Procedural Architectural Design R&D Ongoing Updates.

One other *great* thing about procedural / parametric modelling is that it allows you to tweak and iterate design concepts readily - in real-time in fact - and deal with all the versions of a base concept in a fluid, fluent manner.

One other *great* thing about procedural / parametric modelling is that it allows you to tweak and iterate design concepts readily - in real-time in fact - and deal with all the versions of a base concept in a fluid, fluent manner.

Procedural building with instant-façade texture created in Affinity Designer with layers for emission, displacement, diff colour and reflection colour. An experiment in ultra-fast procedural context building generation.

Procedural building with instant-façade texture created in Affinity Designer with layers for emission, displacement, diff colour and reflection colour. An experiment in ultra-fast procedural context building generation.

Procedurally designed and modelled building form

Procedurally designed and modelled building form

Procedurally designed and modelled building form

Procedurally designed and modelled building form

Procedural building model using multiple splines for form-finding - playing with curvilinear concepts to match curving topography. White Model materials.

Procedural building model using multiple splines for form-finding - playing with curvilinear concepts to match curving topography. White Model materials.

Procedural building model using multiple splines for form-finding - playing with curvilinear concepts to match curving topography. Tech Illustration materials.

Procedural building model using multiple splines for form-finding - playing with curvilinear concepts to match curving topography. Tech Illustration materials.

Procedurally designed and modelled building form

Procedurally designed and modelled building form

Procedural building model using multiple splines for form-finding

Procedural building model using multiple splines for form-finding

Procedural building model using multiple splines for form-finding - playing with variant parameters - one of the most powerful aspects of procedural / parametric design.

Procedural building model using multiple splines for form-finding - playing with variant parameters - one of the most powerful aspects of procedural / parametric design.

Complex möbius strip geometry to act as a deeply curvilinear building - sketch technical illustration materials.

Complex möbius strip geometry to act as a deeply curvilinear building - sketch technical illustration materials.

Complex möbius strip geometry to act as a deeply curvilinear building - PBR materials.

Complex möbius strip geometry to act as a deeply curvilinear building - PBR materials.

Complex möbius strip geometry to act as a deeply curvilinear building - arrayed in another möbius for a double-möbius tower -  PBR materials.

Complex möbius strip geometry to act as a deeply curvilinear building - arrayed in another möbius for a double-möbius tower - PBR materials.

Procedural modelling to create double-folded soft material möbius strip, with PBR cloth material.

Procedural modelling to create double-folded soft material möbius strip, with PBR cloth material.

Procedurally designed and modelled building form using spline attractors to generate complex roof curves with non-destructive realtime editing

Procedurally designed and modelled building form using spline attractors to generate complex roof curves with non-destructive realtime editing

Procedurally modelled façade system

Procedurally modelled façade system

Procedurally modelled façade system

Procedurally modelled façade system

When folks first start playing with Rhino and procedurals, the most common early project is a procedural bench... I made mine a bit more topologically complex and set up the materials and render environment to get some lovely caustics too... cos why not?

When folks first start playing with Rhino and procedurals, the most common early project is a procedural bench... I made mine a bit more topologically complex and set up the materials and render environment to get some lovely caustics too... cos why not?

Playing with a graphic design idea in Modo with one of Alexandr Shmakov's brilliant plug-ins I've not used in a long time - still works amazingly well.

Playing with a graphic design idea in Modo with one of Alexandr Shmakov's brilliant plug-ins I've not used in a long time - still works amazingly well.

Playing with a graphic design idea in Modo with one of Alexandr Shmakov's brilliant plug-ins I've not used in a long time - still works amazingly well.

Playing with a graphic design idea in Modo with one of Alexandr Shmakov's brilliant plug-ins I've not used in a long time - still works amazingly well.

Parametric / Procedural Design: Architectural Finish Application. This 5-row by 24" module uses a siding manufacturer's shiplap profile (Dolly Varden generically) to create the relevant geometry; surface detail is handled through texturing.

Parametric / Procedural Design: Architectural Finish Application. This 5-row by 24" module uses a siding manufacturer's shiplap profile (Dolly Varden generically) to create the relevant geometry; surface detail is handled through texturing.

Parametric / Procedural Design: Architectural Finish Application. This wall surface assembly uses the 24" x 5 row module previously shown.

Parametric / Procedural Design: Architectural Finish Application. This wall surface assembly uses the 24" x 5 row module previously shown.

This is the nodal procedural  parametric network used to create this wall assembly; the larger enclosed portion generates the initial module, the smaller section to the left is the wall assembly.

This is the nodal procedural parametric network used to create this wall assembly; the larger enclosed portion generates the initial module, the smaller section to the left is the wall assembly.

This is how that 24" x 5-row module looks rendered out.

This is how that 24" x 5-row module looks rendered out.

This is the wall surface assembly rendered out.

This is the wall surface assembly rendered out.

This pool's geometry was procedurally generated (and thus remains editable). I threw in a light at the deep end, created a decent water material with some sub-surface scatter, volumetric lighting effects and refraction roughness, and rendered.

This pool's geometry was procedurally generated (and thus remains editable). I threw in a light at the deep end, created a decent water material with some sub-surface scatter, volumetric lighting effects and refraction roughness, and rendered.

I'm playing once more with procedural modelling in a hypothetical architectural design context - thinking about procedurality both architectonically and in workflows, and reacquainting myself with Rhino, and the Modo procedural design tools for comparisons and greater understanding.
This is just for R & D at the moment.