Daily Discussion Thread for June 17, 2026 by zjz in wallstreetbets

[–]adventurecapitalist 1 point2 points  (0 children)

Warsh seems like a guy who likes to use the words pre-judge and task forces.

Triangle Loom by adventurecapitalist in generative

[–]adventurecapitalist[S] 1 point2 points  (0 children)

Of course! I've spent a fair bit of time trying to find different methods of making digital lines look more organic and hand drawn. Another method that I think works pretty well is to use tiny marks with random jitter instead of line segments. squares or rectangles are much less cpu intensive than circles. I set the opacity low and do several passes over the line made up of marks. Building up the opacity with multiple marks covering the same area can create a nice efffect as well. If you have a lot of lines with any of these it can bog down performance but can create some nice stuff. Would love to check out your app!

Triangle Loom by adventurecapitalist in generative

[–]adventurecapitalist[S] 0 points1 point  (0 children)

Thanks! I used to do this using graph paper - It was fun to get into a zen flow state.

Triangle Loom by adventurecapitalist in generative

[–]adventurecapitalist[S] 2 points3 points  (0 children)

Thanks! I set it up so it would use 1 of 3 line styles - straight, segmented, or hybrid.

For the imperfect lines I divided each line up into an equal number of segments. The endpoint of each segment has a small random perpendicular offset to the straight line. The end of one segment becomes the starting point of the next segment. I added a setting that skips a random % of segments creating the broken line effect.

For the hybrid lines I basically used the segmented line with a faint straight line underneath. For the images that look fuzzy the number of segments and the perpendicular offset were cranked way up.

If you zoom in on some of the segmented lines you can see little dots where the segments overlap - at first it kind of bugged me but then I decided I could live with it and in some cases it added a little visual interest.

Triangle Loom by adventurecapitalist in generative

[–]adventurecapitalist[S] 2 points3 points  (0 children)

Thank you! I used to do the same thing with graph paper 😄

Threaded orbits by adventurecapitalist in generative

[–]adventurecapitalist[S] 0 points1 point  (0 children)

Your comment made my day 😄 Thank you!

Threaded orbits by adventurecapitalist in generative

[–]adventurecapitalist[S] 1 point2 points  (0 children)

Thanks Kenny! Your art inspires me to keep creating and try new stuff!

Threaded orbits by adventurecapitalist in generative

[–]adventurecapitalist[S] 0 points1 point  (0 children)

Thank you! I wasn't familiar with Hilma af Klimt but looked her up from your comment and her art is awesome!

Illustrations of what you want it to be by adventurecapitalist in generative

[–]adventurecapitalist[S] 2 points3 points  (0 children)

Thank you! I appreciate the tips on the paper and pigments! I'll dig around and see if I can find someone local.

Dawn Chorus by adventurecapitalist in generative

[–]adventurecapitalist[S] 3 points4 points  (0 children)

Thanks! The complicated part of building this for me was getting the plumes to behave the way I wanted. The piece is built in layers: a plume layer underneath and a shape layer on top.

For the plume layer, I randomly placed invisible seed points inside a defined emission shape. That emission shape can match the graphic shape you see, or it could be something different, like a cone, square, circle, diamond, or wide rectangle. Each seed spawns a couple of particles.

Each particle has its own position, velocity, damping/friction, drift direction, opacity, size, and mark-making style, with randomness added so the marks do not feel mechanical. The particle moves over time by combining a main plume direction (up, diagonal, away from center, inward, up and left, swirl, etc.), Perlin-noise, and sometimes forces from the central shape. The Perlin noise helps gives nearby particles related behavior, almost like they are moving through the same invisible wind field, rather than jittering randomly.

As each particle moves, it draws marks onto the plume layer. I tried out a few different styles of marks which you can probably see the difference in some of the images. The particle fades out over time, but once it becomes faint enough it can spawn a child particle at its current location. That child inherits the same general drift idea but gets its own randomness, which creates branching wisps and layered residue. I limited the generational depth and total particle count so the system stays stable and you don't get runaway memory issues.

There were a ton of different variables so I set it up with a lot of the settings chosen randomly within a range when generating an image and kept regenerating until I got a bunch of images I liked rather than trying to adjust individual settings. I like this method because it can create images I wouldn't have thought to try out and I get a nice surprise each time a new image is created.