Obviously I've given up on trying to stick to the schedule. This week in particular was much too busy. I'll try to respond to all the prompts in sequence, finishing whenever I finish.
For today, I took a shortcut. I happened to need code to draw large patches of the Ammann-Beenker tiling with matching rules for a paper I was writing. It sort of fits with the theme of "grow a seed" (because of the substitution rules) so I duly submit it here. Source code: https://editor.p5js.org/isohedral/sketches/AevXmr5Vq#genuary#genuary2024#genuary26
Generative "music" for #genuary31 features the Langton's Ant from my "Grow a seed" #GenerativeArt continuously modifying a drum pattern sent as #MIDI notes to the Korg Volca Beats. The wobbly functions from another previous #genuary prompt control the pitch of arpeggiated tones synthesized using the #Processing Sound library which I never used before.
Finished my second #genuary ! I try to make something real and good for every prompt. Some always succeed far better than others. I learn a lot and am left with many threads to pick up and explore. Have really enjoyed seeing everyone's work this genuary, nice job all! Here's a little generative goodbye song, sung by simplex noise tuned to a minor key.
Code/endless song: https://openprocessing.org/sketch/2162435
Genuary Prompt 31: Generative Sound
I have some ideas, but I'll have to dive into music theory to properly do them...
Here I experiment with a scale where an "octave" isn't twice the frequency but 1.5 times it.
Consequently the overtones of a note also go with powers of 1.5.
The octave is still divided into 12 equal parts seven of which build the scale.
The melody is just Fibonacci modulo two octaves.
Going back in time a little here but I feel like I would be remiss if I didn't do anything for this prompt. The amounts of cohesion, separation, and alignment that these little boids have all vary with time according to sine waves with the same frequency. High cohesion = low separation and alignment, and so forth. Maybe more interesting in a longer video but I needed to get it under 10 MB to upload it. :)
I combined #Genuary29 and #Genuary30 to make an SDF with the extremely useful new shader-blur filter that was added to #p5js last year. It reminds me of how I used to always thoroughly blend my pastel drawings. I love it so much. I spruced up one of my SDF sketches from the previous #Genuary using a few techniques I learned over the last year, and a couple things I figured out while working on it.
I haven't managed to get my head space into GPU. So here's some shading with CPU...
The object (here a sphere) is specified by an array of Locations and normal vectors. The angle between light direction and normal vector tells how bright a point is. Then it gets drawn.
Random walks were one of the things that first attracted me to generative art. Here's the output of a bounded random walk on a 64 x 64 grid, with the hue changing just a teeny bit on each step. This was what the grid looked like when it finally got completely filled after ~139,000 steps.
Also: Monthly High-Resolution Render for Patrons of Level Square and up (25600x14400)
Octrose Pattern achieved by the Cut-and-Project Method:
An 8-D Lattice cut by a skew plane lying through it a 2-face gets projected onto the plane iff its dual 6-face intersects the plane. To check this I take all the 5-faces bounding the 6-face and check their signed distance to the plane.