A 2D triangle grid base with logic for building pseudo isometric 3D forms. Attributes are calculated for each triangle and are passed to a GLSL shader to create the dynamic surface effects. Built in Houdini
Houdini CNC experiments
It’s early days but some of these techniques are looking promising.
Houdini VEX trails
Branching algorithm
3D Experiment with the branching algorithm I’ve been building.
Geometric branching
Building a branching algorithm in Houdini. Here’re some of the 2D experiments:
Velocity fields - Fluid dynamics
Velocity fields - Particles
Colour mixing using particles using velocity fields
Topographic variation
Testing out layering effects in Houdini. The normals of the polygons are affecting where certain effects occurs on a mesh. In this case a subdivision triangular effect on the under sides and a porous effect on the top side of the structure.
C4D Node Materials , Vertex maps & fields
Playing around with Cinema 4D R20 node materials. These are all a single material with no textures. Everything is generated from within the shader including the patterns. The triggering is done from the vertex map using mograph fields.
C4D - Servo control - Prototyping
Some preliminary tests for some automated macro image capture. The pipeline uses C4D as an interface to sends data to a Raspberry Pi. The rotations of the servo can be controlled in real time by rotating objects in C4D. Also commands can be sent to trigger a sequence of rotations and taking photos at each step. The plan is to make the rig into a pan & tilt system. All the scripts etc are written in python