flockingjewelry1
A series of bangles produced by a user interactive particle system.The particles move according to flocking/swarming rules that the user can manipulate to shape the final form as it grows. Each particle leaves behind a trail of hollow spherical meshes that are combined to form the final product.

A magnetic force constrains the system to a cylinder shape, allowing for wear. After reaching a certain length, or when the user is satisfied with the outcome, the mesh can be iteratively smoothed or subdivided within the application and exported from Processing as an .STL, for further manipulation in Rhino or SolidWorks or 3D printing.

Using such a broad system lets the user generate an infinite number of completely unique pieces tailored to the individual, while still maintaining the feel of a cohesive jewlrey collection.

[Created in Processing with Toxiclibs + OpenGL]

  • [final mesh, rendered first in Processing using OpenGL and then in Rhino using the vRay renderer]

    [final mesh, rendered first in Processing using OpenGL and then in Rhino using the vRay renderer]

  • [finished bangle before and after using iterative laplacian smoothing to clean up the mesh]

    [finished bangle before and after using iterative laplacian smoothing to clean up the mesh]

  • flocking jewelry3

Here is a video of the underlying flocking simulation. The particles on display here are replaced with hollow spherical mesh “brushes” that leave behind trails of mesh in the final application instead of ombre quadstrips.