[HN Gopher] Psychedelic Graphics 0: Introduction
       ___________________________________________________________________
        
       Psychedelic Graphics 0: Introduction
        
       Author : mwfogleman
       Score  : 191 points
       Date   : 2025-01-23 14:49 UTC (8 hours ago)
        
 (HTM) web link (benpence.com)
 (TXT) w3m dump (benpence.com)
        
       | VinLucero wrote:
       | Very cool explanation between time as a variable and graphical
       | design "aberrations"
        
       | brotchie wrote:
       | If this is your kind of thing and you ever get a chance to see
       | the musical artist Tipper alongside Fractaled Visions driving the
       | visuals, you're in for a treat.
       | 
       | Most spot on visual depictions of psychedelic artifacts I've
       | witnessed.
       | 
       | Saw them together last year and it's the no. 1 artistic
       | experience of my life. The richness, and complexity of Fractaled
       | Vision's visuals are almost unbelievable.
       | 
       | Even knowing a lot about shader programming, etc. some of the
       | effects I was like "wtf how did he do that".
       | 
       | Here's the set, doesn't fully capture the experience, but gives a
       | feel: Seeing this in 4k at 60fps was next level.
       | 
       | https://youtu.be/qMcqw12-eSk?si=R5mCaIbR01w3Tbyv
        
         | yieldcrv wrote:
         | ooo I was there
        
       | alanbernstein wrote:
       | This might have been written just for me, I love the premise.
       | 
       | I am truly fascinated by people who attempt to reproduce the
       | actual physiological vision effects of psychedelic drugs.
       | 
       | Psychoactive drugs can be probes into the inner workings of our
       | minds - in some scientific sense - and exploring the vision
       | effects seems likely to suggest interesting things about how our
       | visual system works.
       | 
       | Mostly, I am just impressed when anyone is able to capture the
       | visual experience in graphical effects, with any level of
       | realism.
        
         | caseyohara wrote:
         | > Mostly, I am just impressed when anyone is able to capture
         | the visual experience in graphical effects, with any level of
         | realism.
         | 
         | I have to say that the cliche of super bright, super saturated,
         | geometric or melty shapes like in the article are not a great
         | reproduction of the typical visual effects of psychedelics.
         | Apart from very high doses, the visual effects are much more
         | subtle.
         | 
         | The /r/replications subreddit has GIFs and short videos with a
         | much higher degree of realism
         | https://www.reddit.com/r/replications/top/?t=year
        
         | helboi4 wrote:
         | This is 100% not what psychedelics look like. It's generally
         | just mildly more saturated colours and the feeling that
         | everything is possibly breathing or swaying in a more natural
         | way. I dunno what happens if you take insane amounts tbf. I
         | always thought that psychedelic art was a bit more about the
         | sort of thing that is super appealing to look at while
         | tripping.
        
           | icameron wrote:
           | The trick is go out of body. Eyes closed and let your mind
           | create all the visuals. Then its like being in alex grey land
        
         | GuB-42 wrote:
         | Maybe the most "scientifically accurate" replication of
         | psychedelics are in these "DeepDream" images.
         | 
         | They were originally made to debug neural networks for image
         | recognition. The idea is run the neural network in reverse
         | while amplifying certain aspects, to get an idea on what it
         | "sees". So if you are trying to recognize dogs, running the
         | network in reverse will increase the "dogginess" of the image,
         | revealing an image full of dog features. Depending on the layer
         | on which you work, you may get some very recognizable dog
         | faces, or something more abstract.
         | 
         | The result is very psychedelic. It may not be the most faithful
         | representation of an acid trip, but it is close. The
         | interesting part is that it wasn't intended to simulate an acid
         | trip. The neural network is loosely modeled after human vision,
         | and messing with the artificial neurons have an effect similar
         | to how some drugs mess with our natural neurons.
        
       | dghf wrote:
       | > Basically any color that humans can perceive can be created
       | from a mixture of these three colors.
       | 
       | Many, but not any. No finite set of real primary colours can
       | produce every perceivable colour. Some will always be out of
       | gamut.
        
