Foreword |
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7 | (4) |
Preface |
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11 | (2) |
Acknowledgements |
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13 | (2) |
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15 | (32) |
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1.1 Parametric design in architecture |
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16 | (1) |
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1.2 Computational and nonlinear thinking |
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17 | (1) |
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1.3 Performance Based Design (PBD) |
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18 | (1) |
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1.4 Using Autodesk Maya for parametric design |
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19 | (19) |
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19 | (17) |
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1.4.2 Nonlinear modeling in Maya |
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36 | (1) |
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1.4.3 Performance based design in Maya |
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37 | (1) |
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1.5 Objective of the book |
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38 | (1) |
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39 | (8) |
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1.6.1 Tutorial: Basic Maya interface |
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39 | (1) |
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1.6.2 Tutorial: Nonlinear modeling with Maya |
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40 | (1) |
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1.6.3 Tutorial: 2-D pattern making in Maya |
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41 | (2) |
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1.6.4 Tutorial: Polygon frames |
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43 | (4) |
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47 | (16) |
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48 | (1) |
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49 | (1) |
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2.3 Choosing the right modeling technique |
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50 | (2) |
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2.4 Conversion between polygon model and NURBS model |
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52 | (1) |
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53 | (10) |
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2.5.1 Tutorial: Tessellation and iterative building skin |
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53 | (3) |
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2.5.2 Tutorial: Parametric beam and roof |
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56 | (3) |
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2.5.3 Tutorial: Deformation (NURBS + polygon) |
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59 | (4) |
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Chapter 3 Parametric relationship |
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63 | (18) |
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3.1 Morphing and blending |
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64 | (3) |
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3.2 Tutorial: Hybrid house |
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67 | (2) |
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69 | (12) |
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3.3.1 Driven key controlled morph |
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69 | (1) |
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3.3.2 Attractor controlled morph |
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70 | (1) |
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3.3.3 Case study: Folded paneling system |
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71 | (6) |
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3.3.4 Tutorial: Adaptive skin |
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77 | (4) |
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81 | (12) |
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4.1 Architectural application of Maya skeleton |
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82 | (6) |
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88 | (5) |
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4.2.1 Tutorial: Kinetic radial structure |
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88 | (2) |
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4.2.2 Tutorial: Walking machine |
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90 | (3) |
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93 | (16) |
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5.1 Simulation for Performance Based Design and form seeking |
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94 | (1) |
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5.2 Physics simulation as an artistic design approach |
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95 | (1) |
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5.3 Maya dynamics simulation |
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96 | (1) |
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5.4 Maya particle system and form making |
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97 | (7) |
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104 | (5) |
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5.5.1 Tutorial: nCloth for tensile structure - method 1 |
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104 | (1) |
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5.5.2 Tutorial: nCloth for tensile structure - method 2 |
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105 | (1) |
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5.5.3 Tutorial: Maya Hair and the tensile structure |
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106 | (3) |
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109 | (28) |
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111 | (2) |
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111 | (1) |
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111 | (2) |
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113 | (5) |
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113 | (1) |
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113 | (1) |
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6.2.3 Light and vertex color |
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114 | (2) |
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6.2.4 Tutorial: Bake Maya lighting into vertex color |
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116 | (2) |
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118 | (3) |
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6.3.1 Shader and materials |
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118 | (1) |
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6.3.2 Maya shader network |
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119 | (1) |
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6.3.3 Procedural texture vs. bitmap texture |
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119 | (1) |
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119 | (1) |
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6.3.5 Color map / channel |
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119 | (1) |
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119 | (1) |
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6.3.7 Transparency map / channel |
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119 | (2) |
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6.3.8 Reflection map / channel |
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121 | (1) |
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6.3.9 Self-illumination map / channel |
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121 | (1) |
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121 | (2) |
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121 | (1) |
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122 | (1) |
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122 | (1) |
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123 | (9) |
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123 | (3) |
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6.5.2 Tutorial: Texture mapping |
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126 | (1) |
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6.5.3 Tutorial: Tri-planar projection |
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127 | (1) |
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6.5.4 Tutorial: Creating details with texture mapping |
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128 | (2) |
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6.5.5 Tutorial: Ambient occlusion rendering |
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130 | (1) |
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6.5.6 Tutorial: Reflection map and self-illumination material |
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131 | (1) |
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132 | (5) |
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135 | (1) |
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6.6.2 Tutorial: Multiple layer rendering |
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136 | (1) |
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137 | (12) |
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7.1 Animation as visualization tool |
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138 | (1) |
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7.2 Animation as a modeling tool |
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139 | (7) |
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139 | (5) |
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7.2.2 Deformation animation |
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144 | (1) |
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7.2.3 Animate the history nodes |
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144 | (1) |
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7.2.4 Animation through motion path |
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144 | (1) |
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7.2.5 Animation through parent / child relationship |
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144 | (1) |
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7.2.6 Animation through simulation |
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145 | (1) |
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146 | (3) |
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7.3.1 Tutorial: Keyframe animation |
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146 | (1) |
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7.3.2 Tutorial: Motion path animation |
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147 | (1) |
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7.3.3 Tutorial: Animation on object level and component level |
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148 | (1) |
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Chapter 8 Digital fabrication |
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149 | (14) |
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150 | (1) |
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151 | (4) |
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8.2.1 Laser cutting 2-D patterns |
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151 | (1) |
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8.2.2 Files for laser cutting |
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152 | (1) |
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8.2.3 Laser cutting for 3-D objects |
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153 | (2) |
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155 | (2) |
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155 | (2) |
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157 | (1) |
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158 | (2) |
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158 | (2) |
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160 | (1) |
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8.6 Future of CAD and CAM |
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160 | (1) |
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8.7 Tutorial: Tool path making |
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161 | (2) |
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163 | (18) |
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164 | (2) |
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166 | (15) |
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9.2.1 Tutorial: Super Extrude |
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166 | (3) |
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9.2.2 Tutorial: Random weave |
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169 | (2) |
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9.2.3 Tutorial: Image sampling |
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171 | (2) |
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9.2.4 Tutorial: Zoning map for a digital city |
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173 | (8) |
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181 | (10) |
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10.1 Transfer data across programs |
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182 | (1) |
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10.2 Import data into Maya |
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182 | (1) |
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10.3 Export data from Maya |
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182 | (3) |
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185 | (6) |
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10.4.1 Tutorial: From Revit to Maya |
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185 | (2) |
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10.4.2 Tutorial: From Maya to Revit |
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187 | (1) |
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10.4.3 Tutorial: Export geometry and vertex color from Maya to Rhino |
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188 | (3) |
Notes |
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191 | (6) |
Project credits |
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197 | (2) |
References |
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199 | (2) |
Index |
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201 | |