Light Modulation part II

The images I have here are of both digital and physical models. The physical model is made of a thick paper, similar to construction paper to allow for maximum light reflection and minimum transparency. This model represents a more realistic (what a surprise) representation of light on the lantern’s form. The digital model is made from a simple Grasshopper script that is extruded up, and allows for greater experimentation. It uses just the default material Rhino assigns it, and it works well enough for this project since it represents the real world material quite closely. The 3D model makes it easy to change the colors, lighting conditions, and size of the lantern very easily. And it can be done in a way that isn’t destructive to the physical one. For this reason, using the Rhino model to establish all of the desired conditions prior to ever beginning the final lantern seems like the preferable route to take. The main drawback to this that I’ve encountered so far is that the Rhino model does not match up to the real one exactly. There are a handful of minor variations caused by the fact that a flat surface in Rhino does not react in the same way as actual paper. Small joints and curves have to be simulated in such a way that is beyond my capabilities in the program.

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