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Mixed Matters

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MIXED<br />

MATTERS<br />

A Multi-Material Design Compendium<br />

Edited by KOSTAS GRIGORIADIS


Foreword—Material <strong>Matters</strong> 8<br />

Brett Steele<br />

Introduction—The (Multi-)Material Things to Come 10<br />

Kostas Grigoriadis<br />

Session 01<br />

The Oceanic Pedagogical Sketchbook of Multi-Materiality 18<br />

Rachel Armstrong<br />

Monolith. Continuity and Differentiation within Volumetric<br />

Models 30<br />

Andrew Payne and Panagiotis Michalatos<br />

Encoding Multi-Materiality 40<br />

Daniel Richards and Martyn Amos<br />

Contemporary Materialities. An Interview with Francis<br />

Bitonti 50<br />

VSpace: The Mathematics of Material 54<br />

Alexandros Tsamis<br />

Preliminary Notes towards a History of Computational<br />

Multi-Materiality 98<br />

Roberto Bottazzi<br />

Session 02<br />

Gradient Logics: The Durotaxis Chair 106<br />

Alvin Huang<br />

Deep Texture 116<br />

Stefan Bassing<br />

Functionally Graded Concrete. Designing Concrete with<br />

Multifunctional Material Properties 124<br />

Michael Herrmann and Werner Sobek<br />

OOO and Multi-Materiality 134<br />

Graham Harman<br />

Hylonoetics: On the Priority of Material Engagement 140<br />

Lambros Malafouris<br />

All Is Behaviour 148<br />

Theo Spyropoulos<br />

… biographies, image credits, imprint 152<br />

7 Contents


Foreword—Material <strong>Matters</strong><br />

Brett Steele<br />

Architectural modernism has long been deemed a battle of modern material<br />

versus media. Is it the sudden late nineteenth- and early twentieth-century<br />

appearance of glass, steel, reinforced concrete, and their various engineering<br />

and construction possibilities that provided the basis for a distinctively<br />

modern architect, and project? Or might it have been the emergence and<br />

proliferation during that same period of modern printing, newsprint, magazines,<br />

photography, and film—especially considering their accelerated capacities<br />

for the transmission of revolutionary architectural images, manifestos,<br />

and texts, out of which the iconic orthodoxy of architectural modernism<br />

might be best comprehended?<br />

To set up an interrogation of architecture’s most experimental, modern advances<br />

this way—as a dialectic of seemingly opposing social realities (‘material’<br />

vs. ‘media’)—is of course mistaken. If we were to do so, this would not<br />

only prefigure historically the frequently stated, false contemporary dichotomy<br />

of ‘physical’ versus ‘virtual’ realms, but also we would be missing entirely<br />

the larger point of the following book, edited to great effect by Kostas<br />

Grigoriadis. Which, as a thesis, can be summarised this way: those physical<br />

components and other forms of matter by which architects assemble things<br />

still resembling architectural structures, are today the product of design sensibilities,<br />

research regimes, and fabrication realities that make them resemble<br />

forms of ‘media’ as much as they might ‘materials’.<br />

The following collection of essays, interviews, and commentary provides a<br />

helpful record of the professional, cultural, and even philosophical implications<br />

of a decidedly contemporary acceleration of the convergence of media<br />

and material realities in architecture; a convergence, I would suggest, that<br />

has long been a feature of modern architecture itself.<br />

What is new today, however, is the downright unexpectedness of the various<br />

trajectories of today’s increasingly mediated material designs—the growing<br />

ways in which materials are being designed to behave, interact, and adapt<br />

as if they are forms of media—which are re-animating the design research<br />

cultures of architecture, in ways not unlike how the field was propelled a<br />

century ago through an earlier stage of modern industrialisation.<br />

What is being industrialised today, of course is not only the various material<br />

sciences and related design cultures around these, so much as design<br />

research itself. Which provides one way with this short preface to acknowledge<br />

the importance of the remarkable array of expertise and knowledge<br />

8


Introduction—The (Multi-)Material<br />

Things to Come<br />

Kostas Grigoriadis<br />

Material innovation has historically been at the forefront of change in architecture<br />

and with the advent of a variety of new technological developments<br />

in materiality, it is imperative to consider its implications within the built<br />

environment.<br />

Starting off an investigation into advances in material research, the ten MIT<br />

Technology Review Breakthrough Technologies for 2015 for instance, consisted<br />

of, among others, helium balloons that use the layered stratospheric<br />

winds to navigate the globe and beam high-speed Internet access to remote<br />

locations. Additionally, a cinematic-reality interface that projects light into<br />

human eyes, making it blend seamlessly with natural light and therefore<br />

populating one's vision with virtual imagery, promised to make the virtual<br />

appear as real as reality itself. Research in both of these technologies partly<br />

involved a material problem (in the build-up of the balloons' polyethylene<br />

envelope and in manufacturing the grain-sized projector in the case of cinematic-reality)<br />

but more interestingly, five out of the other eight technologies<br />

were related to material innovations per se. With this kind of research nowadays<br />

ranging from the atomic and nano all the way to the visible scale it is<br />

possible to see the nano-lattice architecture, liquid biopsy, brain organoids,<br />

