Monday, 24 August 2015

Phase Two | Terminal Lines

"A terminal Line is generated by a temporary loss of smoothness (continuity of slope and curvature) within a single surface. Such a line begins and ends on its own accord and defies the architectural definition of a line as a seam or boundary"


Preston Scott Cohen 1998

Sunday, 23 August 2015

Phase Two | Week 5 | Unreal Engine 4

The following points are in regards to things learnt in the next set of Unreal Engine 4 tutorials. (24-32)

| 1 | Blueprints enable you to develop an automatic lighting system triggered by walking into a designated space determined by the placement of the "Trigger Volume" actor. 

| 2 | Components make up a "Class Blueprint". Place actors into the components through the components folder. For example, a light is made up of a static mesh and the spotlight (2 separate light sources, extra light is for bounce light). All included in a single blueprint.

| 3 | Maya Style controls can be used to easily navigate around. 
F = Frame up on object
Alt + left mouse drag = tumble around object
Middle mouse drag = tracking object
Right mouse drag = zoom in and out

Right mouse = turns camera
Left and right mouse together = drives camera around 
Middle mouse = tracks view

| 4 | Right clicking on a blue print brings up a drop down menu. If you have already inserted a component, right clicking enables you to view ONLY the items that are relevant to the selected component.

| 5 | An "area of effect" enables the player to actively turn off a light source whilst playing the game. Similar to the trigger volume, except we use a box component. Shapes -> box. 

| 6 | You can change between functions in blueprints: Defaults, components, graphs etc...


Friday, 14 August 2015

Phase One | Week 3 | Particle Exploration

Data to be represented | Homeless Shelters Provided by Woolloomooloo

Aim | 

The data aims to represent the housing provided for homeless people within the area of Woolloomooloo. The chosen particle system to represent this information is the GPU sprite emitter. The density and the direction of the particles indicate popularity and location for each particular shelter location.

Research |
To gather such data, this involved intensive research of the area. To delve into the issue of homelessness in Woolloomooloo, it was essential to understand the causes. This information was gathered through independent research. Data for this topic was found by viewing online sources such as; articles and reviews which allowed myself to discover the most popular destination(s) for the homeless in this area. 


Data | 
The visual data presented above indicates a more dense situation towards the west side of the site compared to fewer available locations towards the east. 

How its visualised |
Movement and density of particles towards these particular areas indicate this data. Popularity of site is also conveyed in these visualisations.

References |
http://www.homelessnessaustralia.org.au/index.php/about-homelessness/homeless-statistics
https://www.vinnies.org.au/icms_docs/169658_Matthew_Talbot_Homeless_Services_Annual_Report_2008-_2009.pdf


Video - Note: The edited single video would not upload to YouTube therefore the separate videos are attached. Sorry for the inconvenience.
Link to video(s) found here.

Monday, 10 August 2015

Monday, 27 July 2015

Phase One | Week 1 | Points of Comparison Regarding Unreal Engine 4

| 1 | The viewport layout / system is of similar nature to Rhino as it allows the user to view their work from different perspectives at the same time, whilst also given the ability to customise the viewport layout as needed.

| 2 | The ability to pan the environment easily with multiple options is similar to the controls of Lumion, however, UE4 is much more advanced as there are speed options that allow the user to customise their viewing experience. Also, its ability to be in “play” mode where controls can also be customised differs from the simplicity involved with navigation in Lumion.

| 3 | There is more detail in the textures that are able to be applied in UE4 when compared to Rhino and Lumion. Whilst there is also more customisation options in UE4 through the use of scripting within the program, whilst Rhino and Lumion are much more basic in regards to colour / shade changing, transparency etc.

| 4 | The use of scripting to customise individual items / textures in blueprint is the same concept used on Grasshopper. For example, looping and arrays are possible in UE4.

| 5 | Scaling and rotational methods are quite similar in Rhino, Lumion and UE4.

| 6 | Simple animation montages (people walking) can be made in Lumion, however in UE4, actions of each individual within the group is highly controlled in the animation blueprint.

| 7 | Particles can be used to create an environment that appears more real. For example, emitting dust under feet when running. Lumion is unable to do this.