

"sf11" (kotlin code)
Could not decide which one I like more.


Could not decide which one I like more.
It’s simple, but I really like how this turned out. If you take a closer look, there are small details, like the shading and subtle lines.
This is not just a simple Clifford attractor; some work has gone into achieving this particular look, like drawing it multiple times so different areas look different...
playing with this, but still not there.
It is time-consuming to find "the beauty in the noise," so this time I took a different approach. I’ve enabled the parameters to be set from the environment, and then run the code in "headless" mode for many different variations. The idea is to generate a bunch of outcomes, then decide which direction to go, generate another batch, and so on. I left the computer to work, but for some unknown reason, it reset in the middle of the process.
So, the parameters for the first work are simply lost forever. The second work is what the code renders now.
Physarum in action. https://github.com/igr/gart
this is something between my old work and a future work.
A simple concept and layout, but a lot of experimentation. Wanted some fresh colors to give it life.
While doing 2d raytracing, I discovered volumetric light, shown here in a simple 3d engine I built before. I love noisy vibes...
Some time ago I created a 2D ray-tracing algorithm. I am using it here, but also drawing the light rays themselves, with energy that disperses along the way.
I will play with this more.
Similar idea like previous works, but more complex execution - hope its worth it. I am using here a "new" way of painting strokes, something I called a "Spray" painter, that simulates, well, spray; so it gives that smokey look-n-feel.