supercharged photosynthesis and internet of DNA technologies as material<br />

level inventions. Additionally, taking this range of scales into account while<br />

looking through previous years of the MIT Technology Review, it is rather<br />

striking that there has been a steady decrease in the magnitude in which<br />

materiality has been intervened with. From the use of additive manufacturing<br />

for 3D printing jet parts in 2013, to micro-scale 3D printing in 2014, the<br />

natural continuation of this lineage was the creation of nano-scale material<br />

lattices in 2015.<br />

What one can effectively extract from looking into these reviews that capture<br />

the forefront of scientific and technological innovation is that there are<br />

two main ongoing changes taking place currently. Firstly, in what material<br />

research and the definition of materials themselves actually are and secondly<br />

in how matter interfaces and weaves together with information and<br />

the digital domain. Or as Spina (2012, p.6) aptly suggested:<br />

"We live in an age of permanent mutation and continuous adaptation...<br />

Now, what if material itself was put into question? What if the<br />

10


very assumption of material as the purest, stable and discrete property<br />

upon which we formulate and construct often unstable things,<br />

would also become susceptible to change?"<br />

Regarding this shifting definition of materiality, according to Drazin (2015,<br />

p.xxi) there has been a transition from materials that are reactive ("appearing<br />

in pre-determined and pre-intended uses in reaction to human action")<br />

to ones that "we can no longer depend on the predictability of" and which<br />

are active, agentic "and… much more causal in social and epistemological<br />

situations." This unpredictability can be said to go hand-in-hand with the<br />

aforementioned capability to alter matter all the way down to the atomic<br />

level, which is consequently initiating a Neo-Cambrian explosion of all sorts<br />

of stuff being concocted on a nearly daily basis. In this jungle of matter that<br />

is starting to exist out there, even classification of materials is becoming increasingly<br />

difficult. The intent of the <strong>Mixed</strong> <strong>Matters</strong> publication, however, is<br />

to address a very specific type of (fused) materials that in the midst of all the<br />

above mentioned innovations, have been termed "the holy grail of materials<br />

[science]" (Wiscombe, 2012, p.5) and are deemed to have the capacity to<br />

bring about radical changes in architecture.<br />

Fused materiality is an invention that has existed since time immemorial,<br />

with examples such as tin-infused copper becoming bronze and giving rise<br />

to the Bronze Age and carbon squeezing in-between iron on an atomic level<br />

that resulted in what we know as steel. The latter changed architecture by<br />

enabling the construction of steel-framed high-rise buildings subsequently<br />

having an immense impact on the organisation of entire cities, as well as<br />

instigating certain aspects of the modernist movement along the way. Although<br />

historically generated through experience and intuition, the exponentially<br />

advancing material science technologies of today are beginning to<br />

allow for targeted control of material fusion across different scales. In the<br />

example of the aeroplane parts additive manufacturing, in addition to the<br />

use of single materials, engineers were beginning to investigate how the<br />

material palette used in the 3D printing process could be expanded. "A blade<br />

for an engine or turbine, for example, could be made with different materials<br />

so that one end is optimised for strength and the other for heat resistance"<br />

(LaMonica, 2013, p.59). Additionally, the MIT Technology Review article on<br />

micro-scale 3D printing started off with the question, "what if 3D printers<br />

could use a wide assortment of different materials… mixing and matching<br />

[these material] "inks" with precision?" (MIT Technology Review, 2014).<br />

Concerning in that instance the micro-scale, fused or multi-materiality on a<br />

visible scale was already envisaged by Japanese scientists as far back as<br />

the 1970s and effectively realised in the 1980s. Termed functionally graded<br />

materials (FGM) they initially consisted of metals gradually fusing into ceramics<br />

within one continuous volume with no disruptions.<br />

Forty years later, research initiatives are beginning to indicate that transferring<br />

the use of graded materials from aerospace and material science to the<br />

11 Introduction—The (Multi-)Material Things to Come


"… architectural aesthetics are<br />

more than the most superficial<br />

aspects of the design process<br />

but are woven through deep<br />

material structurings that<br />

resonate back in cosmic time<br />

when, following the Big Bang,<br />

the first matter started to<br />

condense as chemistry. These<br />

ancient frameworks constrain<br />

the limits of material couplings<br />

but not their creative potential."<br />

Rachel Armstrong<br />

16


17 >>SESSION 01<br />

>>SESSION<br />

01


open to environmental influences working through fundamental material<br />

relationships. While the limits imposed upon these interactions by genetic<br />

information provoke creativity, the aesthetics produced at the dark gel interfaces<br />

discuss alternative possible evolutionary pathways of events and even<br />

suggest new kinds of nature that given the right propagative fields could<br />

potentially persist within the site as soils, bodies, or architectures. The gels<br />

are always moving. They duck, dive, and advocate alternative configurations.<br />

