Dirty Geometry: exploding sphere(s)

What if there are a way of actually making the box explode? The interior can manipulate the exterior?
These experiment was made using Grasshopper and Kangeroo physics engine. The physical entities to manipulate are not boxes but mesh spheres. Why? Oh, just tired of bloody boxes.
Forces applied are Pressure and SphereCollide, with certain vertices acting as anchor points. The results were unexpected.

(With my thesis project, I propose Dirty Geometry: norm-bending design that would challenge conventions within the field of architecture.
Dirty geometry advocates for a more playful and colorful aesthetics, one that could be said to be queer because of its norm-bending ambitions.
It investigates concepts such as ugliness, beauty, architecture and the
human body, interiority and femininity, ”bad taste”. The purpose is to, with the aid of parametric design processes, critizise design paradigms and make Stockholm more dirty and less boring.)

Dirty Geometry: exploding box

Is there a way to break free of the norms, of the box?
In this experiment, the box was deconstructed into its vertices, which were isolated, each face seperate from the others.
Then a random component was added to the Grasshopper definition and a move component as well. When connected with curves, triangulation was achieved. Each triangulation was connected to its neighbour, constructing a convex hull
triangulated stone-looking geometry. Using the seed input in the random component, a great number of different variations were possible.

(With my thesis project, I propose Dirty Geometry: norm-bending design that would challenge conventions within the field of architecture.
Dirty geometry advocates for a more playful and colorful aesthetics, one that could be said to be queer because of its norm-bending ambitions.
It investigates concepts such as ugliness, beauty, architecture and the
human body, interiority and femininity, ”bad taste”. The purpose is to, with the aid of parametric design processes, critizise design paradigms and make Stockholm more dirty and less boring.)

Prototype 3: Surface & Line

The third prototype aims to follow the division and multiplicity of Gothic continuous line. The script has been designed to sort surface points in relation to their positioning on the Z axis (height) and then produce lines that split into 2 with the surface’s descent.

The concept derives from Gothic line’s property of division: splitting into 2 with progression downwards (e.g. arches, window divisions, ornaments)

These raw results were produced with 1. cylindrical surface 2. NURBS wavy surface.

Simple Lines blog v1Many Lines blog v1Surfaces (Vaults)