       | trollied wrote:
       | This needs a link to shadertoy https://www.shadertoy.com
        
         | Falimonda wrote:
         | Wow! Thanks for sharing that!
        
       | AndrewStephens wrote:
       | I love how easy it is to write shaders that operate on images in
       | HTML. My skills in this area are mediocre but I love seeing how
       | far people can take it. Even providing a simple approximation of
       | a depth map can really make the results interesting.
       | 
       | Some years ago I did a similar project to smoothly crossfade
       | (with "interesting effects") between images using some of the
       | same techniques. My writeup (and a demo):
       | 
       | https://sheep.horse/2017/9/crossfading_photos_with_webgl_-_b...
        
       | cess11 wrote:
       | Reminds me of an old Flash classic in this area, Flashback.swf.
       | Here's a video render of it:
       | https://m.youtube.com/watch?v=KaSqrx93rS0
        
         | progmetaldev wrote:
         | This video (back in the Flash days) is how I discovered the
         | electronic group Shpongle. Their remix of Divine Moments of
         | Truth is used in this animation. I believe the version is the
         | "Russian Bootleg" version. I had been into electronic music
         | before this, but this genre of electronic really blew my mind
         | when I heard it.
        
       | satyarthms wrote:
       | If anyone wants to play around with psychedelic graphics without
       | going too low-level, [hydra](https://hydra.ojack.xyz/) is a cool
       | javascript based livecoding environment with a gentle learning
       | curve.
        
         | jerjerjer wrote:
         | Is there anything which supports music input? I liked Winamp
         | era visualizers, but the art seems to be dead today.
        
           | satyarthms wrote:
           | Hydra actually works well with music input! It grabs audio
           | from the mic and `a.show()` will show you the frequency bins.
           | Then any numerical parameter can be modulated by the
           | intensity of a bin, for example:
           | 
           | `noise().thresh(()=>a.fft[0]*2).out()`
        
           | progmetaldev wrote:
           | I used to spend so much time messing around with MilkDrop in
           | Winamp. You could grab existing visualizations and see what
           | they were doing, and make your own edits. Thanks for the
           | nostalgia hit!
        
         | leptons wrote:
         | There's a lot of examples of using javascript for "psychedelic
         | graphics" on dwitter.net
        
       | openrisk wrote:
       | Fun thing: in relativity u,v are typical variable names used for
       | a really funky coordinate transformation that mixes space and
       | time, sometimes called Penrose coordinates [1]. So when I saw
       | this:
       | 
       | > uv.x = uv.x + sin(time + uv.x * 50.0) * 0.01;
       | 
       | > uv.y = uv.y + sin(time + uv.y * 50.0) * 0.01;
       | 
       | I thought, wow, what on Earth is going on here? But no, it turns
       | out that its not _that_ psychedelic. They could have used p,q or
       | any other variable pair but its still quite interesting
       | geometrically [2].
       | 
       | [1] https://en.wikipedia.org/wiki/Penrose_diagram
       | 
       | [2] https://en.wikipedia.org/wiki/UV_mapping
        
       | jasonjmcghee wrote:
       | The fully interactive nature of the post is such a great way to
       | communicate about a topic. Also it's just really clean design.
       | 
       | Appreciate you taking the time!
        
       | mbreese wrote:
       | The next link in the series was better, IMHO.
       | 
       | https://benpence.com/blog/post/psychedelic-graphics-1
       | 
       | This gets more into how to introduce motion and new visuals
       | instead of the building blocks. The rolling hills graphic was
       | really interesting.
        
       | mwfogleman wrote:
       | Here's a music video the OP and I made with these techniques:
       | https://www.youtube.com/watch?v=5GOciie5Pjk
        
       | JansjoFromIkea wrote:
       | a bit of a tangent but I'm surprised how heavily visualisers and
       | the like always seem to focus on packing in as much colour as
       | possible. With OLED screens it feels like there's a ton of
       | potential for making really great black-heavy ambient visuals
       | that so an idle TV can become a feature of a room's decor rather
       | than just a big black rectangle in the middle of it.
        