They resist formalisation leading us towards an aesthetics in continual motion<br />

whose qualities evade fossilisation through preordained forms but enable<br />

new kinds of image making and spatial expressions through revealing<br />

connections that were previously unseen.<br />

Procedurally, the modified Liesegang Ring experiment speaks of an origins<br />

of life style transition that is unconstrained by naturalised aesthetics, where<br />

the 'qualia' of interacting lively materials orchestrate new independent acts<br />

of creation. Stephen Jay Gould proposed that replaying the Tape of Life could<br />

test whether the natural realm had been generated through a dominant program,<br />

such as one produced by an omnipotent divinity (Gould, 1990). Gould<br />

argued that if we lived in a predetermined universe—then biological species<br />

would be very similar to those we recognise today. However, if environmental<br />

influences played a significant role in evolution, we might encounter seemingly<br />

alien kinds of life—in keeping with those that arise from the experimental<br />

fields of activated gels and enlivened minerals. Poetically, the ensuing<br />

experimental events are read through the text of Paradise Lost to graphically<br />

discuss how this alternative Nature is not of divine origin, but is borne from<br />

a new collaboration between empowered matter and secular human agency,<br />

which share a common project in their mutual, continued survival. Each drawing<br />

is therefore entitled using the two key design phases used to produce the<br />

experimental work—namely, the dominant oceanic pedagogy in the drawing<br />

(interface, oscillator, selective permeability, massive parallelism) followed by<br />

a quotation from Paradise Lost that relates the graphical events to acts of<br />

secular synthesis that produce soft, living architectures.<br />

Oceanic Multi-Material Aesthetics<br />

By directly engaging the generative potency of the material realm, designers<br />

move one step back from the traditional site of production—the predetermined,<br />

fetishised object—akin to God creating mankind fully formed<br />

from dust. Instead of this sudden act of genesis in which the homunculus<br />

design object is preformed and valued through the geometry of its lines, dimensions,<br />

curves, and energies of geometrically bounded materialities—the<br />

architectural move becomes an evolutionary, musical engagement between<br />

the multiple agencies influencing the production of space. The choreography<br />

of material tensions shaped by human and non-human activity generates<br />

an ongoing series of probabilistic events in which the designer is not<br />

made redundant, but displaced from centre stage of the design process.<br />

24


Oscillator: "Not all parts like, but all alike informed…" Paradise Lost, Book III, p.593.<br />

Selective Permeability 2: "… more wonderful than that which by creation first brought forth Light out of<br />

darkness!…" Paradise Lost, Book XII, pp.471-473.<br />

Acts of creativity are distributed through a site through multiple material<br />

happenings that nucleate in vortices and oscillate at interfaces, as massively<br />

25 The Oceanic Pedagogical Sketchbook of Multi-Materiality


Monolith has the ability to generate voxel data from source geometry such<br />

as points, lines, curves, planes, and BREPs. The process involves measuring<br />

the distance from each voxel to the nearest point on the source geometry.<br />

After passing through a scalar decay function (i.e. linear, square, exponential,<br />

or power), these distances are normalised and assigned to the corresponding<br />

shape or material ratio channel.<br />

Figure 4: Volumetric model showing the underlying source geometry on the left and the resultant composite<br />

voxel model on the right.<br />

Mesh geometry can also be used to inform voxel densities. The mesh geometry<br />

can be created in any 3D modelling software as a watertight mesh<br />

surface. It can then be imported into Monolith in one of two ways. The first<br />

assigns a voxel density of 1.0 to every unit that falls within the interior of the<br />

mesh geometry; allocating a value of 0.0 to all other voxels.<br />

The second method uses the mesh geometry as a mask. When imported<br />

into Monolith, it overrides the shape channel in the final composition step.<br />

For instance, a designer could create a mesh object in a surface modelling<br />

software and bring it into Monolith as a mask mesh. S/he could then use<br />

Monolith to describe how materials would vary within this shape; something<br />

that requires volumetric rather than surface modelling techniques. The<br />

advantage of using a mask mesh is that it has the ability to capture sharp<br />

corners and discontinuities better than voxel-based contours.<br />

Hybrid Operations<br />

Of course, being a hybrid modelling environment means that there are techniques<br />

that blur the boundary between each fundamental paradigm. Lofting<br />

or Sweeping, for example, are techniques which are fundamental parts of<br />

the CAD modelling vocabulary. They work by blending cross-sectional shapes<br />

(i.e. curves) along a path, ultimately creating a surface boundary representation.<br />

Monolith augments this approach by using raster-based bitmaps, which<br />

can represent fuzzy or continuously varied gradients as underlying cross-<br />

34


sectional patterns. The result is a completely hybrid approach—one that is<br />

inherently intuitive if familiar with the underlying concepts, yet unique to<br />

both modelling paradigms.<br />

Similarly, another hybrid approach can be seen in the volumetric interpolation<br />

between weighted control points. In 2D image editing applications, the<br />

technique of blending continuously between two known color values (i.e.<br />

gradient) is very common. In 3D CAD modeling, you can edit the weights of<br />

the control points of a spline to control the shape of the curve—effectively<br />

creating a weighted interpolation between the points. While both techniques<br />

are unique to their respective modelling paradigm, we can combine them in<br />

Monolith to create a hybrid approach to volumetric interpolation. Each 3D<br />

grid point, illustrated in figure 5, can be modified interactively to change the<br />

