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]
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.