This animation was created by sending a perlin noise wave through a bounding box and returning the wave front at a certain threshold (design process here). Perlin Noise is a mathematical pattern which simulates random wave generation, however factors in regular cresting and troughing of the waves, which is why the voxels return as a rational looking mesh. Unfortunately, the lighting seemed to mess up at times, resulting in the uneven lighting result. I believe this may have something to do with the amount of faces facing the camera, and hence reflecting more or less light into the ‘camera lens’, resulting in the light flickering at times.
Here are some snapshots of individual frames.
What also resulted in an interesting set of forms was changing the scale of the perlin wave. In doing so, the resulting form gets ever increasingly complex and unpredicatble. There are also issues with the orientation of individual mesh faces that create improper but interesting results. The standard set of mesh fixing and flipping algorithms don’t seem to work on this array of meshes.
The last render is essentially an equivalent of utter geometric noise.