density of that voxel location. Interstitial material is then blended between<br />

the grid points using various interpolation methods, each of which can have<br />

a dramatic impact on the resulting voxel image.<br />

Figure 5: Volumetric grid interpolation using [left] Cubic, [middle] Nearest Neighbor, and [right] Cosine blending<br />

methods.<br />

Designing Hierarchical Material [3D Typography]<br />

Hierarchical materials are characterised by mesoscopic structures that can<br />

be highly anisotropic and therefore endow the material with highly controlled<br />

and possibly localised optical and elastic properties. By varying the geometry<br />

of the mesoscopic pattern we can control the macroscopic characteristics<br />

of the material. This implies a new design paradigm, where design<br />

considerations do not have to stop at the selection of an industrial material<br />

from a catalogue but may go all the way down to the scale of micro patterns.<br />

In this sense, detail design becomes a question of the designer traversing<br />

the scale from the microscopic to the macroscopic.<br />

Monolith's approach to the design of hierarchical materials is loosely based<br />

on typographic techniques extended to three dimensions like dithering, halftoning<br />

and engraving. The voxel image contains a material mixing channel.<br />

35 Monolith. Continuity and Differentiation within Volumetric Models


ninen, 2002), which adds new nodes and weighted connections to CPPNs<br />

over time in order to adjust the output patterns in response to desired performance<br />

objectives.<br />

As described in figure 1 CPPNs can create complex 2D patterns using a scalable<br />

and evolvable encoding (figure 2). These patterns have three exciting<br />

properties. Firstly, they facilitate good evolutionary search, because CPPNs<br />

solve the problem of scalability. Secondly, the patterns contain potentially<br />

useful regularities, symmetries and (interestingly) imperfect symmetries as<br />

a product of the periodic functions (e.g., cosine) used in the CPPN nodes. Finally,<br />

the patterns allow for infinite resolution, whereby increasing their size<br />

(perhaps paradoxically) improves the quality of the pattern, instead of (as we<br />

might expect) causing pixellation.<br />

Our previous work demonstrates how CPPN-NEAT based models can evolve<br />

efficient truss structures (Richards and Amos, 2014a) and facilitate novel<br />

form-finding processes (Richards and Amos, 2014b). We now show ongoing<br />

work with shell and composite structures, which eliminate the aforementioned<br />

problem of the vast number of possible combinations of geometry<br />

and material.<br />

As shown in figures 1 and 2, CPPNs can create patterns on 2D canvases by<br />

taking the (x, y) coordinate of each pixel and using it to generate a unique<br />

RGB value. In a similar manner, we paint CPPN generated patterns across<br />

non-uniform rational basis spline (NURBS) surfaces, by replacing the (x, y)<br />

inputs with (u, v) coordinates, as illustrated in the figures on page 70. These<br />

patterns can be evolved in response to performance objectives using the<br />

NEAT algorithm (Stanley and Miikkulaninen, 2002). However, we can also<br />

pause evolution at any time, extract the connection weights of CPPNs, and<br />

manually adjust them in real time to explore different patterns (much like manipulating<br />

an automatically generated Grasshopper definition). The figures<br />

on page 70 illustrate how manipulating some extracted connection weights<br />

can lead to small adjustments, whereas manipulation of different connection<br />

weights can produce much more elaborate changes. However, CPPNs<br />

can do much more than simply control colour. The figures on page 71 show<br />

Heinz Isler-inspired shell structures, where material properties and localised<br />

shell thickness are manipulated with CPPNs in response to automated finite<br />

element analysis (FEA) and speculative design intent.<br />

Figure 3 shows a physical shell prototype with surface articulation and localised<br />

thickness defined by CPPN information; figure 3B illustrates a primitive<br />

multi-material shell; figure 3C shows integrated structural analysis of CPPNbased<br />

shell designs, and figure 3D demonstrates an evolved shell texture<br />

that stiffens its structure in response to a specific loading case.<br />

These computational studies and physical prototypes demonstrate powerful<br />

ways of manipulating NURBS surfaces in order to build exotic shell<br />

structures. However, we can also extend this method to introduce evolvable<br />

lattice-based microstructures (figure 4) and multi-material laminates into<br />

the interior of our shell structures. We expect this approach will facilitate<br />

46


Figure 3: Prototypes. Top left (A): 3D printed shell structure with varying local thickness. Surface manipulation<br />

is created by inputting (u,v) coordinates of NURBS surface into CPPN and using output to define<br />

extrusion of control points. Top right (B): Multi-material prototype using a Makerbot printer. Bottom left<br />

(C): Shell structures can be easily subjected to FEA using the open-source solver CalculiX. Bottom right (D):<br />

