Arney .'s profile

Generative Topography

Generative Topography

As part of my generative learning journey I experimented with applying topographical effects to various shapes in order to gain a better understanding of both the process and technique, and how manipulation of settings could produce different results.
I started by researching the key word - 'topography'.
Topography is the study of the features and forms of land surfaces. The origin of the word topography comes from the words “graphia” and “topo”. “Graphia” means writing and “topo” means place.
It is often used to represent height differences in maps, however when applied graphically it can create some interesting linear patterns (as seen below).
Using Derivative TouchDesigner and focusing on a combination of noise and feedback nodes I was able to replicate the effect, first creating variants with different settings to find a close approximation to the samples above, and then applying simple geometric vector lines and shapes into the network to see how they'd interact with it. The shapes acted as a mask for part of the rendering process, but also allowed the topographical effect to blend with it in places.
I considered this a good checkpoint to create a video of the topography rendering in realtime, to show as progression content exhibiting the direction I was going in.
The render was imported into Adobe After Effects, given a few stylistic effects (levels correction, zoom and rotation keyframes, chromatic aberration over time and slight grain) and a simple drone backing track was created in FL Studio. These were then composed in Adobe Premiere Pro and exported as .mp4 for upload.
I wasn't wholly happy with the result, but it served its' purpose as a demonstration. I was also annoyed at the discovery of Youtube forcing the video into their 'shorts' format - disabling facilities usually allowed with normal videos and allowing the video to be remixed by others with no option to turn that off. The only way to get around this was to create a video longer than 2 minutes, however I wasn't prepared to dwell on this inconvenience and chose to proceed.
At this point I felt confident enough to create a more complex shape - focusing on the basic wireframe of my brand logo (as I thought if I created something cool whilst experimenting I could use it for my brand). It was quite difficult to create the 3D / tesseract shape using simple geometries so I decided I'd strip back the concept to it's base properties.
Baseline logo for my brand - Darkling Design, which I would attempt to combine with the topographic aesthetic.
I also wanted to include some text within the experimentation, as I hadn't tried implementing any typography in my earlier stages, so included a few numbers situated within the shape. These were used purely as part of the experiment and weren't intended to be used for any meaningful purpose.
I decided to experiment more with settings, finding three distinct differences by manipulating the time, noise, line weight and displacement parameters - creating an effect similar to tree rings, ice or frosting, and flames, respectively.
I refined these results and combined them, creating a topographic effect that grew as the tree rings did, had a life span that reduced in opacity as they grew (as the flames), and included a post-effect of frosting in areas that were unaffected initially - although this didn't turn out as expected, and instead added a more fluid-like appearance (which was still desirable).
As it seemed appropriate I also decided to proceed with these settings using an infinity symbol in the renders' centre.
I was incredibly pleased with the results and thoroughly enjoyed the process of learning and exploring this technique, and would love to develop it further.
Generative Topography
Published:

Owner

Generative Topography

Development using generative topography, focusing on how it interacts with complex shapes.

Published: