Geometric Abstraction

For my geometric abstraction, I took inspiration specifically from Thomas Downing and his work using dots. Specifically I drew inspiration from his inclusion of geometric shapes forming other larger geometric shapes. Kind of like this:


Now for mine, i particularly enjoyed the offset 3d skewed vision that the open cylinder and open cube gave and I arranged them into a parallelogram as follows. 

Now this wasn’t particularly difficult once i figured out how to edit the parameters of the shape object as well as how that interacted with the world objects in this patch. I really basically figured out how variables interact with each other in this project because realistically, while the concept is similar to conventional programing variables. The execution can be very different and cumbersome at times if you are not directly writing the variable into the object. If you want the variable to apply from an outside object then it needs to be activated in order to transfer to the object you want it to effect. Does that make sense? Go figure i guess. Anyway, once I made the first row right, i just copy pasted it until i had my total of 16 open cylinders and open cubes. The patch got really big but here is what that looks like:

Here is a smaller chunk of 2 row of objects:

And in order to get them all into the right place in one go, i just used a value stepper to assign each object its appropriate positional values. (Of course incremented appropriately per row)

Anyway so now that I had that setup I had to figure out how to create the variations. I figured that I could do it this way and do color variations similar to how Thomas downing does his, either in direct complete color transitions, color scaling on the spectrum of contrast, or the B&W scale. I decided to go for the saturation scale transition as that was the most straightforward and made the most sense to me. But the question became, how do you make this repeatable. The worst thing you can do with a program is make huge redundancies in your structure, why waste that time!

That’s when I decided to use a randomizer, the random object would generate a number between 1 – 100 which i would then convert into a decimal number such that it can be  then input to adjust the level of Red in each object, effectively making the red super high saturation or super low saturation or black. This allowed me to create the following variations:

Each unique to itself. This way now whenever i press the button that i made to run the randomizer and the stepper. Every variation that is generated will be different in its own way.

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