Evolved surface textures to increase shell stiffness.<br />

Figure 4: Microstructure. NURBS surfaces can be extruded along their normal and complex internal lattices<br />

and can be included and optimised to aid performance.<br />

completely new design opportunities, enable us to create high-performance<br />

designs with complex multi-material features, and allow us to discover higher-level<br />

material behaviours (such as novel compliant mechanisms and morphable<br />

structures). This work is ongoing.<br />

47 Encoding Multi-Materiality


Contemporary Materialities.<br />

An Interview with Francis Bitonti<br />

What are economic, social and political implications of the use<br />

of multi-materials in architecture and construction?<br />

The costs will not always be an issue. It is only expensive because of the<br />

current economy surrounding the intellectual properties enabling this kind of<br />

work. The cost of these technologies will gradually drop in price when we<br />

have multiple producers and manufactures of both materials and machines.<br />

Technological trends are pointing us towards a future where these kinds<br />

of fabrication technologies are going to be very accessible. This is going to<br />

have a very serious impact on construction processes, and will most certainly<br />

disrupt supply chains and the relationship between the contractor and<br />

the architect and the contractor and many vendors and sub-contractors that<br />

work on a project.<br />

What can be the new criteria against which to evaluate the<br />

resulting motley constructs?<br />

We are going to evaluate these kinds of constructs the way we always have.<br />

I think the standards will be higher for building performance because we will<br />

be able to engineer materials in a much different way.<br />

50


Are there any historical precedents and/or any theoretical<br />

discourses that this paradigm shift can refer/relate to?<br />

I have always thought that Ruskin wrote about masonry construction in<br />

much the same way we talk about voxels in the studio. Designing for additive<br />

methods of production has much in common with these systems.<br />

Viollet-le-Duc is another one whose writings have always seemed very appropriate;<br />

I see many parallels to medieval architecture. It's about accumulation<br />

of discrete elements and very often material differences arise from<br />

geometric differentiation and not necessarily a change in material. Modern<br />

architecture has nothing to do with our contemporary material paradigm. The<br />

scale of components is completely different, more primitive architectures<br />

that predate industrialised production processes forced designers to think<br />

about materials the way 3D printers are forcing us to think about materials<br />

now.<br />

Figure 1: Meta-materiality study detail.<br />

51 Contemporary Materialities. An Interview with Francis Bitonti


"Humans... build to shelter and<br />

protect but... they also build to<br />

define the ontological conditions<br />

and limits of selfhood. In many<br />

ways then the boundaries of the<br />

forms we built become the limits<br />

of our consciousness. And if we<br />

also accept that a being's mental<br />

states can never extend beyond<br />

those boundaries, then setting<br />

the right kind of boundaries is<br />

essential for what we are...."<br />

Lambros Malafouris


SESSION<br />

02<br />

105 >>>SESSION 02


a gradient heat map that informs the redistribution of mass, and reorientation<br />

of structure to accommodate and respond to structural force.<br />

Proposed Methodology: Generative Sphere Packing<br />

In order to achieve the desired effects of a variable density three-dimensional<br />

space frame a computational process for generating the articulation<br />

of the sponge like structure was proposed. The workflow for generating the<br />

variable, densely packed 3D mesh jumped between a number of software<br />

packages and oscillated between the manual and intuitive modelling of the<br />

global form of the chair, to the analytical study of structural forces, to the<br />

generative articulation of gradient conditions into a cellular matrix.<br />

• The chair geometry is developed through low-poly subdivision modelling<br />

in Maya.<br />

• The subdivision mesh is exported to Rhino, and the mesh topology is<br />

processed through a plug-in called Weaverbird.<br />

• The refined mesh is analysed in the structural analysis plug-in-in Karamba<br />

to discover principal stress distributions.<br />

• The structural analysis is converted into a gradient heat map through the<br />

associative modelling plug-in Grasshopper.<br />

• A dynamic springs & nodes is utilised to "sphere pack" a variable density<br />

cloud of points within the boundary of the mesh utilising the gradient<br />

heat map as scalar distribution map.<br />

• Each of the nodes of the network (the centres of the spheres) is extracted<br />

as a point cloud, including the centroids of all boundary mesh faces.<br />

• The composite point cloud of both sphere-packed volume and the<br />

boundary mesh topology are used to generate a three-dimensional voronoi<br />

network.<br />

• All voronoi cells outside of the original boundary condition are removed,<br />

and the wireframe network of the cells is extracted to create the underlying<br />

topology of the new mesh.<br />

• The wireframe network is given a variable thickness and colour gradient<br />

in relation to the heat map of its principal stress analysis through plug-in<br />

Exoskeleton.<br />

This process was explored with limited success. Though we were able to<br />

produce each step of the process—we were extremely limited by the resolution<br />

of the packed mesh (number of points in the cloud) and the computational<br />

power required to manipulate and generate them. Simply put, we did<br />

not have the computational horsepower required to compute the density of<br />

mesh desired.<br />

110


Figure 3: The proposed generative sphere packing process.<br />

Actual Methodology<br />

With a pressing deadline to have a piece ready for an exhibition deadline, our<br />

time was limited and we needed to deliver a ready to print 3D file to Stratasys<br />

in less than one month in order to meet the deadline for the project. As<br />

a result, the computationally generated process was abandoned and a highly<br />

laborious manually generative process was applied.<br />

• The base subdivision mesh is imported to Rhino via Maya to use as the<br />

boundary topology of the model, with a series of mesh refinements<br />

with the plug-in Weaverbird.<br />

• A sequence of 3D offsets creates a series of "onion" like layers of skin,<br />

with both intersecting and self-intersecting areas of each mesh being<br />

removed. As such, the layers continuously shrink as they offset towards<br />

the centre of the volume.<br />

• Grasshopper is used to extract the vertices of each layer of the meshes.<br />

In particular, the organisation of the exterior layer's points are important<br />

and as such are extracted through a separate process as a means of<br />

maintaining the topology of the surface structure. The points within the<br />

inner volume of the boundary mesh are extracted at variable densities<br />

towards the centre.<br />

• The resulting composite point cloud is processed as a 3D voronoi structure.<br />