         | fourteenfour wrote:
         | Yeah, I have an older LG and it has a disappointingly simple 4k
         | fireworks visualization when it "sleeps" that always makes me
         | wish I could create a custom replacement.
        
       | cancerhacker wrote:
       | Early 90s, Todd Rundgren realized a Mac App called Flowfazer - it
       | didn't simulate your experience but was helpful as a distraction
       | to move you along. Some people used it to provide guidance for
       | their own creations.[2]
       | 
       | [1] https://grokware.com/ [2]
       | https://m.youtube.com/watch?v=3Z4X4FmIhIw
       | 
       | It was a time of screensavers and palette animation.
        
       | sowut wrote:
       | nice
        
       | calebm wrote:
       | https://gods.art/math_videos/strange_faces_thumb.html
        
       | CodeWriter23 wrote:
       | That humanoid figure, looks like dude is getting some bad acid.
        
       | DonHopkins wrote:
       | Here's a classic video by Rudy Rucker demonstrating his CALab
       | product that he made with John Walker at Autodesk:
       | 
       | https://www.youtube.com/watch?v=lyZUzakG3bE
       | 
       | At 24:28 he shows a running Belousov-Zhabotinsky reaction mapped
       | onto a 3d model's texture:
       | 
       | https://youtu.be/lyZUzakG3bE?t=1468
       | 
       | I wrote about it in the discussion of John Walker passing away,
       | and Josh Gordon, who worked on Chaos at Autodesk, joined the
       | discussion:
       | 
       | https://news.ycombinator.com/item?id=39300605
       | 
       | >DonHopkins 11 months ago | parent | context | favorite | on:
       | John Walker, founder of Autodesk, has died
       | 
       | >I really love and was deeply inspired by the great work that
       | John Walker did with Rudy Rucker on cellular automata, starting
       | with Autodesk's product CelLab, then James Gleick's CHAOS -- The
       | Software, Rudy's Artificial Life Lab, John's Home Planet, then
       | later the JavaScript version WebCA, and lots of extensive
       | documentation and historical information on his web page. CelLab:
       | 
       | https://www.fourmilab.ch/cellab/
       | 
       | https://www.fourmilab.ch/cellab/classic/
       | 
       | https://www.fourmilab.ch/homeplanet/
       | 
       | https://www.rudyrucker.com/oldhomepage/cellab.htm
       | 
       | [...]
       | 
       | >josh_gordon 11 months ago | prev [-]
       | 
       | >I'm amazed that my beloved CHAOS still runs beautifully on
       | emulators like DOSbox. It was the last programming project where
       | I could completely roll my own interface - and maybe my last
       | really fun one.
       | 
       | Here's some stuff I did that was inspired by Rudy Rucker and John
       | Walker's work, as well as Tommaso Toffoli and Norm Margolus's
       | wonderful book, "Cellular Automata Machines: A New Environment
       | for Modeling":
       | 
       | https://news.ycombinator.com/item?id=37035627
       | 
       | by DonHopkins on Aug 7, 2023 | parent | context | favorite | on:
       | My history with Forth and stack machines (2010)
       | 
       | >"Cellular Automata Machines: A New Environment for Modeling" is
       | one of my favorite books of all time! It shows lots of peculiarly
       | indented Forth code. https://donhopkins.com/home/cam-book.pdf
       | 
       | >CAM6 Simulator Demo:
       | 
       | https://www.youtube.com/watch?v=LyLMHxRNuck
       | 
       | >Forth source code for CAM-6 hardware:
       | 
       | https://donhopkins.com/home/code/tomt-cam-forth-scr.txt
