playing with this concept over the weekend. I like how the colors/glow turned out.
@ylegall that's beautiful, I love the idea and the colors
@ylegall "Trippy digits" if you needed a title.
@ylegall The numbers are scary πŸ˜‚
@ylegall ooooooh! 😍
@ylegall Does remind me of the Lumen Cold Harbor project in Severance!
@cobalt123 @ylegall I recently learned that the word "lumen" describes the space inside bodily tubes... I was like wait, was that the most perfect subtle metaphor??
@corbden @ylegall Oh yes, that is quite serendipitous or magnificent writing.
@ylegall would look great as an animated wallpaper 😁
@ylegall nice cube.
@eagle3 @ylegall Does it roll? No! Itrolls!
@ylegall
very cool. This is what happens when you take the green tint filter off of the matrix. :)

@ylegall @lisamelton

Can feel this one in my back.

Apparently having anxiety attacks all day long CAN trigger my visual to tactile synesthesia

@ylegall Is this for global weather patterns? If not, could it be adopted for that?
@JustRosy it's not based on anything physical, just a neat animation.
@ylegall Was just thinking, it would be awesome to see the air directions mapped this way during the weather reports! πŸ™‚
earth :: a global map of wind, weather, and ocean conditions

See current wind, weather, ocean, and pollution conditions, as forecast by supercomputers, on an interactive animated map. Updated every three hours.

@ylegall

That is gooooooorgeous! I love when it jumps to a tight frame of the motion.

@ylegall that's cool as fuck
@ylegall I need this as a wallpaper

@ylegall

This is your last chance. After this there is no turning back. You take the blue pill, the story ends, you wake up in your bed and believe whatever you want to believe. You take the red pill, you stay in Wonderland, and I show you how deep the rabbit hole goes… Remember, all I’m offering is the truth, nothing more…

Neo: What's in the pill?

Morpheus: LSD, mostly.

@ylegall That's lovely!! What did you do? Is this shader code?
@jkanev thank you. it's mostly procedural operations on geometry, and some basic material/post-processing shaders in Houdini's render pipeline.

@ylegall nice!

is there some programmatic relationship between the colors? or just colors you liked?

@rdp Thank you, the assignment of color over time is driven by the noise function, but I chose the overall palette.

@ylegall whoa that's pretty!

My first glance thought was "looks like a cell". For that, it would be cool to have all characters be A/T/C/G

@ylegall fucking amazing!
@ylegall getting isolines as curves to move oriented quads along is next level stuff. i wouldn't even know where to start.

@lritter Thanks, the software I'm using (Houdini) has some nice utilities.

For example, Houdini provides a "copy to points" operation which can transform arbitrary geometry onto points with attributes to control orientation, scale, etc. so it is essentially building a 4x4 matrix to transform vertices.

@ylegall thank you. what you do once you have the points was clear to me but how do you get the points?
@lritter @ylegall I assume it's like blender's "distribute points on faces". you just delete the ones that aren't near the isolines and the ones that are too close to each other?
@aeva @ylegall you can snap them with a distance field but how do they move? you would have to take the gradient and pick a tangent which is easy on a 2-manifold; yet you have two possible directions: cw/ccw
@lritter @aeva @ylegall
In a previous comment, the algorithm for building the isolines is described. Iβ€˜m guessing that the points of a line are then converted to curve primitives and evenly resampled using Houdinis β€žresampleβ€œ node. Houdini easily allows you to assign a value β€žuβ€œ along a curve ranging from 0 (start) to 1 (end). This value can be used to look up the global xyz-position for a point at β€žuβ€œ along the curve. Incrementing β€žuβ€œ for every point moves it along the curve.
@lritter @aeva @ylegall
That said, there probably are many more ways to do it in Houdini :D
@jungkopf @lritter @aeva @ylegall yeah my guess too - the isolines don't change, so the isolines could be approximated by b-splines on the manifold, then animating is easy (since you know the arclength for the animation, which would be hard/impossible(?) to parametrically describe)
@mmby @jungkopf @lritter @ylegall yeah, the sphere is just rotating. convert points with similar sdf values to splines, distribute points on curves to get the nice uniform distribution, animate them along the curve and rotate the sphere to make it look like its morphing
@mmby @jungkopf @aeva @ylegall yes b-spline approximation is not trivial. this is the tough part.

@lritter @jungkopf @aeva @ylegall there is one very pointy part of an isoline where that 0 and 7 is

if you carefully watch it, the numbers don't change angle very smoothly, they discretely flip, may not be spline approximated but just linear segments that describe the isolines

@mmby @jungkopf @aeva @ylegall spanning and rectifying the b-spline itself is closed form, yes, can also just be linear, but grouping and connecting the points is not something you can do in a single pass compute shader. if it were, the isolines could indeed even be animated.

if you built a pseudo-distance field from isolines, snapped random points to the roots and had them flock together (attempt equal spacing along tangent, take same direction of travel), that could work in realtime.

@jungkopf @lritter @aeva
this is correct. the isoline is just a "polyline" (series of connected segments) and I can interpolate arbitrary attributes (position, color, etc) along the curve from some parametric uvw (just u in this case).
@ylegall
Are these closed graphs projections from the plane onto a sphere or are they artifacts of some in-sphere process?
@Moss_the_TeXie
I didn't use projection in this one. I gave an basic break down of the approach in another comment.
@ylegall make it a terminal emulator.