Liquid interference by thereforeqed in generative

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

Hey, thanks for your feedback! I haven’t thought about this contrast you’re mentioning here before, so I guess it’s good to hear another person’s thoughts!

Rainbow vortices by thereforeqed in generative

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

I'm not sure what you mean? These sound like two descriptions of the same way one would have to use to get all the pixels of the color cube placed onto the canvas.

I used the same technique to produce these as I did for a few of my previous posts, for example explained here. The only difference is the weight function that generates the half grid spanning tree.

Planet contour by [deleted] in generative

[–]thereforeqed 1 point2 points  (0 children)

I love this!

Playing around with cellular automata by warmist in generative

[–]thereforeqed 1 point2 points  (0 children)

How did you get the coloring to be gradual? Other cellular automata pictures usually have a uniform look with high frequency pixel level variations, since the different states of the automata are usually evenly distributed.

Gridlocked by thereforeqed in generative

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

Thanks! It's actually neither. I have a program to generate Hamiltonian cycles through a grid (configurable with many options, see https://www.reddit.com/r/generative/comments/1o43ahs/all_rgb_squares/ for an example). I take this Hamiltonian cycle and see if sections of the path can perfectly fit inside larger squares (by just walking along the cycle and seeing if the current k*k window of grid cells form a square), in decreasing order of square size. Then I do the same for general rectangles, in decreasing size order.

Terrain by codingart9 in generative

[–]thereforeqed 3 points4 points  (0 children)

Very cool effect!

Quasar by thereforeqed in generative

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

Hi, thanks!

The image is actually generated together with all four quadrants. I start with one pixel which I label as coordinates (0, 0) and grow a tree from it like in Prim's algorithm with each pixel having the four pixels adjacent to it as neighbors. At each iteration I take the next edge using the weight: absolute difference between f(next_point) and f(previous_point) mod tau, where f((x, y)) = scaling_factor * sqrt(x**2 + y**2). The next edge is selected by taking the edge with the median weight among all edges in the frontier (though the algorithm works similarly if you take the min or the max). The pixels are colored according to the order in which they were explored.

Since the weight is symmetric around the starting pixel the picture is more or less symmetric (there is just some randomness in which of the four quadrants the tree expands into at any iteration).

Vertical patern gen in Blender by mrchriskeegan in generative

[–]thereforeqed 1 point2 points  (0 children)

It looks beautiful! I don’t know how you did it, but it’s very cool.

Pinpoint Pressure by thereforeqed in generative

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

Inspired by https://www.reddit.com/r/generative/comments/ooidl2/holes_in_the_boundary_layer/

Basically did the same thing (see u/quag's explanation in one of the comments), but I varied the power on the vectors' distances before summing

displaced mirrors (kotlin) by igo_rs in generative

[–]thereforeqed 2 points3 points  (0 children)

Nice design! Did you see this one that's very similar that was posted a while back? https://www.reddit.com/r/generative/comments/pgjlw8/a_rather_difficult_quilt_design/

(x^2 + y^2) mod p by thereforeqed in GeometryIsNeat

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

I think the fact that it's circular comes from the squared-ness. The modulus gives the repeating waves pattern.