
Tell me which version of this track you like better? I fear I may have overworked it
Version X: https://www.youtube.com/watch?v=jqo65GlITe4
Version Y: https://www.youtube.com/watch?v=YzHu1a9cihs

Version X: https://www.youtube.com/watch?v=jqo65GlITe4
Version Y: https://www.youtube.com/watch?v=YzHu1a9cihs
I baked a beatmatched Julia set overlay for my city sim's representation of "negative aura" (aka pollution). Instead of a flat tint, per-cell alpha controls visibility into a fractal texture that spans the whole map.
It's a pre-rendered flipbook loaded into VRAM, so all the fractal math is baked offline. Runtime is a texture fetch plus a cheap shader (mix() between adjacent frames for smooth motion, two-color ramp). The flipbook also makes it easy to phase-lock the animation cycle to the beat.
Curious if anyone has thoughts on visual tweaking, especially how to get more variety and interest in areas that tend to stay dark.
Additive blending is a technique where overlapping colors add their light instead of painting over each other; it creates glassy neon effects, but kind of subverts how you normally expect to interpret 3D shapes.
Couple of things I tried to make it legible:
(sound on)