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
Building a branching algorithm in Houdini. Here’re some of the 2D experiments:
Testing out layering effects in Houdini. The normals of the polygons are affecting where certain effects occus 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.