Apophenic Ecologies //
Surface and Color Explorations // September 24, 2012
For the second iteration the focus was on color and how to manipulate the height field in Maya through displacement maps.
The colored topographic map from the first iteration was brought into Photoshop, and through post processing was able to manipulated to generate a new height map based on the variation in color depth (dark to light), and after applying different color gradients was able to output a new height-field.
The final physical product was then created
though layering of chipboard and painted to recreate a color depth field
to reinforce the 3D topography.
The next step was to work through different material mediums to work color into the material. Through mixing dye into plaster while in the liquid stage I was able to create a gradation of color in a plaster cast.
An unexpected result was that the more dye that was mixed into the liquid plaster, the more quickly the plaster set up.
Only part of the rout was able to be executed as the material seemed to still be setting up. However, the final result seems in line with the experiment in overlaying color into the physical production process.
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