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.
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.
Well, #genuary29 is SDF's and #genuary30 is shaders, which often use SDF's. Seems natural to combine them. Last year,'s Genuary the SDF prompt lead me to spend February and March learning shaders. However... as soon as I learned enough to make something decent, I went right back to Javascript. So this sad blob is a slight reworking of where I left off in my shader journey.
Code at: https://openprocessing.org/sketch/2159483
"Universe man, Universe man
Size of the entire universe man"
https://infinitefunspace.com/p5/fly/ lets you fly through this "infinite" toroidal cube of 1M particles of ray-marched geometry spread by a moving noise function for extra texture.
Use the arrows and ASDW to move. [ and ] change the number of shapes. T toggles the text. N toggles the noise. L toggles layers.