#Physical vs. Virtual …
6 messages in this thread
Scott –
Your questions are some things that I've been thinking about lately. I'm a
sculptor and I still build physical models. I still build physical objects.
People ask me if I "design" my things with the computer. The real answer is
no; I use a pencil and sketch pad, 3DS, and the workshop. But a lot of folks
think that you have to use one medium exclusively. So my interests are a
little different then those 3DS users who are visualizing architectural
spaces…but then that is one of the beauties of this 3DS program, no?
Is a computer model faster…absolutely, unless of course you factor in the
time it takes to get up to speed, and stay abreast of changes, and learn the
other paint and photo programs (g). Its a big decision to decide to start
using the computer, and unless you have an interest in the technology I can
understand why my colleagues are hesitant.
I'm interested in your question of trying to analyze the perceptual differences
between the computer/video visualization and the 3 dimensional model. I
decided that the computer does some things incredibly well and other aspects of
visualization it completely ignores.
For instance, I often make objects in which a template extrudes or screeds
cement along a path. Viola! The lofter is an incredible tool for me. I can
loft complicted twisting paths and have a 3D mesh. It is hard to visualize a
three dimensional object and then present it on a 2D page. Then to be able to
imply depth through lighting, parallax of objects in the scene during a walk
through, perspective adjustments in the camera, etc. Its incredible. Its a
wonderful tool, but…
The image is stripped of any sense of physical presence. (I'm speaking here of
the physical-bodily-kinesthetic response one has to objects and space-I'm
reminded of Le Cobusier's (spelling?) statement that to experience architecture
one should walk through it at night, in the darkness, when the volumes and
spaces would be accessible to the senses.
During some design process there is ideally an inter-play between the
designer's sensory interaction with the object, rendering skills, and educated
presumptions (which might be the result of real connoisseurship). But the
sensory interaction one has with the video screen or lcd projector really
doesn't involve the physical bodily response I'm alluding to. For the kind of
work I do I think it would be remarkably hard to completely design an object
without going back and forth between the object and the computer visualization
of it.
I find that the physical presence of an object or architectural space effects
the way I read meaning into it. Not being an architect, although I have built
houses and done a lot of custom renovation work in my time, I'm not really
educated in architectural design values. But I once had this great experience
of visiting Rome, Italy with some architectural historians and looking at a lot
of Baroque architecture. The spatial tricks and techniques, the bending
planes, the tapering pliasters, the bending of perceptual space was a
revelation to me. And the sense of the building as a total, coherent
object…thats what blew my mind. A cruciform chapel for instance, sited on
the hillside above a large estate, where one could see the architecture as an
object in its totality was a wonderful experience. Or a dome and cupola that
were small enough to be intimate objects.
So much of my construction work involved boxy buildings, square rooms, limited
options for perimeter changes, and occasional faux facade manipulations.
Rarely did we do much with space once we knocked out some walls.
I feel that physical models, especially architectural models still provide a
sense of the objectness of the architecture.
I'm really into 3DS too, so this response is mainly just trying to pin down how
to talk about the differences in visualization, and what might be expected in
stylistic developments through the use of extensive computer visualization as
opposed to free hand drawing and model making.
Then there is the issue of learning to "read" the animation or the still image.
Sometimes people are so amazed to see the animation that they are blinded by
the technology and the ensuing discussion doesn't deal with any of the design
issues…they are more interested in how it was done then in trying to
comprehend the objectness of what I'm trying to show them.
Hey! Maybe thats for another thread…"How to teach your audience to read your
animation…" (G)
I'm looking forward for my copy of the Siggraph demo to "learn" some more.
(g)
Carlton
Thanks for contributing your experience and wisdom here. It was a pleasure to
read.
Regards, Connie
Thanks Connie,
Carlton
Carlton,
Thanks for your thoughtful response. This is an important topic for our work.
>>Then to be able to imply depth through lighting, parallax of objects in the
scene during a walk through<<
I think you will find that the viewer will get a feel of the mass and volume if
the virtual model is animated.
Is it true that the real reason you create virtual model is that it is simply
easier… If you could create an accurate representation of your complicated
twisting paths wouldnt be better as a physical model? (If it was just as easy
to make)
I appreciate your comments about your design process. I think you are giving
the human creativity the credit, the computer system is simply a mirror and
recorder of the human creativity.
>> Sometimes people are so amazed to see the animation that they are blinded by
the technology<<
And the viewer may have loved the presentation, but still doses not understand
the project. Simplicity has its place. I was just talking with an architect
about photo realistic renderings vs. simple study models. He preferred the
simple over the detailed, his reasoning was, the viewer would miss the beauty
of the over-all design. With the detail the viewer may get hung up on the
height of the door knobs, etc.
Again I think the reason we make virtual models is that they are cheaper to
build. And we sacrifice some thing for that.
Scott Gaul
Scott-
Its an interesting topic. I'm sure its going to become even more interesting.
Hopefully we'll be able to enjoy the best of both worlds.
Thanks for the interesting questions,
Carlton
>>He preferred the simple over the detailed… With the detail the viewer
>>may get hung up on the height of the door knobs, etc.
That IS a problem — the insignificant things a client can get hung up on is
UNBELIEVEABLE. That's something I think they should add to the architectural
curriculum: "How To Deal With Difficult People 101".
Dave