Metamere,
@Metamere@genart.social avatar

The this week was "space-filling algorithms", and the group had a ton of really good contributions.

I chose to create a diffusion limited aggregation system. It was something that I explored in my early code art days over 20 years ago, so it felt good to be able to whip up something much better in a fraction of the time. There are several variations, and it's fun to watch it slowly build up.

You can run it here:
https://openprocessing.org/sketch/2173992

With the lines extended and rotations applied, it gets an interesting jittered texture and seems more natural/organic.
Here it is shown only built up part way. The streaking effect is applied to the movement layer.
And here it is completed. The longer lines give it a deeper aerial mountain view appearance.

Metamere,
@Metamere@genart.social avatar
kristinHenry,
@kristinHenry@vis.social avatar

@Metamere wow!

Metamere,
@Metamere@genart.social avatar

I made a fork of the DLA sketch to use motion that is more similar to that of my original design. The particles still have a slight bias to move in the direction opposite of the start side, but otherwise they can move in any direction and drift more. It leads to more sparse and wavy formations like in the POV-Ray set. The images show examples with the different particle lengths. I think I like the red/blue color combo a bit better.
https://openprocessing.org/sketch/2177509

#CreativeCoding #GenerativeArt #P5js

small rectangular particles give the best balance of detail/weight I think.
longer particles gives it more volume.
extremely long particles, produces a more interwoven look.

Metamere,
@Metamere@genart.social avatar

And in case anyone was curious, here are some renders from the DLA simulations I did back in 2002, based on some stuff I read in the math library at the U of MN. This version produced a beautiful lacy structure. I wrote the state of each grid cell to a huge array in a text file, so then I could render from it multiple times to experiment. The initial simulation/parse took about 30-60 minutes. I experimented with making more artistic renders with them, but didn't go very far with that.

a 551 grid size! this one took a long time.
A 3D raytraced render where the height of each point in the set is bigger in the middle. The ground surface used a ripple texture.

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