@WeavingWithAI Beautiful minimal surfaces & tensile structures! Now how to teach Midjourney to turn this into actual geometry?! πŸ˜‰

As a general observation, to me it's this lack of concrete underlying geometric/computational/structural models (of the objects & material behaviors represented here as mere pixels) what still keeps me more interested in non-GAN/non-LLM approaches to generative art/design, e.g. using physics sims like below... IMHO these can (still?) serve as more practical/feasible ways to explore the design space with more detailed control over expected (real) behaviors/outcomes and as stepping stones to realizing some of these ideas physically... OTOH your example proves how powerful this is for early ideation phases (or if none of the above matters)... πŸ‘

#Houdini #Vellum #PhysicsSim #SoftbodyPhysics #MinimalSurface

Since this project has really been a form & motion study (or rather form through motion), here's a little video taster of just a single random variation...

(See https://mastodon.thi.ng/@toxi/110553814835244481 for more context)

#MarbleMania #SoftbodyPhysics #GenerativeArt #WebGL #ThingUmbrella

Karsten Schmidt (@[email protected])

Attached: 1 image Long time no see... been working hard to get #MarbleMania finished (plus a ton of other things) and out of my system! This is the last work-in-progress share before the drop (still this month, details TBD). Learned so much working on this, and the project confirmed (yet again) having mostly taken the right decisions in #ThingUmbrella architecture/tooling, some of it finally getting put more thoroughly through its paces (e.g. https://thi.ng/shader-ast, https://thi.ng/webgl & https://thi.ng/timestep). The piece processes ~5 million vertices per frame, heavily using instancing and most of the work being done by the functionally composed vertex shader (via the Shader-AST DSL) and a CPU-side boids sim for the ~400 cells/droplets and swirls... #GenerativeArt #Marbling #SoftbodyPhysics #Boids

Mastodon Glitch Edition

Long time no see... been working hard to get #MarbleMania finished (plus a ton of other things) and out of my system! This is the last work-in-progress share before the drop (still this month, details TBD).

Learned so much working on this, and the project confirmed (yet again) having mostly taken the right decisions in #ThingUmbrella architecture/tooling, some of it finally getting put more thoroughly through its paces (e.g. https://thi.ng/shader-ast, https://thi.ng/webgl & https://thi.ng/timestep).

The piece processes ~5 million vertices per frame, heavily using instancing and most of the work being done by the functionally composed vertex shader (via the Shader-AST DSL) and a CPU-side boids sim for the ~400 cells/droplets and swirls...

#GenerativeArt #Marbling #SoftbodyPhysics #Boids