Baby steps toward a non-uniform 3D cell packing to model bone structure.

27 Jan

Since before I started studying biomimicry I’ve been interested in the structure and strength of bone. From the first time I saw an image of a cross section of  the femur, I’ve understood that the shape and arrangement of the bone and its holes gives bone its strength.

I feel like I’ve been working towards something with everything I’ve been doing, at least in terms of materials and software research.

I’ve been reading a lot about surface subdivision, with voronoi diagrams (we’re going to get sick of them quite soon I think) fractal patterning etc. There has been a lot of work on modeling complex surfaces that are made of individual, non-uniform pieces, particularly in architecture. I would even venture to say that experimental architecture today has succumbed to glossy, spiky, morphed and twisted “render wank”.

The following are my baby steps toward understanding the computer modeling process enough to successfully model bone. Since all the examples that I can find are architectural, you’ll forgive the fact that I too am dabbling in glossy morphed render wank.

Associative Modeling

The power of the programs that are used to create these models is that you don’t need to know all the facts about a system in order to build it. What you need is to understand how the parts relate to each other. In this way, you are constructing something via logic.

Whew. I’ve recently been working on a competition to design a master plan for the island of Gadeok near Busan, Korea.

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