       | 
       | https://donhopkins.com/home/code/tomt-users-forth-scr.txt
       | 
       | And a couple more recent videos to music using the
       | SimCity/Micropolis tile set and WebGL tile engine to display
       | cells:
       | 
       | SimCity Tile Sets Space Inventory Cellular Automata Chill Resolve
       | 1
       | 
       | https://www.youtube.com/watch?v=319i7slXcbI
       | 
       | I performed it in real time in response to the music (see the
       | demo below to try it yourself), and there's a particularly vivid
       | excursion that starts here:
       | 
       | https://youtu.be/319i7slXcbI?t=314
       | 
       | The following longer demo starts out with an homage to "Powers of
       | 10", and is focused on SimCity, but shows how you can switch
       | between simulators with different rules and parameters, like
       | setting rings of fire with the heat diffusion cellular automata,
       | then switching to the city simulator to watch it all burn as the
       | fires spread out and leave ashes behind, then switching back to
       | another CA rule to zap it back into another totally different
       | pattern (you can see a trail of destruction left by not-Godzilla
       | at 0:50 while the city simulator is running).
       | 
       | I had to fix some bugs in the original SimCity code so it didn't
       | crash when presented with the arbitrarily scrambled tile
       | arrangements that the CA handed it -- think of it as fuzz
       | testing; due to the sequential groups of 9 tiles for 3x3 zones,
       | and the consecutive arrangements of different zone type and
       | growth states, the smoothing heat diffusion creates all these
       | smeared out concentric rings of zones for the city simulator to
       | animate and simulate, like rings of water, looping animations of
       | fire, permutations of roads and traffic density, rippling
       | smokestacks, spinning radars, burbling fountains, an explosion
       | animation that ends in ash, etc.
       | 
       | Chaim Gingold's "SimCity Reverse Diagrams" visually describes the
       | SimCity tiles, simulator, data models, etc:
       | 
       | https://smalltalkzoo.thechm.org/users/Dan/uploads/SimCityRev...
       | 
       | Micropolis Web Space Inventory Cellular Automata Music 1:
       | 
       | https://www.youtube.com/watch?v=BBVyCpmVQew
       | 
       | You can play with it here. Click the "X" in the upper left corner
       | to get rid of the about box, use the space bar to toggle between
       | SimCity and Cellular Automata mode, the letters to switch between
       | cities, + and - switch between tile sets (the original SimCity
       | monochrome tiles are especially nice for cleansing the palette
       | between blasts of psychedelic skittles rainbows, and the medieval
       | theme includes an animated retro lores 8 bit pixel art knight on
       | a horse), the digits to control the speed, and 0 toggles pause.
       | (It's nice to slow down and watch close up, actually!):
       | 
       | https://micropolisweb.com/
       | 
       | As you can see it's really fun to play with to music and
       | cannabis, but if you're going to use any harder stuff I recommend
       | you get used to it first and have a baby sitter with you.
       | Actually the whole point of my working on this for decades is so
       | that you don't need the harder stuff, and you can put it on pause
       | when you mom calls in the middle of your trip and you have to
       | snap back to coherency, and close the tab when you've had enough.
        
