earth element, sacred geometry, hexahedron, tetrahedron, icosahedron, octahedron, dodecahedron, void, ether, spirit, fruit of life, merkaba, platonic solids
Diamond 1 & 2
How They Were Created.
Open Source Documentation



Process of how WILLPOWER created Diamond !

Version 1 reacts to hand movements. Version 2 reacts to sound.


diy, electronics, tinkering, electric engineering, addressable leds, esp32, diamond, interactive, light, installation, lighting, leds, willpower, studios
diy, electronics, tinkering, electric engineering, addressable leds, esp32, diamond, interactive, light, installation, lighting, leds, willpower, studios



The Octahedronal Light Sculpture Diamond is made using synergetics principles by Buckminster Fuller.
A rope is used to hold a structure together.
I have been studying Sacred Geometry since 2012.
My friend Brian from Boston taught me core Bucky principles he learned at MIT.
My friend StruPPi taught me the rope technique.


To know more about Buckminster Fuller and learn through his teaching, here are some links:

Books
Synergetics
Synergetics 2
A Fuller Explanation
Buckminster Fuller Operating Manual for Spaceship Earth

Videos on youtube:
Buckminster Fuller Explains Vector Equilibrium
R. Buckminster Fuller "Lifting the Curtain"
Synergetics
Synergetics: A Geometry of Thinking
The Geometry of Thinking: An Intro to Synergetics






HOW 2 MAKE IT



Supplies
Materials


V-Slot Aluminium Profiles
Velcro with adhesive
Velcro without adhesive
2mm Neoprene or thin Felt Fabric to sew it to the soldered breakout board



Tools
3D Printer
Soldering iron
Pliers
Multimeter



Hardware

ESP32 Microcontroller
Mic Amp
2 small 10K Potentiometers
680-1000 uF Farad Capacitor
2 330 ohm resistors
PCB board Strip - Copper Grid
20 awg Wires
2 Breadboards & Jumpers
WS2812B Addressable LEDs
JST Connectors
Thin Powerbank




Software


Download the files for 3D printing the ends of the aluminum profile bars + the light diffusers by pressing HERE !




