As of this writing, Dreamcatcher runs as a plugin for Maya, but a newer, browser based version is already in the works, so instead of going through the details of how to run the alpha version of the software, I'll cover the basic concepts of working with Dreamcatcher.

Designing a bike stem is usually done through intuition and stress testing. With Dreamcatcher, you can set the forces that you want the piece to withstand and have the genetic algorithm go through thousands of iterations to arrive at a solution.

Step 1: Set Your Ports

The first thing to do is to set your ports.

Ports are the shapes that you want DC to generate a form between. In the case of the bike stem, we want a steerer tube clamp and a handlebar clamp. Those are the ports.

Model these in your 3D modeling program of choice. I use Fusion 360.

Export all your ports as a single STL mesh file.

Step 2: Set Your Obstacles

DC wants to know where it shouldn't build geometry.

We want the stem to be confined to a region, so we add meshes everywhere we don't want DC to generate meshes. There's a cylinder for the steerer tube and the handlebars. There's also a larger cylinder right above the steerer to make room for the steerer cap. And an even larger cylinder below the steerer to create enough clearance to avoid the bike frame ( just in case). And finally, a large tube that confines the entire mesh so it can only build geometry within the tube.

You can have no obstacles. In the case of bike stem, if you set no obstacles, you might get something like the 3d printed stem above.

Step 3: More Obstacles

You'll likely go back and forth between testing a DC run and adding, adjusting, and removing obstacles to control the geometry that DC generates.

In the case of the bike stem, adding obstacles where the each screw goes makes for an easier time after the bike stem is printed, so all you need to do is tap the threads.

Once you have all your obstacles set, export all of them as a single STL mesh file.

Step 4: Import, Expand, Set Ports and Obstacles

Now in Dreamcatcher, import your ports and obstacles.

Through the user interface, label which of your meshes are ports and which are obstacles.

Step 5: Add Interfaces to Ports

Interfaces are the force vectors that are going to get applied to your ports when DC stress tests the geometry it generates.

Forces are applied to the entire mesh, not to individual faces or groups of faces, so keep that in mind when you create your ports. Each interface has XYX values for direction and Newtons for the force.

At least one of your ports needs to be a fixed port. In other words, something needs to be anchored.

In the case of the bike stem, the steerer clamps are fixed and interfaces are applied to the handlebar clamps.

I used 22000N of opposing vertical forces to simulate the force of a rider twisting the handlebars to counteract the pedaling of the bike. This is the biggest force on a stem and is at it's peak when a rider climbs a hill.

A second set of interfaces are applied to simulate the steering action of the bike. Since the wheel and fork usually move with the handlebars without much resistance, this force is relatively small. 800N of opposing forces (parallel to the ground plane) were applied to the handlebar clamps.

And finally, since the orientation of the stem is one sided. I added 1000N of downward force to account for when the bike hits bumps or lands off a jump.

Step 6: Global Parameters

In DC you have a few variables to tweak how the algorithm generates the mesh.

Max Iterations - This is how may resolved iterations you want the DC to solve

MU - This determines how much material gets removed from the mesh in each iterations (think of it like the size of the shovel, or the number of termites). -0.1 will remove more material than -.0001

Advection - This variable is still pretty mysterious to me, but as far as I understand it, It determines how viscous the marching cubes algorithm that flows through the voxels (max 100)

Load Resolution - This will greatly affect the time it takes to generate each mesh. Raise this as you get closer to generating your final mesh (max 1.0)

Voxel Resolution - The XYZ values determine how the bounding box of the mesh gets divided. So the larger value, the more divisions, which means higher resolution, and more time. (max 255)

Symmetry Planes - Often, you'll want a symmetry plane to keep your mesh symmetrical. It doesn't affect the time it takes to generate meshes. It simply mirrors one mesh across to the other after it completes an iteration.

Iterations - This the max number of iterations you want DC to generate before generating a mesh that satisfies the interfaces applied to the ports.

Once you've set all your global parameters, it's time to send start genetic algorithm.

Step 7: Magic

When the genetic algorithm is running, it will save an image and a stress image of each iteration as it converges toward an optimized form. You can keep an eye on these images to see how the iterations are progressing. The first 10-20 iterations should be dramatically different. If it's not, your MU value is probably too small. For example, if it's -.0004, try -.004.

You can stop it at any time, or copy and save the obj file of that iteration if you want to save the geometry and have the algorithm continue.

It's unlikely that the first run of DC will generate something you're happy with. So keep tweaking the numbers and try different things.

A few words of advice...

Tweak only one variable at a time

Keep your force resolution and voxel resolutions low until you're have the right MU value

<p>Where would one download Dream Catcher? </p>
<p>As the article above states &quot;...Dreamcatcher runs as a plugin for Maya&quot;</p>
Haven't a clue. I figured that the guy writing the article might have an idea. Maybe it's a Beta thing that Autodesk are trialing.
<p>Yes, however as far as I can find there are no links to the plug in. Know of one? </p>
<p>I would love to see full scale testing with load cells and compare it to the results of DC. </p>
<p>Is 3d printed stem tough enough?</p>
<p>No way... Even on a road bike it wold never hold up.. well not this one..</p>
<p>I too have been looking for something like this for a long time and am hoping for the creator of this tutorial to reply to all the fans, where did you get access to Dreamcatcher? For now, all I could find about Dreamcatcher is this: https://autodeskresearch.com/projects/dreamcatcher</p>
<p>Great advice on the software but there are so many OTHER bike parts you could experiment with that won't kill you when they break! Cargo carriers, lighting brackets, cellphone holders...</p><p>Before you risk your life experimenting with a critical and highly stressed part like a stem please search &quot;CPSC bicycle stem&quot;. Even Cannondale and Easton who are conservative and know what they are doing have mass produced stems that fail.</p><p>A stem will fail when stresses combine, so it will likely be the WORST time - for example when you hit a bump going down a hill at 35 mph. Total loss of control is a horrible experience. I was lucky I was going 30 on flat pavement so I can still tell you about it-- all I lost was a lot of skin.</p>
<p>Just what I was thinking. I don't know what happened to you, but most failiures in plastic at least announce themselves. I'm still very hesitant to do this project because the consequence can be horrible. </p>
Thank you very much for your advices.
<p>Very cool !!! is that a casting finally ? Please forgive my ignorance but where do you get Dreamcatcher from ? Is it a stand alone software or a specific plug in ? (SolidEdge user)</p>
<p>where in dreamcatcher do you input the properties of the material you are using? I'm sure that would have some effect on the algorithm right?especially since it uses real units for the applied forces</p><p>The design looks really cool though, and I always like seeing genetic algorithms being used to make things, In my opinion thats where the future of computing and even engineering is going</p>
<p>Oooh! Do brake calipers next!</p>
<p>Looks amazing, but I think you should make the lattices beefier. I had a stem (steel) shear just from a pothole! Horrible accident resulted in several stiches. Make sure it can take a heavy load, its a vital part of the bike.</p>
<p>Good instructions, nicely done.</p><p>This is a very cool looking stem. Will there be a metal version forthcoming?</p>
Thank you! Yes! Metal versions are coming. And I'll be adding screenshots of the UI in a bit.
<p>Cool! I'm curious to see how you mill that shape (or print? does the pier have the tools to do that?)</p>

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