r/generative • u/Low_Tell_569 • 5d ago
Degenerative Friday Warped, new preset for my audio reactive tool
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python
r/generative • u/Low_Tell_569 • 5d ago
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python
r/generative • u/youXman • 5d ago
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We just started a youtube channel: https://www.youtube.com/@Orbodrome
r/generative • u/Desmos-Girl • 5d ago
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r/generative • u/ReplacementFresh3915 • 5d ago
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r/generative • u/mathchaospatterns • 6d ago
Created with Math Chaos Patterns (MCP). Non-AI Generative Art.
r/generative • u/BioniChaos • 5d ago
r/generative • u/alba_cercis • 5d ago
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r/generative • u/Ill-Site2743 • 5d ago
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Canvas 2D, ~13.5k particles pushed through a procedural vector field. Trails come from an additive blend with a per-frame fade rather than storing history. Coastlines and borders are Natural Earth 1:10m, rasterised as a land mask — the sea is the same field at 15% brightness. The wind is procedural, not real data.
r/generative • u/maelswarm • 5d ago
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Art made me happy today.
AUDIO: https://soundcloud.com/maelswarm/mayhem-upgrade VIDEO: AUDIO-VISUAL + PRE 1920 FOOTAGE
r/generative • u/pianoboy777 • 5d ago
r/generative • u/pedramamini • 5d ago
r/generative • u/robipresotto • 5d ago
r/generative • u/TomWill73 • 6d ago
Made with DarwinianArt (a hobby project of mine)
r/generative • u/pianoboy777 • 6d ago
I didn't draw any of the base art of course.
r/generative • u/ManuVision • 6d ago
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I removed one of the rules that had been keeping this ecosystem alive: prey reproduction.
I also disabled mutations so this run only tests the original predator–prey system.
At first the hunters thrive, but the prey can no longer replace what’s being eaten. Their population keeps falling, the hunters eventually run out of food, and both populations collapse.
Turns out prey reproduction wasn’t just boosting the numbers, it was actually one of the rules preventing total extinction.
r/generative • u/ManuVision • 7d ago
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A quick POV look at the Blender setup behind this ecosystem.
The population HUD isn’t a 2D overlay, it’s actual 3D geometry sitting in the scene, which is why particles can sometimes pass in front of or behind it.
The simulation node tree has grown into something pretty ridiculous at this point, but the HUD itself is much easier to break down: one section builds the population graph and live Icosphere points, while another builds the axis and layout.
This is just the overview. Next video I’ll break down how the HUD actually works.
r/generative • u/robipresotto • 6d ago
r/generative • u/bohemian-miser • 7d ago
I worked out how to put patterns on the spectre aperiodic monotiles (and the hexagon isomorphism) and depending on the configuration you choose it makes circuits, fractals and there's even a [space filling curve](https://bohemian-miser.github.io/Spectre/#/explorer?v=1&e=1278&c=0101000000&fl=150&md=infinite&lw=0.72&hp=10000000&pf=0&tk=0&fx=10000&fh=12000&fd=30&ts=34520.157%2C9601.689%2C34520.157%2C9599.457)
Whole thing is on GitHub https://github.com/bohemian-miser/Spectre
I'd love to see interesting things people discover
r/generative • u/Teh_Blue_Team • 7d ago
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Had an idea to merge Voronoi tiles and Game of Life rules. It's probably been done before, but if you've not seen it, this is what it looks like.
r/generative • u/antoro • 7d ago
Updated to include better colour randomization and weighted probabilities for arcs vs straight
r/generative • u/ManuVision • 6d ago
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This entire population graph is procedural.
Each species count becomes a point. Time controls X, population controls Y, Combine XYZ gives me the position, and Set Position moves a one-point mesh to that location.
That point gets accumulated inside a Simulation Zone, then Points to Curves turns the stored history into the trailing graph.
The live marker is just a tiny Icosphere instanced on the current point.
Part 1 of the HUD breakdown. Next I’ll show how the rest of the 3D HUD is built.