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HANGING GARDENS OF BABYLON — PARAMETRIC GRASSHOPPER C# SCRIPT Seven Wonders of the Ancient World Series | Wonder #2

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 HANGING GARDENS OF BABYLON — PARAMETRIC GRASSHOPPER C# SCRIPT

 Seven Wonders of the Ancient World Series | Wonder #2

 wickersonstudios.com

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PRODUCT TITLE

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Hanging Gardens of Babylon — Parametric Rhino/Grasshopper C# Script

(Seven Wonders of the Ancient World Series — Script 2 of 7)



TAGLINE

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Raise Nebuchadnezzar's legendary terraced gardens from the Mesopotamian plain —

in clean NURBS geometry, organized across 20 material layers, export-ready for

Unreal Engine 5 Datasmith, FBX, or any professional 3D pipeline.



SHORT DESCRIPTION (for listings / store previews)

--------------------------------------------------

A single Grasshopper C# Script component that procedurally builds the complete

Hanging Gardens of Babylon complex — stepped terraces, barrel vault substructure,

irrigated garden beds, palm groves, colonnade, Archimedes screw pump tower,

palace wing, Ishtar Gate-style glazed tile reliefs, and full Babylon city wall

context. Outputs clean Brep NURBS geometry in a 20-branch DataTree organized

by material, with one-click Rhino layer baking for UE5 Datasmith/FBX export.

No plugins required.



FULL DESCRIPTION

----------------

The Hanging Gardens of Babylon — the only Wonder of the Ancient World for which

no confirmed archaeological remains survive — exist today only in the words of

Diodorus Siculus, Strabo, and Berossus. This parametric script is your chance

to build them in full 3D precision.


Generated entirely from a single Grasshopper C# Script component, the model

rises in six terrace levels from the flat Mesopotamian plain to 24 metres —

matching the ancient description of gardens that soared to the height of

Babylon's outer city walls. Every architectural system is modelled: the

vaulted brick substructure, the bitumen-and-lead waterproofing membrane,

the gravity-fed irrigation channels, the Archimedes screw pump tower, the

grand staircase, colonnades, cistern, aqueduct, palace integration, and the

famous Ishtar-Gate-style deep-blue glazed tile decoration.


At LOD 24 the scene includes palm groves, cascading vine curtains,

broadleaf tree canopies, bronze water pipe conduits, terracotta drainage tiles,

individual horizontal brick courses, gold-leaf column capitals, and the full

double-walled city of Babylon with crenellated towers as context.



WHAT'S INCLUDED

---------------

 - One C# Script file (.cs) for Grasshopper in Rhino 6 / 7 / 8

 - 24 progressive Levels of Detail (LOD 1–24), additive and layered

 - 20-branch DataTree<Brep> output organized by material

 - One-click Rhino layer baking with color-coded material layers

 - UE5 Datasmith / FBX export-ready layer naming convention

 - Full Babylon plateau complex geometry (see feature list below)

 - CFG string parametric control — no scripting knowledge required

 - Zero external plugin dependencies (pure Rhino + Grasshopper SDK)

 - Detailed architectural notes in the script header, sourced from

  Diodorus Siculus, Strabo, Berossus, and modern scholarship



GEOMETRY FEATURES BY LOD

--------------------------

LOD 1 — Six stepped terrace platform slabs (complete structural massing)

LOD 2 — Lead waterproofing deck sheets on each terrace ring

LOD 3 — Barrel vault substructure: N-S pier walls + E-W cross walls

       + vault arch header blocks visible at ground-floor south face

LOD 4 — Outer dressed-stone retaining wall face rings (all terrace levels)

LOD 5 — Garden soil bed rings on each terrace deck + full top-level bed

LOD 6 — Bitumen asphalt seal layer beneath lead waterproofing sheets

LOD 7 — N-S irrigation channels + E-W collecting headers + overflow weirs

LOD 8 — Grand south-face staircase: individual step blocks, landing slabs,

       flanking side walls for all six flights

LOD 9 — Colonnade columns + circular plinths + entablature + cedar beams

       (all terrace levels, all four sides)

LOD 10 — Palace north wing mass + inner courtyard ring + south gate

       + gate flanking towers + palace perimeter enclosure wall

LOD 11 — Archimedes screw pump tower (stone shaft + bronze screw cylinder

       + upper outlet channel + foundation plinth)

LOD 12 — Subgrade cistern/reservoir: walls + floor slab + water fill

       + vault ceiling slab

LOD 13 — Aqueduct supply channel (stone outer walls + water fill + base slab

       + west intake structure toward Euphrates)

LOD 14 — Broadleaf tree canopy spheres distributed across all terraces

       (organic radii variation for natural visual rhythm)

LOD 15 — Date palm trees: trunk cylinders + frond crown spheres,

       alternating north/south zone rows across three lower terraces

LOD 16 — Hanging vine curtain panels on south, west, and east terrace faces

       (the defining visual cascade of the gardens)