The wireframe of the 3D voronoi is extracted as a wireframe network.<br />

• A series of attractor curves are manually constructed at specific places<br />

111 Gradient Logics: The Durotaxis Chair


the Institute for System Dynamics and the Institute of Construction Materials<br />

at Stuttgart University.<br />

Mix Designs for Functionally Graded Concrete<br />

Concrete components can be functionally graded by arranging varying porosities,<br />

adding a diverse range of aggregates (including hollow spheres or<br />

aggregates with selected levels of rigidity), using various types of concrete,<br />

or combining these methods with each other. In the first step, two extreme<br />

concrete mixes are defined to determine relevant boundary conditions. A<br />

high-strength fine-aggregate concrete is selected as the extreme at the load<br />

bearing end of the functional gradation range. The porous extreme of functionally<br />

graded concrete, the so-called core mix, is made from a no-fines<br />

lightweight concrete mix with a porous matrix (Faust, 2003). Structural characteristics<br />

are enhanced by minimising porosity, whereas thermal insulation<br />

properties are improved and the own weight reduced by maximising porosity.<br />

Properties can be freely varied between these two mixes by adjusting<br />

porosity within the defined limits. In this project, gradation included seven<br />

steps to define trends and transitions of material properties. The characteristics<br />

of hardened concrete can be correlated to porosity. Structural parameters<br />

such as strength and rigidity decrease as the air void ratio increases,<br />

whereas thermal properties are enhanced, including a decrease in thermal<br />

conductivity λ (figure 1). Testing of hardened concrete parameters of these<br />

mix designs confirmed this known dependency on bulk density.<br />

Figure 1: Curves of hardened concrete characteristics depending on a gradual increase in porosity.<br />

Production Processes for Components Made from Functionally<br />

Graded Concrete<br />

The homogeneous mix designs conceived in the first step were used to<br />

develop production processes that enable a shift from "stepwise gradation"<br />

to a virtually seamless pattern. Some of these methods are outlined in the<br />

following sections of this paper.<br />

Further tests with respect to concrete printing, controlled segregation, infiltration,<br />

graded mixing, and production with reversible placeholders are<br />

described in the final report published for the "Gradientenwerkstoffe im Bau-<br />

126


wesen" ("Functionally Graded Materials in Construction Engineering") project<br />

(Heinz et al., 2011).<br />

Layered Casting<br />

This method allocates the individual available mixes to various areas within<br />

the element so as to meet the respective specifications. The number and<br />

thickness of layers and the mix design variation from one layer to the next<br />

make it possible to control the discontinuities in the material characteristics<br />

that occur at the interfaces of the component layers. The properties of the<br />

individual layers can be managed with pinpoint precision by selecting the<br />

most appropriate concrete mix. The wet-in-wet casting process ensures a<br />

firm bond of the layer boundaries thanks to a sufficiently fine resolution.<br />

Figure 2 shows the production of a scaled beam from functionally graded<br />

concrete for the four-point bending test using a reverse process. The beam<br />

comprises three layers both in vertical and horizontal direction.<br />

Figure 2: Production of a functionally graded concrete beam in a layered casting process.<br />

Graded Spraying Technique<br />

Compared to layered casting, the spraying method provides a number of<br />

advantages. Whereas introducing compaction energy into cast graded concrete<br />

elements may eliminate the previously defined controlled gradation,<br />

the use of the spray technique to produce graded elements does not require<br />

subsequent compaction because the concrete is compacted already upon<br />

the impact. Application of the material in thin layers enables a fine resolution<br />

and concrete placement on curved formwork. Furthermore, this process can<br />

be automated and implemented both at the precast plant and on the construction<br />

site (using large-scale robotics in the latter case).<br />

The "Functionally Graded Materials in Construction Engineering" project included<br />

the development of a graded spraying technique using two homogeneous,<br />

pumpable concrete mixes. Gradation is established in the spray head<br />

or spray mist by adding compressed air.<br />

127 Functionally Graded Concrete


All Is Behaviour<br />

Theo Spyropoulos<br />

"A true architecture of our time will have to redefine itself and expand<br />

its means. Many areas outside of traditional building will enter<br />

the realm of architecture, as architecture and "architects" will have<br />

to enter new fields. All are architects. Everything is architecture."<br />

(Hollein, 1968, p.2)<br />

There are no blueprints or master plans for our future, when science fiction<br />

has become fact; architecture today has to move beyond representation and<br />

the fixed and finite tendencies that declare what architecture should be and<br />

work towards what it could be. Within these evolving territories new models<br />

by necessity must conceptualise our ever evolving present and the uncertain<br />

