quicktime vr

 

An attempt to explode a cube in dimensional space. First an actual cube was modeled as a reference using chipboard. Planes were then created and textured in Form*Z. The cube was then manipulated. The planes were revolved around an arbitrary axis, with the amount of extrusion and the relative positions of the revolved forms defined by the relation of the texture maps (Two similar maps find their extruded forms close together with a similar sweep. A texture map that is dissimilar finds itself warping away from the cluster of similar maps). Care was taken to produce textures that did not have the antiseptic sheen of computer graphics. Process drawings of the texture maps were then used to displace the forms. In this way, the architecture of the extruded forms is informed by the process of texture creation: a recursive loop between process and product begins to form).Transparency of the forms was controlled by similarity/dissimilarity of texture. A primary texture was chosen and its form recieved full opacity. The remaining forms were given transparency values corresponfing to the dimilarity of the texture maps to the original "master" texture. The forms were then lighted Chiaro Scuro in attempt to produce a sense of space. Orange and blue lights were then added in order to trace the effects of bouncing lights through transparent surfaces.

 

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