I’ve taken some time as of late to further explore Daniel Piker’s Mesh Machine component addition to grasshopper, and it really is quite a unique tool to have. I’d only ever used it to create more uniform mesh topology distribution, but it also features mesh adaptability tools, mesh point distribution based on curvature, guide geometries to manipulate your meshes and mesh relaxation. (more info on Mesh Machine)
So in this first image I produced a sequence of slightly more and more unrefined meshes as a result of systematic scaling and orbiting curve guide geometries. It should be noted that mesh machine’s goal is likely not to produce obscure mesh results like this, but this is rather capturing states before the simulation is about to break.
Succeeding this, I had a look at retopolgising a slightly different kind of geometry and what information I could extract from that result. So a preliminary mesh surface was built which tracked information about bending, shearing and stretching moments in localised areas of the mesh, producing a result of this kind.
And following on from that, I wanted to see how this information about the mesh state could be pipe-lined into the rendered image. I ended up using the colour per vertex information for reflection and refraction textures.