       | tylertyler wrote:
       | I've been writing webgl shaders at work this week and noodling
       | with the details to make things look like physical camera effects
       | but occasionally I'll get something wrong and see results that
       | look similar to the stuff in this article and I have to say it is
       | just so much more fun than the standard image effects.
       | 
       | Sure there might be limited use cases for it visually but playing
       | with the models we've built up around how graphics in computers
       | work are a great way to learn about the each one of these
       | systems. Not just graphics but fundamental math in programming,
       | how GPUs work and their connection to memory and CPUs, how our
       | eyes work, how to handle animation/time, and so on.
        
       | DonHopkins wrote:
       | https://news.ycombinator.com/item?id=33105030
       | 
       | >deepnet on Oct 6, 2022 | parent | context | favorite | on:
       | Recording the Grateful Dead: The Culture of Tapers
       | 
       | >The overlap between early nerd culture and The Grateful Dead was
       | very significant.
       | 
       | >Taping and sharing culture and its benefits were very apparent
       | in many net forums.
       | 
       | >As were democratisation of the new tools, public terminals with
       | BBS access and the Deadheads community spirit exemplified on
       | Usenet and Arpanet.
       | 
       | >Look no further than John Perry Barlow, EFF co-founder and his
       | Manifesto of Cyberspace - he was a Grateful Dead Lyricist !
       | 
       | https://www.wired.com/2016/02/its-been-20-years-since-this-m...
       | 
       | >Barlow's paradigm seems cheeky without awareness of the Net's
       | public roots, how it came up through BBS and Fidonet culture, is
       | forgotten by those who only saw the view of the Net as a gift
       | from the ivory towers of academia and the military rather than
       | bedroom z80 & 6502 modem culture.
       | 
       | q.v. Fidonet BBS documentary
       | 
       | https://m.youtube.com/watch?v=Dddbe9OuJLU
       | 
       | DonHopkins on Oct 6, 2022 [-]
       | 
       | >In another comment reply to Gumby, I mentioned how I often
       | accidentally call them "Grateful Dead Conferences", because so
       | many tech people I knew and worked with in Silicon Valley and the
       | Free Software community and regularly saw at computer conferences
       | and trade shows would show up at Dead shows.
       | 
       | >The Raster Masters would lug enormous million dollar high end
       | SGI workstations across North Shoreline Boulevard from SGI
       | headquarters to Shoreline Amphitheater, and actually pack them
       | into trucks and travel on tour with the Dead, performing live
       | improvisational psychedelic graphics on the screen behind the
       | band in real time to their live music, using an ensemble of
       | custom software they wrote themselves, mixing together and
       | feeding back the video of several SGI workstations in real time.
       | 
       | >At one concert, some hippie came up to me, pointed at the
       | graphics on the screen behind the stage in awe, and said, "I took
       | all these shrooms, I'm tripping my balls off, and you would not
       | fucking believe what they're making me seeing on the screen up
       | there!!!" I explained to him that I hadn't taken any shrooms, but
       | I could see the exact same thing!
       | 
       | >The Raster Masters wrote and performed their own software, which
       | reflected the taping and sharing culture of the Dead scene,
       | including ElectroPaint and the Panel Library from NASA, whose
       | source code and recorded live performances were distributed with
       | SGI's demo software and free source code library.
       | 
       | >The improvisational software was like a musical instrument
       | performed in real time along with the music.
       | 
       | [...Lots more stuff with links and videos at the link:...]
       | 
       | https://news.ycombinator.com/item?id=33105030
        
       | z3phyr wrote:
       | Slightly offtopic: Is there a way to do create meshes and animate
       | them directly inside blender, pragmatically? Sort of like
       | shadertoy, but instead of drawing, sculpting and rigging
       | manually, I write some code that generates meshes and run shaders
       | on them for effect?
        
         | zipy124 wrote:
         | Yes, all of blender is extensible with python, and last time I
         | used it in a project in university it was surpisingly easy to
         | do too.
        
         | DonHopkins wrote:
         | Blender's deeply extensible and largely written in Python, but
         | it also has full blown visual node programming language for
         | procedurally modifying and generating textures, shaders, 3d
         | geometry and meshes and parametric objects, etc!
         | 
         | Actually Blender has an abstract base "Node" set of Python
         | classes and user interfaces that you can subclass and tailor
         | for different domains, to create all kinds of different domain
         | of application specific visual programming languages.
         | 
         | So visually programming 2d video filters, GPU shaders, 3D
         | geometry, animations, constraints, state machines, simulations,
         | procedural city generators, etc, and each can have their own
         | compilation/execution model, tailored user interface, node
         | libraries, and connection types. Geometry nodes have the visual
         | programming language equivalent of lambdas, functions you can
         | pass to other functions that parameterize and apply them
         | repeatedly, iterating over 3d geometry, texture pixels, etc.
         | 
         | Blender extensions can add nodes to the existing languages and
         | even define their own new visual programming languages. So you
         | can use a bunch of integrated tightly focused domain specific
         | visual programming languages together, instead of trying to use
         | one giant general purpose but huge incoherent "uber" language (
         | _cough_ _cough_ Max /MSP/Jitter _cough_ ).
         | 
         | https://docs.blender.org/manual/nb/2.79/render/blender_rende...
         | 
         | What are Geometry Nodes:
         | 
         | https://www.youtube.com/watch?v=kMDB7c0ZiKA
         | 
         | Geometry Nodes From Scratch:
         | 
         | https://studio.blender.org/training/geometry-nodes-from-scra...
         | 
         | Free blender City Generator Addon:
         | 
         | https://www.youtube.com/watch?v=9nLsew8I7KM
         | 
         | Here's a paid product, an incredibly detailed and customizable
         | city generator (and traffic simulator!) that shows off what you
         | can do with Geometry Nodes, well worth the price just to play
         | with as a video game, and learning geometry nodes:
         | 
         | Using The City Generator 2.0 in Blender | Tutorial:
         | 
         | https://www.youtube.com/watch?v=kRHkGoTQKM8
         | 
         | How to Create Procedural Buildings | Blender Geometry Nodes |
         | Procedural City:
         | 
         | https://www.youtube.com/watch?v=hGgAEp-n0uk
        