LOD 17 — Outer Babylon double city wall (outer + inner parallel walls,

       towers every 45 m) + Ishtar Gate mass + gate flanking towers

LOD 18 — Glazed tile relief panels (lapis-blue Ishtar Gate style):

       lower terrace south face + second terrace + palace throne room

LOD 19 — Throne room + audience hall + guard hall + treasury + inner columns

       + alabaster wall panel lining

LOD 20 — Individual horizontal brick course banding on all terrace wall faces

       (every third course ring modelled as separate Brep)

LOD 21 — Bronze water pipe conduits (E-W distribution pipes per terrace,

       vertical riser pipes, main supply pipe from pump to cistern)

LOD 22 — Euphrates river silt plane + Mesopotamian context ground surface

LOD 23 — Terracotta drainage tile arrays at channel outlets (lower terraces)

LOD 24 — Gold-leaf column capitals, entablature frieze strips, portal crown

       over staircase, Ishtar Gate crown lintel ornament



MATERIAL LAYERS (20 branches)

------------------------------

Branch 0 — M_Fired_Brick     kiln-fired Babylonian brick

Branch 1 — M_Reed_Bitumen     asphalt bitumen waterproofing seal

Branch 2 — M_Lead_Sheet      flat lead waterproofing membrane

Branch 3 — M_Stone_Slab      dressed limestone stair treads & paving

Branch 4 — M_Marble_Column    colonnade columns, plinths, entablatures

Branch 5 — M_Cedar_Beam      roof beams and walkway decking

Branch 6 — M_Garden_Soil     deep irrigated planting medium

Branch 7 — M_Lush_Foliage     broadleaf tree canopy masses

Branch 8 — M_Palm_Tree      date palm trunks and frond crowns

Branch 9 — M_Vine_Curtain     cascading vine and creeper curtains

Branch 10 — M_Water_Channel    open channels, cistern fill, aqueduct

Branch 11 — M_Bronze_Pipe     distribution pipes, Archimedes screw

Branch 12 — M_Terracotta_Tile   fired drainage tiles on terrace floors

Branch 13 — M_Alabaster_Panel   throne room wall linings

Branch 14 — M_Gold_Leaf_Detail   gilded capitals, friezes, portal ornament

Branch 15 — M_Outer_City_Wall   Babylon double wall + towers + Ishtar Gate

Branch 16 — M_River_Silt      Euphrates river channel plane

Branch 17 — M_Context_Ground    Mesopotamian alluvial plain surface

Branch 18 — M_Palace_Limestone   Nebuchadnezzar's Southern Palace stone

Branch 19 — M_Glazed_Tile_Relief  lapis-blue glazed brick — lions, dragons,

                  bulls (Ishtar Gate decorative motif)



KEY PARAMETRIC CONTROLS (CFG string)

--------------------------------------

Pass a semicolon-delimited key=value string to override any default parameter.

All units are millimetres.


 lod=24         — Level of Detail (1–24)

 base_half_ew=65000   — E-W platform half-width [130 m total]

 base_half_ns=65000   — N-S platform half-width [130 m total]

 terrace_count=6     — Number of stepped terrace levels

 terrace_step=8500    — Horizontal setback per side per terrace (mm)

 terrace_height=4000   — Height of each terrace level (mm)

 wall_thickness=6700   — Structural wall thickness (Diodorus: 22 feet)

 vault_span=5800     — Barrel vault clear span (mm)

 vault_wall_t=1200    — Vault pier/wall thickness (mm)

 column_radius=500    — Colonnade column shaft radius (mm)

 column_height=3500   — Colonnade column height (mm)

 column_count=8     — Columns per side per terrace level

 stair_width=8000    — Grand staircase width (mm)

 step_rise=250      — Individual step riser height (mm)

 step_tread=400     — Individual step tread depth (mm)

 soil_depth=1200     — Planting soil layer depth (mm)

 tree_count=10      — Broadleaf tree canopy count per terrace

 tree_canopy_r=3500   — Canopy sphere radius (mm)

 palm_height=14000    — Date palm tree height (mm)

 pump_tower_h=28000   — Archimedes screw tower height (mm)

 palace_w=180000     — Palace wing E-W width (mm) [180 m]

 palace_h=12000     — Palace wing height (mm)

 outer_wall_d=200000   — City wall radius from centre (mm) [200 m]

 outer_wall_h=18000   — City wall height (mm)

 tower_spacing=45000   — Defensive tower interval along wall (mm)

 brick_course_h=350   — Brick course height for LOD 20 detail (mm)

 river_x=-350000     — Euphrates river X offset from centre (mm)


Example CFG strings:

 lod=10;terrace_count=5;palace_h=15000

 lod=16;base_half_ew=75000;tree_count=14

 lod=24;pump_tower_h=32000;column_count=10



ARCHITECTURAL ACCURACY NOTES

------------------------------

This model is based on the best available classical textual sources and

modern scholarly reconstruction, including:


 - Diodorus Siculus (1st century BCE): base of 4 plethra (~120 m) per side;

  height equal to the outer city walls (~23 m); theatre-like stepped form.

 - Strabo (c. 20 BCE): vaulted terraces raised one above another; water

  raised continuously by screws alongside the stairway.

