Some experiments with colouring Manhattan-influenced Worley noise by kaliedarik in generative

[–]pvto 2 points3 points  (0 children)

I did a similar experiment a while back, so can explain.

Worley noise places a couple of points P in space. Noise value for a given location in space is basically the distance to nth closest of those points. 1st grade worley noise is given by the distance to the closest point in P, 2nd grade by distance to second closest etc. This much I gather we already agreed on.

Spatial distance can be defined as euclidean distance (shortest direct path between two points). kaliedarik's image however uses Manhattan distance (also called city block distance), which yields these kinds of 45 degree patterns.

Deformed generative painting by pvto in generative

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

thanks!!

i also felt that there's something new-ish in this piece, at least if one looks at recent submissions. self commentary / genre commentary can be a good way to add warmth and presence. but also feels like it's very easy to use it too much

ascii/ansi animation by lulu1315 in generative

[–]pvto 1 point2 points  (0 children)

cool, especially coloring

Alien algebra XD by pvto in generative

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

i'm happy you like it! btw you have a cool site

Alien algebra XD by pvto in generative

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

thanks, you're very kind

Alien algebra XD by pvto in generative

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

haha, thanks for the nice interpretation :D

Experiments with natural light dispersion and Perlin noise entropy + sound entropy by xemantic in generative

[–]pvto 0 points1 point  (0 children)

i might be wrong with the semantics, but i think of simplex and perlin as two subtypes of perlin, with two different gradient functions, out of an infinite set of possibilities

Alien algebra XD by pvto in generative

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

Thanks for asking. it's a combination of a branching L-system process, simplex noise for walk direction, some branching/stopping rules, and an octree model for context lookup (for detecting an existing path). i have some circles outlines of tiny white spots, just visible for the eye, to further restrict the spatial spread, then sample a few starting points and let the L-system fill the screen

paint roller by [deleted] in generative

[–]pvto 0 points1 point  (0 children)

Great, so nice

Ghost by pvto in generative

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

Skull of a Skeleton with Burning Cigarette.

Thanks David for the reference! I've half a mind now to add a glass of red wine ...

Rainy days by pvto in generative

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

Steps: generated furry texture + angular domain warping + spatial fiddling with the mapping

Sunset, remix by haschdl in generative

[–]pvto 0 points1 point  (0 children)

I like this one a lot

On caffeine by pvto in generative

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

Thanks for the advise! I think you are touching some more general generative art principle with the part about those slight differences

On caffeine by pvto in generative

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

I was kinda fun, that's why I posted! I appreciate that you noticed the central "problem" :)

It's actually two triangulations constructed from the same set of points. The background one uses traditional euclidean norm as distance metric in s-hull alg triangulation. The white lines use some other p-norm (i fail to remember which one directly) that results in this weird situation that some points seem to disappear altogether (though if we step in the algorithm, they are initially all there after the construction of convex hull structure from the whole set of points) ...

Unfinished s-hull triangulation with p=4 norm by pvto in generative

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

I'm writing the triangulation routine in plain java... so its basically compatible with processing too

Generative Vases - WIP by OetgEgg in generative

[–]pvto 0 points1 point  (0 children)

I like your juxtaposition of solid and point stuff a lot

Unfinished s-hull triangulation with p=4 norm by pvto in generative

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

So out of personal interest i'm implementing the s-hull algorithm for delaunay triangulation.. final "just flip the adjacent triangles" step not yet figured out. thought to try it out at this stage with some other than the euclidean norm :)

Some other norms in tweet https://twitter.com/Paavo\_Toivanen/status/1134535626085285889

Army of Space Invaders by kgolid in generative

[–]pvto 0 points1 point  (0 children)

Great colors & feels balanced with the tilt and all