           | cmrx64 wrote:
           | To help OP further, I don't do any fancy manipulation but the
           | boilerplate is present to grab geometry and futz with it:
           | 
           | https://github.com/emberian/blender-graphify
           | 
           | Maybe this can inspire some dabbling
        
       | 2-3-7-43-1807 wrote:
       | And where are the psychedelic graphics now?
        
         | leptons wrote:
         | Yeah, I did not find anything psychedelic in the article or the
         | pages linked from it.
        
           | mwfogleman wrote:
           | the OP's YouTube channel is filled with videos made from
           | these techniques: https://www.youtube.com/watch?v=XVp8HfqWX9E
           | &list=PLL81xI9jaV...
        
       | dtristram wrote:
       | Hi, David Tristram here. founding member of Raster Masters,
       | 1990's computer graphics performance ensemble. As @hopkins has
       | mentioned, we used high end Silicon Graphics workstations to
       | create synthetic imagery to accompany live music, including
       | notably the Grateful Dead, Herbie Hancock, and Graham Nash.
       | 
       | After many iterations I'm currently working mainly in 2D video
       | processing environments, Resolume Avenue and TouchDesigner. The
       | links here are inspiring, thanks for posting.
        
         | DonHopkins wrote:
         | Who were the other people in Raster Masters, and what crazy
         | stories from Grateful Dead concerts can you tell? ;)
         | 
         | Every time I've ever plugged in a modern projector into a
         | laptop at a presentation it's so stressful, like rolling the
         | dice if the screen will ever come up. What kind of a projector
         | and calibration and preparation did it take to project live
         | hires SGI video onto the screen above the band?
        
         | relaxing wrote:
         | Do you have links to this work we could see?
        
       | dtristram wrote:
       | Regarding the OP doc and UV coordinates. A major area of
       | investigation for us back in the day was finding interesting ways
       | to displace the uv texture coordinates for each corner of the
       | rectangular mesh. We used per-vertex colors, these days one would
       | use a fragment (pixel) shader like those in ShaderToy.
       | 
       | A very interesting process displaces the texture coordinates by
       | advecting them along a flow field. Use any 2D vector field and
       | apply displacement to each coordinate iteratively. Even
       | inaccurate explicit methods give good results.
       | 
       | After the coordinates have been distorted to a far distance, the
       | image becomes unrecognizable. A simple hack is to have a
       | "restore" force applied to the coordinates, and they spring back
       | to their original position, like flattening a piece of mirroring
       | foil.
       | 
       | Just now I am using feedback along with these displacement
       | effects. Very small displacements applied iteratively result in
       | motion that looks quite a bit like fluid flow.
        
         | DonHopkins wrote:
         | Aaaah, remember the simple directly manipulative pleasures of
         | Kai Power Goo:
         | 
         | LGR: Kai's Power Goo - Classic 90s Funware for PC!
         | 
         | https://www.youtube.com/watch?v=xt06OSIQ0PE
        
