dot, dot, dot
Series dot, dot, dot looks to investigate the relationship between patterns (which are categorized as the graphic) and the object which (is categorized as the real) through the use of movement to appropriate the surface shader as a generative tool to produce unfamiliarity in things.
In a very reductive and naive way, one can trace the evolution of surface shaders within the discipline and their role in digital architecture as a way to measure the relationship between form and graphics. Early on, and perhaps due to computational limitations they became a purely representational tool, their role was to differentiate one object from the other and accentuate the formal qualities. It was the tool designer used to display form and their capacity to produce it. Shader started evolving to deal with transparencies, reflections, highlights and more complex attributes to create realistic scenarios. Recently, the role of the surface shader became not an approximation of reality but a design tool in itself, giving it the ability to move from a purely representational tool to a generative one
The goal of these series is to use the surface shader as the main character, it takes the front seat not as a metric of spatial relationship but as a producers of strangeness, using distortion and deformation between the black and white image it flickers itself from the 2d to the 3d, from the abstract to the real.