Random Color Pixel Blend

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R_pixel1

Really excited to get started on an installation for Behance’s new office’s in NYC! It will be a very three dimensional piece and we are thinking of a way to tile it with both a defined palette and a random color blend that is made of pixels instead of a smooth gradient. A kind of three dimensional version of Gerhard Richetr’s stained glass window for the cathedral in Cologne. We created this quick sketch to test variations. Its pretty straight forward but there are a couple of tweaks so the random colors don’t constantly update. There is a copy of the code after the jump…

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Light Cloud Prototype

The latest prototype for an interactive light and sound installation we are creating for RAB Lighting’s NYC showroom in Chelsea for design week. Still sorting out the various behaviors, the final install will be a large cluster of these reacting together to environmental sound. More info soon on the opening details!

Sound Cell Test

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We have been messing around with the idea of making a physical structure interactive. In this case it will be through lighting. The physical part of the installation will most likely be made of parts coming out of rhino + grasshopper, but the UI for how it will behave will most likely be in processing. During the design phase it is important for us to not only see various iterations of the structure, but also how it will behave. We came up with a workflow that allows us to quickly export the three dimensional points from the cells created in grasshopper so they can easily be imported into the processing sketch.

Here are the source files for the grasshopper definition and the above processing sketch: cell

In the rest of this post you can find a simplified version of the processing code above that simply regenerates the structure from rhino in processing using a *.txt file.

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Sound Structure

Starting a new interactive lighting project and trying to figure out ways to break away from regular structure. Here is a quick processing sketch that just takes simply brownian motion and makes each segment reactive to sound. As the structure grows and the resolution becomes greater you can begin to see the sound travel through the structure. Click continue below for the code.

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