         | DonHopkins wrote:
         | That was how Jeremy Huxtable (inventor of the original NeWS
         | "Big Brother" Eyes that inspired XEyes) PostScript "melt"
         | worked: choose a random rectangle, blit it with a random
         | offset, lather, rinse, repeat, showing how by repeating a very
         | digital square, sharp, angular effect, with a little randomness
         | (dithering), you get a nice smooth organic effect -- this
         | worked fine in black and white too of course -- it's just
         | PostScript:
         | 
         | https://www.donhopkins.com/home/archive/news-tape/fun/melt/m...
         | %!         %         % Date: Tue, 26 Jul 88 21:25:03 EDT
         | % To: NeWS-makers@brillig.umd.edu         % Subject: NeWS
         | meltdown         % From: eagle!icdoc!Ist!jh@ucbvax.Berkeley.EDU
         | (Jeremy Huxtable)         %          % I thought it was time
         | one of these appeared as well....              % NeWS screen
         | meltdown         %         % Jeremy Huxtable         %
         | % Mon Jul 25 17:36:06 BST 1988              % The procedure
         | "melt" implements the ever-popular screen meltdown feature.
         | /melt {             3 dict begin             /c framebuffer
         | newcanvas def             framebuffer setcanvas clippath c
         | reshapecanvas             clippath pathbbox /height exch def
         | /width exch def pop pop             c /Transparent true put
         | c /Mapped true put             c setcanvas                  1 1
         | 1000 {                 pop                 random 800 mul
         | random 600 mul                 random width 3 index sub mul
         | random height 2 index sub mul                 4 2 roll
         | rectpath                 0                 random -5 mul
         | copyarea                 pause             } for
         | framebuffer setcanvas             c /Mapped false put
         | /c null def             end         } def              melt
         | 
         | Here's Jeremy's original "Big Brother" eye.ps, that was the
         | quintessential demo of round NeWS Eyeball windows:
         | 
         | https://www.donhopkins.com/home/archive/news-tape/fun/eye/ey...
        
       | coffeecantcode wrote:
       | I'll be honest I'm far more interested in the rolling hills
       | article that accompanies this one.
       | 
       | Specifically about halfway through the process and applying:
       | 
       | uv.x = uv.x + sin(time + uv.x * 30.0) * 0.02; uv.y = uv.y +
       | sin(time + uv.y * 30.0) * 0.02;
       | 
       | to the static image. Having experienced a range of psychedelic
       | experiences in my life this appears to be the closest visually
       | with the real thing, at least at low, non-heroic, doses. Maybe
       | slow the waves down and lessen the range of motion a bit.
       | 
       | Note: I am far more interested in replicating the visual
       | hallucinations induced by psychedelic compounds than by making
       | cool visuals for concerts and shows, utmost respect for both sets
       | of artists though.
       | 
       | There is an artist (and I'm sure many more) who does a fantastic
       | job with psychedelic visuals using fully modern stacks to edit,
       | unfortunately their account name entirely escapes me. I'll
       | comment below if I find it.
       | 
       | The comparison that I would make with this portion of the Rolling
       | Hills article would be the mushroom tea scene from Midsommar,
       | specifically with the tree bark. The effect of objects
       | "breathing" and flowing is such a unique visual and I love to see
       | artists accomplishing it in different ways.
        
         | progmetaldev wrote:
         | It's probably not who you were talking about, but this account
         | on YouTube does a good job of representing the visual
         | experience, while also talking about other effects. The videos
         | looking at nature, and the way the visuals start to form
         | geometric patterns, and that "breathing" effect are powerful.
         | The author covers various substances, and how the effects can
         | be minor (slight "breathing" or pulsing of surfaces), to full
         | geometric "worlds" (such as from DMT - although I've never
         | dipped into that substance).
         | 
         | https://www.youtube.com/@josikinz
        
           | coffeecantcode wrote:
           | That is not who I had in mind but after looking through their
           | account I'm going to binge their videos, very cool stuff. I
           | always found that studying the minute differences in these
           | substances is such a genuinely interesting topic. It's
           | covered a lot in Mike Jay's Psychonauts.
        
       | epiccoleman wrote:
       | Ben - so glad I stumbled on this article. Love this kind of
       | graphical stuff (I'm a huge sucker for psychedelia) and I really
       | enjoyed your videos on your channel. Thanks for sharing!
        
       | rikroots wrote:
       | If we're sharing, this is my effort at psychedelic graphics -
       | animating a gradient over a live video feed (all done using a
       | boring 2D canvas, because I don't have the brain capacity for
       | shaders) over on CodePen:
       | https://codepen.io/kaliedarik/pen/MWMQyJZ
        
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