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react_diffuse_generic

on Apr 01, 2016

A simple reaction-diffusion pattern, created in ready. Gradient added later.

ready_image

ready_image2

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S_Shape/Stripes

on Mar 28, 2016

S-shape

Stripes

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two_concave_potatoes

on Mar 21, 2016

beige_potato

red_potato

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random_render_day_

on Mar 21, 2016 · less than 1 min read

I learned a lot about blender today. I also happen to render some strange stuff.
grayscale

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worldbuilding___1

on Mar 20, 2016 · less than 1 min read

For writers of fantasy and scifi as well as game developers it is a great part of their job, others see it is a hobby: worldbuilding
What I find especially interesting are worlds with different topologies. Our own world is of course a sphere. If seen only as a map, our world is mostly flat. Some fantasy worlds like Middleearth are also flat, but they could very well exist on a planet, although it is not mentioned.
But What happens, if we change the topology of the world?

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emerging_beauty

on Mar 20, 2016

emerging beauty

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dark_trip

on Mar 19, 2016


Little VJ snippets. Made from EFFEKTHASCH material.

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reaction_diffusion_tubes

on Mar 18, 2016

react_diff
ingredients:
ready, gray-scott, imagemagick, Floyd-Steinberg-dithering, rotate

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athens_dez_2015_

on Mar 17, 2016 · less than 1 min read

Last year I was in Athens for 3 days. So here are just 2 pictures i took. Nothing fancy.

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random_photos_

on Mar 17, 2016

Over the years I sometimes lended my friends' cameras and made photos of all kinds of things I found interesting.

kindach

kindach

labor5

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turing_intermission

on Mar 17, 2016

1 2 3 4 5 6 7 8 9 10 11 12 13

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untitled___6

on Mar 16, 2016

lalathing_dings

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a_strange_terrain

on Mar 16, 2016

lalathing_dings

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quantization_errors___2

on Mar 16, 2016

quantization_errors2

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my_hobby/quantization_errors

on Mar 16, 2016 ·
1 comments

I love turning supposedly continuous things like gradients into pixelated textures. This image started as a simple square with a diagonal gradient. Then came a few iterations of blurring and drastically reducing the number of colors, while using the floyd steinberg dithering algorithm. In the end changing the image dimensions from some strange number to another (smaller) number while using only nearest neighbor interpolation (aka no interpolation) results in even heavier pixel defects.

quantization_errors

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