#AUTOMATA X #HITOMEZASHI / work in progress / building a grid of mixed connecting patterns. Step 1 : some random rule automatas, fed from tile above. Step 2 : hitomezashi pattern fed from above (x) and left (y) tiles.
#FIELDS / work in progress 5 / now it's time to figure out the best balance between 3 rules : path, line and arc. I'm looking for more density on parallel lines and less curls.
#FIELDS / work in progress 2 / It's not so easy to balance the 3 filling rules.
#FIELDS / work in progress / a modest tribute to @jeffpalmer Harmonium algorithm.
Still too many gaps and a great loss of efficiency trying to fill space with strokes.
I know nothing more satisfying than colored #flowfields. In the background, the alpha map, barely visible.
#Shores / final / I tried another approach to densify the horizon (more details, more contrast). I'm happy with this formula. Now it's time to let the code do its magic and pick the best views.
#Shores / work in progress 3 / added more contrast to smaller details / ground color is now influenced by 2 attractors. Rounded values for pixel perfect output.
Step away from your screen, blur your eyes.
#Shores / work in progress 2 / an attempt to create a generator for abstract seaside #landscapes
I implemented color behavior for sky, haze effect to horizon, density to influence point and slight color variations based on a 3 color palettes.
#Shores / work in progress / an attempt to create a generator for abstract seaside #landscapes
Main design is built around horizon line, ground line and two focus vertical lines. Poisson disk cloud points defines divisions of sky/ground zones (division rules need to be refined for higher details on ground focus points)
Next step : add some solid rocks data + find out how to color zones with slight variations. Thus, both sea and puddles may reflect sky and rocks.
A quadtree divides image according to a poisson disk (radius influence). Slight color variations, blur and texture applies randomly on the fly.
Perlin noise posterized. Each division is filled with a randomly mapped 1bit texture (single source file)
Inspired by a woodland hike under the first blue skies we've seen this year, I got home and showed my kiddo how to draw an #svg tree with recursive #python functions. The shape is very sensitive to parameters like the factors by which each branch is thinner and shorter than its parents, but we tuned them until our results looked like the trees we'd seen in the afternoon. #GenArt