[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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