
DARKSTAR
PROJECTS
Moving projects from old website. More coming soon...
Bone Algorithm
Form Studies in generative bone structures.
This generative lattice bone structure is completely adaptable to any design surface that it is applied to. The generative lattice structure is instantly updated and adapts to any changes in the design surface or volume. Contrary to other volumetric approaches that rely on the conversion of mesh to volumes for voxilization, such as Denro, this example is based on the approach of Daniel Piker. Changes have been made to Pikers methodology to create curvature consistency with the design surface where it intersects the A-surface. While the logic to do so is complex, it also means that the lattice structure does not inherit any of the surface iso-curves from the A-surface. This allows for a cleaner topology and a reduced cross-section profile.
This definition outputs the same structure in three data sets; Mesh based with a Loop or Catmull-Clark subdivision, N.U.R.B.S. data or Sub-D. This is all done simultaneously depending on what one plans on doing with the data.
The rendered example below is a G3, curvature continuous, water tight poly-surface, which was losslessly converted from a the advanced sub-d object available in Rhino version 7. No other plugins where used besides Weaverbird which was only used on the mesh output and it not shown below.

The objective was to use Computational Design methods to very quickly create a variety of motifs based around an underlying periodic hexagonal pattern built upon a closed seam surface.
One of the challenges of this exercise was building the logic of the definition so that the textures and patterns met symmetrically at the seam edge regardless of changes in the parameter inputs. All aspects cat this patter and texture application can be adjusted in real time; from the shape, size and distribution of the underlying pattern, to the inset depth. Even the shape that the pattern is built on can be altered in any fashion in real time or completely swapped out all together. The result can be output as production or prototype NURBS data or mesh data depending on needs.
A powerful feature of this workflow is the creation of what I refer to as "design collateral". As one begins to build a repertoire of definitions from project such as this, these assets can be packaged and redeployed across other projects quickly and effectively greatly reducing repetition of redundant work allowing designers more time to focus on design and collaboration.
In an OEM environment this design collateral can be deployed across studios and across various areas of the vehicle. From interior details such as knurling and surface texturing, to speaker grill patterns, to seating and fabric patterns, to exterior features like lighting or wheels. The ability to theme a design aesthetic leveraging computational methodologies is unparalleled. Computational Design is set to redefine how design is executed in an entire industry.
Adaptive Hexagonal surface development

Shatter
Experiments in form deconstruction
Shatter is a series on form deconstruction as a design and form finding tool and also the result of a process workflow I've been developing. The purpose of this workflow is to capture the adaptive shape transitions from my grasshopper definitions for export to other platforms for visual communication purposes. One of the great benefits of working in grasshopper is that complex system wide changes can be expressed in most cases in real time. I thought it would be useful to communicate this dynamism across of variety of platforms for visual communications purposes.
Many of the images below are simple aesthetic studies in for and surface and where developed to help further refine the workflow.

Renderings, form & material studies
A series of rendering and form studies not related to any projects in particular. Often I'll try new techniques of platforms and post results here.
