Here’s some flip book animations of some vex generated kaleidocycles with dynamic GLSL shaders.
Pseudo 3D - Isometric grid with dynamic shaders
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
Geometric branching
Building a branching algorithm in Houdini. Here’re some of the 2D experiments:
Topographic variation
Testing out layering effects in Houdini. The normals of the polygons are affecting where certain effects occurs 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.