and latent world with which we operate within. The once comfortable<br />

and understood orthodoxies in architectural thinking have proven limited in<br />

their capacity to engage and address our contemporary condition. Today,<br />

the intersections of information, life, and matter display complexities that<br />

suggest the possibility of a deeper synthesis. As we live in ever-evolving<br />

information-rich environments, the question is not why but how architecture<br />

can actively participate.<br />

Architecture in this expanded field of experimentation should be understood<br />

beyond building, beyond materiality and the inert tendencies that conventionally<br />

define it. Constructing a framework to explore architecture today<br />

is complex with the unfortunate tendency to rely on other fields to give it<br />

intellectual legitimacy or worse, defaulting to conservative models of the<br />

past, which only reinforce habit. Architecture within this article is argued as<br />

a means to interrogate the contemporary condition and to provide means<br />

with which to operate within it. In a time when terms of reference are con-<br />

148


tinuously in need of revisiting and language may be limited in expressing our<br />

capacity to communicate with each other, design offers a way to understand<br />

understanding.<br />

A Thought on the Multi-Material<br />

György Kepes (1965, p.2) once proclaimed:<br />

"In our new conceptual models of nature, the stable, solid world<br />

of substance, which in the past was considered permanent and<br />

preordained, is understood as widely dispersed fields of dynamic<br />

energies. Matter—the tangible, visible, stable substance in the old<br />

image of the physical world—is recast today as an invisible web of<br />

nuclear events with orbiting electrons jumping from orbit to orbit."<br />

The tendencies that once served to categorise the natural and the manmade<br />

worlds have been rendered obsolete. When distinctions of the real<br />

and artificial, human and non-human fail to offer insight, the challenge is how<br />

best can we design for a latent and unknown world. Within this uncertainty,<br />

new conceptual terrains emerge that raise questions of agency and intelligence.<br />

Hans Hollein's provocative 1968 contribution in the journal Bau titled<br />

Alles ist Architektur (Everything is Architecture) may offer some insight when<br />

he stated, "Man creates artificial conditions. This is architecture. Physically<br />

and psychically man repeats, transforms, expands his physical and psychical<br />

sphere." Within the context of this publication the question of "multi-materiality"<br />

should be problematised, as the promise and power of its provocation<br />

is in as much how we fundamentally rethink our conceptual apparatuses as<br />

well as our means of production. Beyond printing technologies and fabrication<br />

techniques that allow for material based manufacturing an opportunity<br />

to reconceptualise high-resolution frameworks that are polyscalar and time<br />

dependant are at play. It is the speculative capacity to invent and construct<br />

alternative models that affords architecture its capacity to engage and make<br />

things accessible, prototyping ideas as much as the host environments that<br />

may play witness to them. The architecture model that I argue for is active,<br />

anticipatory, and adaptive through continuous exchanges that are real time<br />

and behaviour based. It would be through considering materiality as something<br />

that is not inert and finite but that is life-like, evolving, and aware that<br />

we can consider new relations with processes that constitute things. Materials<br />

go through phase changes, have life cycles, and degrade. Could multimateriality<br />

afford us a means to exploit these processes? If Hollein believed<br />

"All is Architecture" today I would argue, "All is Behaviour."<br />

149 All Is Behaviour


Biographies<br />

Martyn Amos, is Professor of Novel Computation at Manchester<br />

Metropolitan University. His research encompasses complexity, natureinspired<br />

computing and synthetic biology. He is the author of Genesis Machines:<br />

The New Science of Biocomputing, and co-editor of Beta-Life, a<br />

new collection of "science into fiction" stories centred on artificial life.<br />

Rachel Armstrong, is Professor of Experimental Architecture at the<br />

Department of Architecture, Planning and Landscape, Newcastle University.<br />

She is also a 2010 Senior TED Fellow establishing an alternative approach<br />

to sustainability that uses the computational properties of the natural world<br />

to develop a twenty-first century production platform for the built environment,<br />

which she calls "living" architecture.<br />

Stefan Bassing, studied at the State Academy of Fine Arts in Stuttgart.<br />

In 2012, as a scholar of the DAAD (German Academic Exchange Service).<br />

He continued his research at the Bartlett GAD focusing on contemporary<br />

design methodologies involving computation and object-orientated<br />

research. He is currently a unit tutor at GAD and a designer for Zaha Hadid<br />

Architects.<br />

Francis Bitonti, uses computational methodologies and smart<br />

materials to create new aesthetic languages for the built environment. His<br />

work has been published internationally in institutions including the Cooper-<br />

Hewitt Smithsonian Museum and most recently has garnered media coverage<br />

for his 3D printed gown for fashion icon Dita von Teese. He lives in New<br />

York where he runs his design practice.<br />

Roberto Bottazzi, is an architect, researcher, and educator based in<br />

London. He runs UD Research Cluster 14 at the Bartlett and a Master Studio<br />

at the University of Westminster. He has previously taught at the Royal<br />

College of Art and studied in Canada and Italy. His research analyses the<br />

impact of digital technologies on architecture and urbanism through both<br />

practical and theoretical works. His coming book Digital Architecture beyond<br />

