In this exercise, I established the network using parametric plot parcellation with Voronoi Parcellation techniques, following one of Abdulmalik Abdulmawla's OTP lectures. Additionally, I created the streets and parcels, from which I generated a variety of building blocks. The building hight is proportional with the base area of the building. With this approach, I was able to create versatile and controllable building blocks that will serve as the basis for the second part of the project. In the next phase, I will use Decoding Spaces and test visibility with Isovist analysis, aiming to achieve higher visibility from the street-level view. With these parameters, I aim to explore how different building block variations, affect visibility from street level to facade level, and which type of morphological settings present the most optimal situations. Lastly, I would like to work on adding more parameters to the script, to remove some odd blocks that have occurred ...
I wanted to create a building blocks that would have a variable inner courtyard and at the same time the height of the individual buildings. The plots are divided to create a square inside ...
At first the objetive was to made this focal shape and based the compositions of the buildings with the two main attractor but finallpy the concept is a simple grib based in a regular-shaped streets with offset buildings ...
I wanted to create a polar urban generation based on the center point of any given boundary. The polygonal streets and polar streets are adjustable in all ways, and depend on each other to create a legible and ordered layout ...
The concept was to have empty parcels "public ´places" nearby the river and 3D buildings further from the river. In future work on the script I would liket to remove the buildings tangent to the river ...
We tried to make a building generator with variable offsets from street and neighbours. The script is made with Andrei Crupa but in the end we tried some different approaches to some problems ...
Created a simple grid and out of that using the offset command that we had learned in previous classes created the buildings out the parcellation grid created with the streets. Then I had some help with the random part of the script for creating the different heights of the buildings since it had not been very clear to me up to this point, but I was finally able to create a final result with different heights of buildings ...
I tried to work on a radial distribution of the parcels around the main building ( the landmark ) of the site and to control the height of the masses according to the attractor using distance as a parameter, so the closer the masses the lower their height ...
This Grasshopper script divides an urban plot into parcels, creating a large central business district with towers of varying sizes and heights. Smaller parcels become public green spaces, while suitable ones generate buildings. Building typologies adapt based on proximity to the central district: open courtyard designs near the center and enclosed loops further away. Heights decrease with distance, ensuring a functional and cohesive urban layout ...
In this project, I aimed to create a street layout by randomly generating a 2D distribution of points to serve as the foundation. Using these points, I generated a Voronoi diagram, which was then transformed into a street network. Finally, I added variety to the building heights by assigning random values, creating a dynamic and irregular skyline ...
For a basic or smaller plots, Construct a square at the middle of the plot and divide the square into desired points and connect the points to the closest point on the plot or perpendicular to the plot. Place the buildings in U-shape that opens up to the square. Then the square is set to be an attractor in which the closest buildings to the square are null to small and the further will be larger. If the plot is large or complex divide it into smaller subdivisions and apply the above same logic ...
I tried to keep it at curtain level parametrised so it could work with different plot shapes. I created three attract points (squares centers), with the building rule being that the further you go from the square, the shorter the building gets. I wanted to achieve the same with heights, but I couldn't have the same random index for heights and building legneth. It would be great if we can have another consultation later ...
I was not able to create surfaces from curves in the last step and thus not even to create 3D buildings afterwards. The problem is polygons with internal obtuse angles, where the script does not identify the curve as closed. For full completion I will need a short consultation on how to resolve the error in the script. I am sorry for not completing the task on time ...
I started by creating parcels and generating building footprints. These were extruded into 3D, with heights and colors varying based on their proximity to an attractor along a street axis. As the attractor moved, building heights and appearances dynamically adapted, creating a responsive urban design ...
The building generator is based upon a grid structure typical of latin american cities. Its intended to generate randomly sized chamfered buildings across grids of different sizes and between already designed streets and public spaces ...
Building generator based on a sorting parcellation script, which defines different constructed typologies to different plot types to provide variety in the overall result ...
The script works on an axial urban development pattern. It creates a hybrid courtyard building with a highrise structure in the middle of the plots. Properties such as size, shape, floor count, and organization are aimed to be parameterized ...
This generator creates a dividing street through the longest diagonal of a given shape. It then finds any convex angles in the shape and unites them as well. Finally, it creates a grid for the remaining subdivisions ...
