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Paratypology

Towards a Scrap Theory of Form


3D Design · Animation · Graphic Design

In 2026, artist Antonio Frederico Lasalvia developed Paratypology: Towards a Scrap Theory of Form, an exhibition exploring discarded materials and the possibilities of form. I was invited to contribute to the exhibition in Madrid through 3D animation and graphic design.

“... distinction between type and model to reframe the question of form in manufacturing. Against the logic of standardization, which requires that raw matter be reduced to uniformity before it can enter the industrial process, Lasalvia proposes paratypology: a practice in which parametric scripting is turned not toward the production of novel shapes but toward the registration of material haecceity. The paratype defines not a fixed form but an interval within which form may take shape — a workable range sustained by a shared logic and open to the contingency of each material encounter.”

The New Centre for Research & Practice




EXHIBITION







GRAPHIC DESIGN






PROCESS



I started the project with a clear visual direction in mind, so rather than developing a traditional storyboard, I moved directly into a series of material and form experiments.
The goal was to recreate the behavior of discarded fabric as closely as possible. I began experimenting with Houdini's Vellum Solver, exploring different material properties, constraints and forms before bringing the simulations into Blender for shading, lighting and rendering.
A variety of simulations made in Houdini and then added into Blender
Simple gravity-based simulations initially produced forms that felt too soft. The material needed to behave more like thick fabric or leather, holding its structure while still folding naturally.

I began introducing spheres and other collision objects into the simulations, forcing the material into different configurations. This produced the irregular folds and compressed forms I was looking for. The final simulations were then exported to Blender, where I developed the materials, lighting and final renders.