Computers: Fragments of a Cultural History of Computational Design will be<br />

published by Bloomsbury in 2017.<br />

Kostas Grigoriadis, holds a Master in Architecture and Urbanism<br />

degree from the Architectural Association's Design Research Laboratory.<br />

He has been a Diploma Unit Master at the AA since 2011 and an External<br />

152


Examiner in Architecture at the University of East London since August<br />

2015. He is currently pursuing a PhD in Architecture by Project at the Royal<br />

College of Art in London that focuses on multi-material design methodologies.<br />

He has previously worked at Foster and Partners and held a Visiting<br />

Lectureship at the RCA.<br />

Graham Harman, is Distinguished Professor of Philosophy at the<br />

Southern California Institute of Architecture (on leave from the American<br />

University in Cairo). He is the author of more than a dozen books, most recently<br />

Immaterialism: Objects and Social Theory.<br />

Michael Herrmann, studied civil engineering at the University of<br />

Stuttgart and the University of Calgary. Between 2007 and 2009, he was<br />

structural engineer at Werner Sobek Stuttgart and from 2009 until 2015 he<br />

has been engaged as a research associate at ILEK in the University of Stuttgart.<br />

His work focuses on functionally graded concrete and energy efficient<br />

construction. In 2012 he co-founded str.ucture GmbH, an engineering company<br />

committed to the development of innovative lightweight solutions.<br />

Alvin Huang, AIA is the Founder and Design Principal of Synthesis<br />

Design + Architecture. He is an award-winning architect, designer, and<br />

educator specializing in the integrated application of material performance,<br />

emergent design technologies and digital fabrication in contemporary architectural<br />

practice. His wide ranging international experience includes significant<br />

projects of all scales ranging from hi-rise towers and mixed-use<br />

developments to bespoke furnishings.<br />

Lambros Malafouris, MPhil, PhD (Cambridge) is a Research and<br />

Teaching Fellow in Creativity, Cognition, and Material Culture at Keble College<br />

and the Institute of Archaeology, University of Oxford. His primary research<br />

interests lie in the archaeology of mind and the philosophy of material<br />

culture. His publications include How Things Shape the Mind: A Theory<br />

of Material Engagement (2013) and Material Agency: Towards a Non- Anthropocentric<br />

Approach (2008) among others.<br />

Panagiotis Michalatos, is an architect and lecturer in architecture<br />

at Harvard GSD. He has worked as a computational design researcher for<br />

AKT in London, where, he provided consultancy and developed computational<br />

solutions for high profile projects. Panagiotis has also worked as a<br />

performance space interaction designer in a long-lasting collaboration with<br />

dance company CCAP.<br />

Andrew Payne, is an architect and Senior Building Information<br />

Specialist at Case-Inc. He holds a doctoral degree from Harvard's GSD and<br />

a Masters in Architecture from Columbia University. Andrew's research<br />

153 Biographies


focuses on smart buildings, robotics and 3D printing. He has lectured and<br />

taught workshops at institutions throughout the US, Canada, and Europe<br />

and has held teaching positions at Columbia University and the Pratt Institute.<br />

Daniel Richards, is a Lecturer in Data Prototyping and Visualisation<br />

at Lancaster University. His research combines design, unconventional<br />

computing, and digital fabrication to explore the future of manufacturing.<br />

His on-going work focuses on generative design for additive manufacturing<br />

and new ways of making complex structures with finely tuned physical<br />

properties.<br />

Werner Sobek, is an architect and consulting engineer and heads<br />

the Institute for Lightweight Structures and Conceptual Design. From 2008<br />

to 2014 he was Mies van der Rohe Professor at the Illinois Institute of Technology<br />

in Chicago and guest lecturer at numerous universities in Germany,<br />

Singapore and the US among others. In 1992, he founded the Werner Sobek<br />

Group, offering premium consultancy services for architecture, structures,<br />

facades and sustainability.<br />

Theodore Spyropoulos, is an architect and educator. He directs<br />

the innovative architecture and design studio Minimaforms and is the Director<br />

of the Architectural Association's world renowned Design Research Lab<br />

(AADRL) in London. He has been a visiting Research Fellow at MIT's Center<br />

for Advanced Visual Studies and co-founded the New Media and Information<br />

Research initiative at the AA. He has taught in the graduate school of<br />

the UPENN and the Royal College of Art, Innovation Design Engineering<br />

Department.<br />

Brett Steele, directs the Architectural Association School of Architecture<br />

and has taught and lectured at schools throughout the world. Brett<br />

is a frequent writer, lecturer and critic, and his interests include the history of<br />

modern architectural education and cultural communication, and the impact<br />

of new media, information economies and networked design technologies.<br />

Alexandros Tsamis, is a trained architect, currently an Associate<br />

Professor and Head of the Post Professional Graduate Program in the<br />

School of Design at Adolfo Ibañez University in Santiago, Chile. He holds a<br />

Diploma in Architecture and Engineering from AUTh in Greece, a SMArchS<br />

(Building Technology) and a PhD (Computation) from the MIT Department<br />

of Architecture. Previously, Tsamis has been a lecturer at MIT and faculty at<br />

The Ohio State University.<br />

154

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