I continued doing simulations in Maya trying to garner a bit more control over the system. Although Maya 2015 doesn’t have a viscosity attribute, I was able get some more cohesion in the liquid simulations by controlling gravity, particularly in some of the latter images.
What becomes more important now is trying to understand what exactly the aim is with these simulations in respect to architecture. When we think of fluid forms in architecture, we immediately associate it with flowing curves or waving spaces. But fluids can represent so much more. There are so many properties that we as architects do not even consider. Velocity, vorticity, viscosity, surface tension, compressibilty (or lack thereof), stability, elasticity, etc. So how can these begin to expose themselves in architectural framework?
What if we began to look at fluid collisions to define space and movement. Fluids can either pass right through each other or collide and negate each other, and these could represent moments of interaction within. Beyond that, bundling and interacting of fluids could define a structural system, the more bundling we have – the greater the connection.
The most prevalent idea of a fluid however is its movement. A fluid does not hold its position for long or even short periods of time. So what we are really talking about here is a very dynamic flavour of architecture, but where is the line drawn between dynamism and pure representation? Can a building really evolve over time as a fluid does? These are the questions that I will be trying to answer moving forward.