Arduino Code
// WILLPOWER PLAYSHOP: DIAMOND @ Oficinas do Convento - october 4th 2025
// ESP32 Sound Reactive LED System with Dual Strips
#include <FastLED.h> // Pin definitions for ESP32 #define LED_PIN 5 #define LED_PIN_2 17 // Second LED strip pin #define MIC_PIN 35 #define POT_PIN 34 #define BRIGHTNESS_POT_PIN 27 // Brightness control potentiometer #define BUTTON_PIN 2 // LED configuration #define NUM_LEDS 360 #define LED_TYPE WS2812B #define COLOR_ORDER GRB #define MAX_BRIGHTNESS 255 #define MIN_BRIGHTNESS 20 #define FRAMES_PER_SECOND 60 // LED arrays for both strips CRGB leds[NUM_LEDS]; CRGB leds2[NUM_LEDS]; // Animation variables int animationMode = 0; const int NUM_MODES = 6; int center = NUM_LEDS / 2; // Brightness control uint8_t currentBrightness = 200; // Sound detection variables int micValue = 0; int micBaseline = 2048; int threshold = 512; float soundLevel = 0; float soundLevelFiltered = 0; void setup() { delay(1000); Serial.begin(115200); Serial.println("ESP32 Sound Reactive LED System Starting..."); // Initialize FastLED for both strips FastLED.addLeds<LED_TYPE, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip); FastLED.addLeds<LED_TYPE, LED_PIN_2, COLOR_ORDER>(leds2, NUM_LEDS).setCorrection(TypicalLEDStrip); FastLED.setBrightness(currentBrightness); // Initialize pins pinMode(BUTTON_PIN, INPUT_PULLUP); pinMode(MIC_PIN, INPUT); pinMode(POT_PIN, INPUT); pinMode(BRIGHTNESS_POT_PIN, INPUT); // Flash LEDs to indicate startup for(int i = 0; i < 3; i++) { fill_solid(leds, NUM_LEDS, CRGB::White); fill_solid(leds2, NUM_LEDS, CRGB::White); FastLED.setBrightness(50); FastLED.show(); delay(100); FastLED.clear(); FastLED.show(); delay(100); } // ESP32 ADC configuration analogReadResolution(12); analogSetAttenuation(ADC_11db); calibrateMicrophone(); randomSeed(esp_random()); FastLED.clear(); FastLED.show(); Serial.println("System Ready!"); } void loop() { readSound(); readPotentiometer(); readBrightnessPotentiometer(); checkButton(); // Update animation based on current mode switch(animationMode) { case 0: symmetricVU(); break; case 1: symmetricPulse(); break; case 2: symmetricRipple(); break; case 3: symmetricFireworks(); break; case 4: symmetricWave(); break; case 5: symmetricSparkle(); break; } FastLED.show(); FastLED.delay(1000 / FRAMES_PER_SECOND); } void calibrateMicrophone() { long sum = 0; int samples = 100; for (int i = 0; i < samples; i++) { int reading = analogRead(MIC_PIN); sum += reading; if (reading < micMin) micMin = reading; if (reading > micMax) micMax = reading; delay(1); } micBaseline = sum / samples; Serial.print("Mic calibrated - Baseline: "); Serial.println(micBaseline); } void readSound() { micValue = analogRead(MIC_PIN); if (micValue < micMin) micMin = micValue; if (micValue > micMax) micMax = micValue; int range = micMax - micMin; if (range < 100) range = 100; int deviation = abs(micValue - micBaseline); soundLevel = (float)deviation / (float)(range / 2); soundLevel = constrain(soundLevel, 0, 1); float sensitivity = map(threshold, 100, 3000, 200, 50) / 100.0; soundLevel = soundLevel * sensitivity; soundLevel = constrain(soundLevel, 0, 1); soundLevelFiltered = (soundLevelFiltered * soundSmoothingFactor) + (soundLevel * (1.0 - soundSmoothingFactor)); } void readPotentiometer() { int potValue = analogRead(POT_PIN); threshold = map(potValue, 0, 4095, 3000, 100); } void readBrightnessPotentiometer() { int brightPotValue = analogRead(BRIGHTNESS_POT_PIN); if (brightPotValue < 100) { currentBrightness = MIN_BRIGHTNESS; } else if (brightPotValue > 3995) { currentBrightness = MAX_BRIGHTNESS; } else { currentBrightness = map(brightPotValue, 100, 3995, MIN_BRIGHTNESS, MAX_BRIGHTNESS); } FastLED.setBrightness(currentBrightness); } void checkButton() { bool buttonState = digitalRead(BUTTON_PIN); if (buttonState == LOW && lastButtonState == HIGH) { if (millis() - lastButtonPress > debounceDelay) { buttonPressed = true; lastButtonPress = millis(); animationMode = (animationMode + 1) % NUM_MODES; FastLED.clear(); FastLED.show(); Serial.println("Mode changed"); } } if (buttonState == HIGH && lastButtonState == LOW) { buttonPressed = false; } lastButtonState = buttonState; } // Animation 0: Symmetric VU Meter void symmetricVU() { fadeToBlackBy(leds, NUM_LEDS, 60); fadeToBlackBy(leds2, NUM_LEDS, 60); if (soundLevelFiltered > 0.05) { int level = map(soundLevelFiltered * 1000, 50, 1000, 1, center); level = constrain(level, 0, center); for (int i = 0; i < level; i++) { int leftPos = center - i - 1; int rightPos = center + i; if (leftPos >= 0 && rightPos < NUM_LEDS) { uint8_t brightness = 255 * soundLevelFiltered; brightness = constrain(brightness, 50, 255); CRGB color = CRGB(brightness, brightness, brightness); leds[leftPos] = color; leds[rightPos] = color; leds2[leftPos] = color; leds2[rightPos] = color; } } } } // Animation 1: Symmetric Pulse void symmetricPulse() { fadeToBlackBy(leds, NUM_LEDS, 30); fadeToBlackBy(leds2, NUM_LEDS, 30); if (soundLevelFiltered > 0.05) { int pulseWidth = map(soundLevelFiltered * 1000, 50, 1000, 3, 40); for (int i = 0; i < pulseWidth; i++) { int leftPos = center - pos - i; int rightPos = center + pos + i; if (leftPos >= 0 && leftPos < NUM_LEDS && rightPos >= 0 && rightPos < NUM_LEDS) { uint8_t