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Senior Member
Brodie Geers (YNOT)
Here are the finals!
-Brodie
Last edited by brodie_geers; 03-16-2010 at 10:11 PM.
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12-14-2009 04:27 PM
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Initial thoughts & Reference Photos
Initial Thoughts
In my opinion the most dramatic aspects of the GH house is the dichotomy between open and closed. One side is almost completely walled off from the world through large concrete walls with only a few small slits punched out in very intentionally chosen locations. The other side, however, is almost completely open. Not only are there huge floor to ceiling windows in the living room and main bedroom above, but each of the smaller rooms have windows as well (even the closets and storage spaces!).
The next logical question for me then, because architecture should respond to its environment, was 'what in the immediate context of the house prompted to architect to design it this way?'
The setting I chose to resolve this is a coastal region in the state of Washington, USA (for those overseas Washington state is as far NorthWest you can go within the continental United States). Washington has a very damp climate, extremely prone to rain showers. The coast varies but tends to be rocky with large sloping forested hills. Vegitation tends to be quite dense on account of the rain.
To that end, I chose all of my reference photos from architect James Cutler who has done much work in the Washington area. Below are the tree reference photos which should most closely tie into my project.
Reference Photos

This patio area I find very compelling and inviting how it opens up to the outside while also pulling the outside in via the patio blocks which continue inside the house.

In such a hilly dense environment where contact with the ground can be limited a bridge may well work it's way into my project. I really like the 'just rained' feel of this photo.

Another sort of bridge, this was being just barely off the ground. I think this gives the feel of not disturbing the ground and allows for the possibility of more wild plants ground up around the walkway. What I really like here, though, is the concrete retaining wall which runs along the side of the house. This is how I plan to use the concrete walls of the GH house, but more on that later.
-Brodie
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Senior Member
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Senior Member
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Member
I like your approach, very logical indeed!
Looking forward to following your entry, and good luck!
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Senior Member

Originally Posted by
artmak
I like your approach, very logical indeed!
Looking forward to following your entry, and good luck!
Thanks, I really like the idea of this WIP style of competition along with the lengthy time limit. I've never really thought much about my process so this will be a real experiment for me.
I already know that the vegetation is going to take up a huge chunk of time. Vue would be perfect for what I have in mind but I don't own it. So I suspect I'll be doing a ton of laborious work on preparing and then placing and then randomizing individual plants and trees and grass. But since there's both a lot of vegetation and it's crucial to my project it must look right. If anyone has any advice for this sort of thing I'm all ears! Software-wise I plan to start in Sketchup, move to 3ds Max, and then render in Maxwell.
-Brodie
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Senior Member
Nice start. This looks very well thought through and ambitious. Happy to share ideas with you about the vegetation as I have the same issue and haven't really solved it yet.
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Senior Member

Originally Posted by
BBB3
Nice start. This looks very well thought through and ambitious. Happy to share ideas with you about the vegetation as I have the same issue and haven't really solved it yet.
Thanks. I see your using 3ds Max and Vray, yes? I don't think I'll be able to do what I'm wanting within SketchUp regarding the plants/trees. My plan is to start looking into options for 3ds Max which I'm not as comfortable with. I'm thinking something along the lines of a sort of scattering technique to distribute my plants/trees across the landscape at the appropriate elevations which I can then go back through and hand adjust as necessary. It will also need to randomize them of course in terms of scale and rotation at least. If you (or anyone else) know of a good resource on doing this in 3ds Max I'd be happy to hear it.
-Brodie
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Member

Originally Posted by
brodie_geers
I'm thinking something along the lines of a sort of scattering technique to distribute my plants/trees across the landscape at the appropriate elevations which I can then go back through and hand adjust as necessary. It will also need to randomize them of course in terms of scale and rotation at least. If you (or anyone else) know of a good resource on doing this in 3ds Max I'd be happy to hear it.
There are 2 plugins that I know of:
VrayScatter
and one of the sponsors of this event:
Forest Pack Pro
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Senior Member

Originally Posted by
robert
I'll be rendering with Maxwell so I don't think Vray Scatter will work for me (although I'll look into it). I have played a bit with Forest Pack but it's been a long time. Can you use your own tree library to scatter or are you limited to their trees?
-Brodie
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Senior Member
Forest lets you use anything to scatter, including but not only proxies. It also allows you to individually adjust placement, etc, once distributed.
VrayScatter lets you scatter VrayProxies only, and it doesn't allow you to do any hand adjustment. Its big advantage is that it can scatter millions of proxies by calculating their position and number at render time. They never all appear in the viewport, which would not work. Forest by contrast is strictly WYSIWYG. The free version of Forest only allows you to distribute trees on a plane, not on a curved surface.
Do consider AdvancedPainter, which lets you paint anything (incl. proxies) with a mouse (or even a pressure-sensitive tablet, allowing for great control on density and scale) on any geometry of your choice. I use it all the time and it has a big advantage: It is free!
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