our representation of the sun that we were able to create a moving texture. In Crysis the texture actually oscillates and looks as though molten lava is melding and bubbling inside the sphere itself.


Fig 4.) Texture used for framework


Fig 5.) An image of the sun that we tried to imitate


Fig 6.) The light fixture in Crysis


Fig 7.) Close up the light fixture


Fig 8.) The oscillating texture of the sun



Trees

The trees surrounding the building have a role to the design that allows it to cohesively relate to its site in the parklands. The trees/hedges have a uniform circular shape that accentuates the tall walls, but yet softens the harsh sizes of the walls by exhibiting a textural contrast from a hard, solid artificial material to a supple natural life form. The trees provide a simple and classical facet to the entire design and without it the building sticks out like a sore thumb in its natural surroundings.
I first tried to use an imported 3dsmax version of these trees, but the textures were lost and I was unable to detail the material back to its original state.
So I used Geom Entities. The reason for using these entities instead of normal entities is that entity vegetation anchors the plant to terrain, and I couldn't position the trees up into the buildings upper platforms. It will not allow for any movement other than its position on the ground.


Fig 9.) Hedges created in 3dsmax



Fig 10.) 3dsmax hedges imported into Crysis


Fig 11.) Geom Entity vegetation


Fig 12.) Hedges/trees on top platform

We actually lined the trees twice, meaning theres 2 set of trees on top of each other. The reason for this, is that 1 row of trees look sparse and it needed that thick vegetative look to enhance a wall of trees. You can see in the image below a row of trees being ready to be placed on top of the row of trees below it to create this look.

Fig 13.) Trees overlapping each other


Fig 14.) Circular tree perimeter around each tier of the building

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