brightness = map(i, 0, pulseWidth, 255, 50); brightness = brightness * soundLevelFiltered; CRGB color = CRGB(brightness, brightness, brightness); leds[leftPos] = color; leds[rightPos] = color; leds2[leftPos] = color; leds2[rightPos] = color; } } pos += map(soundLevelFiltered * 100, 0, 100, 1, 4); if (pos >= center) { pos = 0; } } else { if (pos > 0) { pos--; } } } // Animation 2: Symmetric Ripple void symmetricRipple() { fadeToBlackBy(leds, NUM_LEDS, 15); fadeToBlackBy(leds2, NUM_LEDS, 15); static float ripplePos[10] = {0}; static uint8_t rippleBrightness[10] = {0}; static bool rippleActive[10] = {false}; static unsigned long lastRippleTrigger = 0; if ((soundLevelFiltered > 0.15 || peakLevel > 100) && (millis() - lastRippleTrigger > 100)) { for (int i = 0; i < 10; i++) { if (!rippleActive[i]) { rippleActive[i] = true; ripplePos[i] = 0; rippleBrightness[i] = 150 + (soundLevelFiltered * 105); lastRippleTrigger = millis(); break; } } } for (int i = 0; i < 10; i++) { if (rippleActive[i]) { int pos = (int)ripplePos[i]; int leftPos = center - pos; int rightPos = center + pos - 1; if (leftPos >= 0 && rightPos < NUM_LEDS) { uint8_t brightness = map(pos, 0, center, rippleBrightness[i], 0); brightness = brightness * (0.5 + soundLevelFiltered * 0.5); if (brightness > 20) { CRGB color = CRGB(brightness, brightness, brightness); leds[leftPos] = color; leds[rightPos] = color; leds2[leftPos] = color; leds2[rightPos] = color; } } ripplePos[i] += 2.0 + (soundLevelFiltered * 4); if (ripplePos[i] >= center) { rippleActive[i] = false; } } } } // Animation 3: Symmetric Fireworks void symmetricFireworks() { fadeToBlackBy(leds, NUM_LEDS, 20); fadeToBlackBy(leds2, NUM_LEDS, 20); static int sparkPos[20]; static int sparkVel[20]; static uint8_t sparkBrightness[20]; static bool sparkActive[20] = {false}; static unsigned long lastFirework = 0; if ((soundLevelFiltered > 0.2 || peakLevel > 150) && (millis() - lastFirework > 50)) { int sparksToLaunch = map(soundLevelFiltered * 150, 20, 100, 1, 3); for (int j = 0; j < sparksToLaunch; j++) { for (int i = 0; i < 20; i++) { if (!sparkActive[i]) { sparkActive[i] = true; sparkPos[i] = 0; sparkVel[i] = random(3, 10); sparkBrightness[i] = 255; lastFirework = millis(); break; } } } } for (int i = 0; i < 20; i++) { if (sparkActive[i]) { int leftPos = center - sparkPos[i]; int rightPos = center + sparkPos[i] - 1; if (leftPos >= 0 && rightPos < NUM_LEDS) { uint8_t brightness = sparkBrightness[i]; CRGB color = CRGB(brightness, brightness, brightness); leds[leftPos] = color; leds[rightPos] = color; leds2[leftPos] = color; leds2[rightPos] = color; } sparkPos[i] += sparkVel[i]; sparkVel[i] = max(1, sparkVel[i] - 1); if (sparkPos[i] < center / 2) { sparkBrightness[i] = 255; } else { sparkBrightness[i] = map(sparkPos[i], center/2, center, 255, 30); } if (sparkPos[i] >= center) { sparkActive[i] = false; } } } } // Animation 4: Symmetric Wave void symmetricWave() { static float phase = 0; for (int i = 0; i < center; i++) { float wave = (sin((i * 0.1) + phase) + 1) * 0.5; wave = wave * (0.2 + soundLevelFiltered * 1.8); wave = constrain(wave, 0, 1); uint8_t brightness = wave * 255; uint8_t saturation = 255 - (wave * 100); int leftPos = center - i - 1; int rightPos = center + i; if (leftPos >= 0 && rightPos < NUM_LEDS) { CHSV waveColor = CHSV(hue + (i * 2), saturation, brightness); leds[leftPos] = waveColor; leds[rightPos] = waveColor; leds2[leftPos] = waveColor; leds2[rightPos] = waveColor; } } phase += (0.02 + soundLevelFiltered * 0.3); } // Animation 5: Symmetric Sparkle void symmetricSparkle() { fadeToBlackBy(leds, NUM_LEDS, 10); fadeToBlackBy(leds2, NUM_LEDS, 10); int baseSparkles = 8; int soundSparkles = soundLevelFiltered * 15; int numSparkles = baseSparkles + soundSparkles; for (int i = 0; i < numSparkles; i++) { int pos = random(0, center); int leftPos = center - pos - 1; int rightPos = center + pos; if (leftPos >= 0 && rightPos < NUM_LEDS) { uint8_t baseBrightness = random(100, 255); uint8_t sparkleBrightness = baseBrightness * (0.5 + soundLevelFiltered * 0.5); sparkleBrightness = constrain(sparkleBrightness, 50, 255); CRGB sparkleColor = CRGB(sparkleBrightness, sparkleBrightness, sparkleBrightness); leds[leftPos] = sparkleColor; leds[rightPos] = sparkleColor; leds2[leftPos] = sparkleColor; leds2[rightPos] = sparkleColor; } } int glowSize = 3 + (soundLevelFiltered * 4); for (int i = 0; i < glowSize; i++) { int leftPos = center - i - 1; int rightPos = center + i; if (leftPos >= 0 && rightPos < NUM_LEDS) { uint8_t glowBrightness = 30 + (soundLevelFiltered * 50); glowBrightness = glowBrightness * (1.0 - (float)i / glowSize); CRGB centerColor = CRGB(glowBrightness, glowBrightness, glowBrightness); leds[leftPos] += centerColor; leds[rightPos] += centerColor; leds2[leftPos] += centerColor; leds2[rightPos] += centerColor; } } }




Process Videos Below






Gallery


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WILLPOWER had the chance to give a workshop at Oficinas do Convento about how to make Diamond 2. It is sound reactive and uses LEDs on the inside of the structure as well as the outside. Video of the end result below.




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Check out the finished project Diamond 1 !