Cellular feedback

These are some experiments from a technique developed by bileam tschepe and explained in his tutorial Pseudo Voronoi. His trick comes from a nice combination between edge, slope and blur in a feedback loop. The evolution of the patterns reminds me of patterns achieved with the Physarum simulation.

I used some raymarching to render the texture in a 3D space, using the technique luminescence as a height map for displacing a plane in the space.

Patterns coming from a simple version of his technique

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