About the artist
I’m a Designer, Research Assistant, FX and Motion Graphics Artist, Writer and Architecture Student. Having worked at a lot of scales and in different environments – from cities to underwater – and wishing to create links in between worlds using complex softwares such as Maya, I have entered the realm of research. During the last year, I’ve been conducting my own research for implementing Computer Graphics and Special Effects into the world of Urban Design, Landscape Architecture and Landscape Analysis. This has played an important role in the introduction of a brand new Module in the “Intermediate and Advanced
Visual Communication in Landscape Architecture” Courses offered by the University of Toronto, Daniels Faculty – Master in Landscape Design Program. Recently I had the chance to continue my work inside of the Autodesk Company while also participating into Usability Tests for Autodesk Maya 2019. The challenges of large scale research determined me to start exploring with environmental concepts at the scale of interior designs too.
This is a project that I made in order to create large scale terrains both using map data and fictional “data”. The purpose was exporting a 3D mesh landscape to analysis softwares such as Anemone and LadyBug in Grasshopper. Having done these meshes in World Machine I wanted to experiment with colors and textures inside of this software – where possibilities become unlimited. Being a visual scripting software, it was easy to get lost in the wires and create quite the opposite of the expected results. These were textures and maps impossible to further use in my project, but since they are generated with fractals and other such-systems, the result was more beautiful than expected.
This is a little part of my on-going research. To keep it short – I have made tests for using special effects in softwares such as Maya in order to simulate natural phenomena and analyze terrains / landscapes. One of the biggest role in these simulations was played by Water. This means – how water behaves at different scales, how water behaves in different contains, how it reacts when colliding different objects, how it reacts when meeting sand, etc. The difference in the behavior of particle-created water vs. snow, sand-dunes and oceans has also represented one of the biggest challenges from a research and technical perspective. But from a computational perspective, one of the most unexpected challenges that created most of the errors was rendering particles for visual communication purposes, as my research is complementing a Visual Communication in Landscape Architecture course at the University of Toronto, Daniels Faculty – Master in Landscape Architecture Program. Rendering Particles has been a problem both with Arnold and Krakatoa (plug-in) in Maya and the settings needed for a correct final rendering go deeper and deeper into the computational and physical world, as a little knowledge of Fluid Dynamics is always welcome when working with particles. Some of the errors have been solved, others have not. Research is on-going.