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it's amazing the difference a bit of ambient occlusion makes, even when cheap and dirty
two Black glass waves and two Red clearcoat waves on @hicetnunc2000, made with threejs and webgl
https://t.co/75yZWKgLcU
https://t.co/buZQgmu1tG
https://t.co/wCA7vaPXCJ
https://t.co/dw8YXpbgjA
ok. seems like i'm back in control of the main parameters
the fbm and the curl are run in the GPU, with ping-pong buffers to incrementally warp and twists the positions
the final texture is passed to the vertex shader of the plane mesh and used instead of the original vertices
dusting off the curl-noise-landscape experiments from a while ago and i'll add them to the rest of generative explorations
hopefully i can add a bit of GUI to control each parameter, because right now is literally one single key-press to randomize ALL THE THINGS
exploring other areas of the domain and other colour palettes
initial positions are a distributed on a spherical fibonacci lattice and the line growth is contained to a cube
i finally implemented Poisson disk samplin in 3D, and threw some particles through a curl noise field
two versions: limited (the line dies stops at the boundaries of a volume) to a cube and a sphere