Source of Entropy – Experiments
For the actual mechanism that drives Source of Entropy, I had to do three things: capture something in 3D, age the model using some kind of simulation or algorithm, and print it.
I started out with complex and expensive methods of 3D scanning, but in the end I landed on an AI model that converts a normal image into a heightmap. Basically, this means that every pixel expresses height. It is not really 3D, as it cannot represent overhangs and things like that; heightmaps are typically used for terrain, such as mountains.
Today the laws of entropy are in overdrive and it is very hot, so I had taken off my shoes. Apologies, dear reader.


It also works at a longer distance. You can always count on Brussels for a nice pile of entropy, so let’s try to 3D-print it right away.



Pretty good, but what about the ageing? Well, it just so happens that my favourite 3D program, Houdini, is very good at simulating erosion on terrain, and my heightmaps are perfect for it.

I am also working with different colours and materials. I like the grey the most.



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