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Working with reactive materials in 3D

The behavior of reactive materials is very difficult to showcase and animate. Working with such materials in 3D allows designers to explore the possibilities available when working with materials that are currently difficult to create and work with, due to practical constraints.
Moreover, concepting and designing in a digital medium allows designers to go much further than a simple recreation of what is possible with an analog, ‘real-life’ approach. Working in 3D provides greater flexibility, as well as quicker iteration of ideas. It also lowers the costs associated with prototyping.

Collaboration between Chris Lefteri Design and the Substance team

Chris Lefteri is a world-class authority on materials and their application in design. He has to date written nine well-known books on the field, and works with international brands and companies around the world. In December 2021 the Substance team were fortunate enough to work with Chris and his studio, Chris Lefteri Design; Chris and his team would design a range of reactive materials, then work with the Substance team to bring these materials to life in 3D.
This collaboration is also unique in that it explores the emotional experience of materials in the increasingly important metaverse to bring to new physical, interactive technologies into this virtual world.

Innovating with materials

Over the last ten to fifteen years, the role of materials has become much more important within the world of design. That’s true across every area of design – furniture, automotive, medical, consumer electronics appliances, and so on. As a result, the philosophy of our studio is to place the materials right at the start of the design process. That’s how you can really innovate with materials.

Exciting time - designers developing their own materials

This is a very exciting time because designers aren’t simply obtaining materials from suppliers, and then thinking of applications; rather, they’re developing their own materials from waste and creating their own catalogues. And so we’re seeing leather created from pineapples, or plastic created from seaweed. And this is true even of student designers, still in education – all of the mycelium materials we’re currently seeing originally came from students who were not satisfied with specified materials, and who preferred to develop their materials themselves.

This is a huge trend, and as the digital world becomes more important, it’s exciting to see how materials will fit into this new space.

Project overview

For this project, we opted to create five reactive materials. Materials like these, that change shape, or that have some element of movement attached to them, are some of the most exciting, advanced technology material groups we have, and my team member Daniel Liden and I felt that they were a perfect fit to demonstrate the possibilities available in the Substance apps. The Substance apps made it possible to do things that, due to practical constraints, it would have been very difficult to realize at the same level in a physical way. For instance, the auxetic effect would have been complex to realize in a real material, because we wanted to explore putting together different layers of fabric, playing with combinations of color and light and making sure that the adhesion between those layers is correct, and that you cut the fabric the right way… It would have taken a long time.

The Substance apps gave us a much more immediate creative way to explore the technology. And the project was very much a collaboration with the Substance 3D design team throughout; the Substance team understood very early on what each material possibility we presented was about, and their insights in terms of what would be most suitable to the Substance apps allowed us to filter down our initial possibilities to the final materials we designed, and to overcome any obstacles along the way.

Significantly, this project began just after just after lockdown, and travel between the teams involved was not easy. Consequently, all our communication was carried out through screens. I can’t see that this caused any real problems – but if we were to do a project like this again, I’d choose to do things in a more face to face way, if only to more easily share samples and have a hands-on play session.

The materials we designed for this project were: