One thing that’s bothered me for a while is the way in which mesh faces are sorted within the mesh geometry. For this set of renders I rerouted the order in which the individual mesh faces are joined together and used then ran the faces through a pre-determined culling pattern in order to generate the base geometries. While my initial plan in doing this was to create a very ordered patterning system, most of the interesting results (pictured below) were completely unpredictable.
As often happens with using algorithmic modeling, while the designer can understand the process he’s gone through in order to create something, the result is largely unpredictable, and this for me is the beauty in some of the things that are created as a result. (grasshopper definition)