From my final assigment script, I add a Massing Generator inside the parcels and buildings previously created in order to add more complexity around the new attractors ...
Building generation, rotation, and heights are based on attractor points. Buildings are rotated towards the attractor points based on the distance from the midpoint of their longest side ...
my first generator used a cylinder as an attractor before I was familiar with the concept, I have kept this attractor as the main factor affecting building extrusion height but now the colors change to reflect this height. Another attractor was added in the sky to base building color off distance, but I removed it when I found that extrusion height can be tied directly into gradient components without using a point. I wanted to set up a third attractor as a random point along the main road, but after several days of trying I am giving up on this. I barely understand the tasks we are doing but there is nobody here who will help me! I have never received a message from a professor or invitation to a lecture or anything like that, I don't know if this course even has an instructor assigned or if it just uses examples from past work. If anyone is grading this, I am very lost and need help! ...
Building generator with random points. The first building generator, create an offset of the Plot to contain a random placement of points. Next it is created a second random placement of point to be able to generate rectangles, which then will be surfaces and extrusions. The idea is to have different hights and sizes of volumes for the Block. A Second building generator, use the same principle of random placement, this case use to create independent building with rotating facade-surfaces ...
Grid city with multi attractors and different heights. The first attarctor is to control the density at the city centre and the second attactor for a historical building located by the city ...
I used the parcels we already had and extruded the buildings. The height of the extruded buildings depends on the two attractors I have created. One is a bit more "powerful" and is extruding the building a bit more. Also depending on the positions of the attractors the color of the buildings changes ...
I tried to create a radial grid and tried to connect the attractor to the center of the radial grid and my plan was, when we move the attractor, the center of the radius moves making the plots buildings … change. but that didn't work so here you can see the three multiple attracters changing the height of the buildings as they get further/via the distance from the attractor ...
The script uses the central street as an attractor for the height of the buildings. The closer the buildings are to the street, the lower they become. Represented with color ...
First I tried to use the attractor to change the height of the buildings and the colour, then I tried to change the morphology of the city by creating a lake and from there I tried to use another attractor located on the edge of the lake to create a gradient from the attractor, but I didn't get the gradient effect I wanted, I only managed to change the overall colour of the lake while moving the gradient. I went on to make other attempts, such as using the attractor on the edge of the lake again to change the height of the buildings. Problems that I found: -I couldn't use the attractor on the edge of the lake to create a blue gradient from it -When rendering the buildings that were removed in the last step with "Trim with Region", they reappear. -The lines on the roads didn't disappear even when I used "Trim with Region", so I had to delete them one by one. -I tried other things, such as using the attractor to reduce the thickness of the buildings, but that didn't work either because several lines appeared or other situations that went very wrong but I ended up deleting them ...
In this urban design concept, the city features a hexagonal street layout. The streets give rise to clusters of 4 to 6 building blocks, strategically arranged to form neighborhoods. These blocks vary in height, transitioning from low to high-rise structures. The result is a combination of geometric precision with density ...
You can download the Grasshopper script here, the file was also compressed larger than 5MB: https://1drv.ms/f/s!At1Goi6T_UG0gawTb0a9x2-h-6Fgxg?e=8394h0 -- no .3dm file is required for execution -- Building height and plot dimensions are dependent on attractor points: rather flat buildings with a large footprint and tall buildings with a smaller footprint. It is best not to try to move anything, the performance is terrible ...
Added attractor-based extrusion of the buildings. Both the points and Streets/Boundaries serve as attractors and affect the height of the buildings. Limited the extrusion between three and thirty metres to keep the buildings within realistic measurements. Result is a neighbourhood in the process of gentrifying, I think ...
I created a radial city system and used -loft- as an other method for extrusion. The building height is generated by a random component. I moved the outer lines of the building twice along x and z and that created the shape of the buildings ...
Typical "radial city design" with the attractor being the point with the shortest height and increasing height as it moves away gradually. The density is also inversed in the center, with the density decreasing as you get closer to the attractor point ...
I build an urban generator with buildings/parcels made from attractor-based vornois and an attractor based height. Also the hight of the buildings shows off in their color ...