Radiolaria creator, pt. 1
December 25th, 2008I was introduced to the work of Haeckel (Ernst Heinrich Philipp August Haeckel, to be precise) while attending RISD 10+ years ago. From Wikipedia:
Haeckel was an eminent German biologist, naturalist, philosopher, physician, professor and artist who discovered, described and named thousands of new species, mapped a genealogical tree relating all life forms, and coined many terms in biology, including phylum, phylogeny, ecology and the kingdom Protista. Haeckel promoted and popularized Charles Darwin’s work in Germany and developed the controversial recapitulation theory (”ontogeny recapitulates phylogeny”) claiming that an individual organism’s biological development, or ontogeny, parallels and summarizes its species’ entire evolutionary development, or phylogeny.
I became quite fond of his work because I had been exploring similar (looking) ideas with my own work. I was fascinated by Platonic solids and would sketch them in my journal to kill time during art history lectures. I was drawn in by the challenge of trying to reproduce such regular forms using no rulers or measurements. I didn’t realize it at the time, but figuring out how to draw those solids ended up being a nice little primer to learning trig later in life.
Here are a few pages from my art school days.



However, sketching these forms became more and more frustrating because I had to draw them head on with no rotation. My mind couldn’t make sense of it any other way. This created some really sterile illustrations. I liked the results, but they felt very flat.
Recently, while tweaking the magnetic structure code and the corresponding particle systems involved, I figured out how to gain a bit more control. The original code had been about freedom. I allowed the particles to move about and they pretty much got to do what they pleased. This new go around is about controlled restraint. I started to create multiple particle systems (instead of just one global one) and for each system, I am assigning it a small set of rules.
For example:
Big particles, you will slowly gain mass until you lock into place. You are capable of attracting small particles. Each of you must remain a fixed distance from the center of the world and must try to spread yourselves out as evenly as possible.
Small particles, you will repel each other while the big particles attract you. If you happen to collide with a big particle, you are now locked to that particle and must remain x paces from its center at all times. Oh, and you must also remain y paces from the center of the world at all times.
From these simple rules, a large variety of different looks can be created by just randomizing a few variables. You can randomize the x and y, the mass, the charge, and the inertia, to name a few.
Below is a test render.
Self organizing dodecahedron flower from flight404 on Vimeo.
While watching this video, I realized I probably had enough control over the results to create a radiolarian generator. I added a few more rules and was able to get a nice lush variety of results. Below are some images from the first go around. I think there is a great deal of potential.

Once I get some control over all the new variables introduced in this build, I will find a way to randomize them so I can get a unique render every time I hit play. Right now, the code is a bit heavy and producing these 2500×2500 pixel images nearly set my laptop on fire. I don’t have nearly enough constraints built in, so it is not uncommon for me to bring the sketch to a stand still because I have accidentally asked the code to produce several billion new vertices because I pressed the wrong key one too many times.

