 - Berossus (c. 290 BCE): built by Nebuchadnezzar II for his Median queen.

 - Ishtar Gate reference: the signature deep lapis-blue glazed brick reliefs

  of the Neo-Babylonian period, featuring the mušḫuššu dragon, striding

  lion, and Apis bull motifs — sourced from the surviving Ishtar Gate

  (now in the Pergamon Museum, Berlin).

 - Waterproofing system: Diodorus explicitly notes that the vault ceilings

  were sealed with reed matting, bitumen, and lead sheets to prevent water

  damage — all three layers are modelled separately (LOD 2, 6).

 - Water supply: Strabo's "screws" are interpreted as Archimedean screw

  pumps, the most efficient lifting device of the period. The pump tower

  (LOD 11) rises above the highest terrace to allow gravity feed back down.


Default platform dimensions (130 m × 130 m, 24 m tall) are intentionally

slightly larger than the strictest reading of 4 plethra to produce a visually

monumental model appropriate for media and game production. Use the CFG

string to dial in any interpretation you prefer.



HOW TO USE

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1. Open Rhino and launch Grasshopper (type "Grasshopper" or press Ctrl+Shift+G)

2. Double-click the Grasshopper canvas → search "C# Script" → place component

3. Double-click the C# Script component to open the code editor

4. Select all existing code and replace it with the contents of this .cs file

5. Click OK / close the editor

6. Connect inputs:

   CFG (String) — leave empty for defaults, or wire a Panel with overrides

   Bake (Boolean) — toggle True to bake geometry to Rhino layers

7. Connect output:

   Geometry (DataTree<Brep>) — wire to a custom preview or Brep parameter

8. The script generates the complete Babylon complex at the specified LOD



BAKING TO RHINO LAYERS

------------------------

Set the Bake input to True with a Boolean Toggle. The script will:

 - Create a parent layer named "HangingGardens" with a green indicator color

 - Create 20 child layers (one per material) with archaeologically inspired

  color coding matching each material type

 - Bake all Brep geometry to the appropriate material layers

 - All layers are immediately ready for Datasmith export or FBX by layer



EXPORT TO UNREAL ENGINE 5

--------------------------

Via Datasmith (recommended):

 - Install Rhino Datasmith plugin for UE5

 - File > Export > Datasmith (.udatasmith)

 - Layer hierarchy maps directly to UE5 static mesh actors with material slots

 - Apply Megascans / custom materials by matching the M_ layer name prefix


Via FBX:

 - File > Export Selected (select all objects by layer)

 - Export FBX 2019, "Export object layers as groups" enabled

 - Import into UE5 with "Import Materials" checked

 - Use the M_ prefixed layer names to drive Material Instance assignments



COMPATIBILITY

--------------

 Rhino version:   6, 7, 8 (Windows and Mac)

 Grasshopper:    Built-in (no separate install needed)

 External plugins: None required

 .NET target:    .NET 4.8 (Rhino 7/8) / .NET 4.5 (Rhino 6)

 UE5 Datasmith:   5.0, 5.1, 5.2, 5.3, 5.4, 5.5



SERIES CONTEXT — SEVEN WONDERS OF THE ANCIENT WORLD

-----------------------------------------------------

This script is Wonder #2 in the full series:


 1. Great Pyramid of Giza     [available now — wickersonstudios.com]

 2. Hanging Gardens of Babylon   [THIS SCRIPT]

 3. Statue of Zeus at Olympia   [coming soon]

 4. Temple of Artemis at Ephesus  [coming soon]

 5. Mausoleum at Halicarnassus   [coming soon]

 6. Colossus of Rhodes       [coming soon]

 7. Lighthouse of Alexandria    [coming soon]


Also available from Wickerson Studios:

 Colosseum Parametric Script    [Parametric Monument Series #1]


Bundle the full Seven Wonders series for significant savings.

Visit wickersonstudios.com for the complete catalogue.



WHY WICKERSON STUDIOS

----------------------

Every script in the Parametric Monument Series and the Seven Wonders series

is built to professional production standards:


 + Historically researched from primary and secondary sources

 + Clean NURBS Brep geometry — no meshes, no SubD, no plugins

 + Material-organized DataTree output matching UE5 naming conventions

 + Fully parametric via CFG string — no scripting knowledge needed

 + Immediate Rhino layer baking for team-based asset pipelines

 + Detailed in-script architectural notes for researchers and educators

 + Regular updates as the series grows


These scripts are used by architectural visualisation studios, game

environment artists, VFX teams, educators, and history enthusiasts worldwide.



SUPPORT

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For questions about Grasshopper setup, CFG parameters, UE5 integration,

or custom dimension requests, visit wickersonstudios.com.


Custom LOD configurations, material renaming, or bespoke wonder reconstructions

available on commission.



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 © 2026 Wickerson Studios — Hanging Gardens of Babylon Script v1.0

 wickersonstudios.com

 For personal, commercial, and educational use. No redistribution for resale.

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You will get the following files:
  • GH (35KB)
  • TXT (15KB)
  • CS (71KB)