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Once and Future Cities

by Kali

Minted
144 / 150
Published
2022-10-17

When I was a kid I used to take apart broken electronic devices and look at the circuits, especially those with lots of good-sized components. As a scifi fan, I played with them imagining they were models of futuristic cities. For this piece I wanted to turn those memories of my childhood fantasies into glowing cyberpunk metropolises that resemble circuitry and are digital art made by computer circuits.

On the technical side, I used shaders to procedurally create the geometries and the textures. These geometries do not have vertex data like usual 3D, but are defined by mathematical functions, the so called "implicit surfaces". For each pixel a vector is constructed whose direction is used to make a simulated "scanning ray" that march step by step towards the scene, testing if it collides or not with any surface, and thus calculating the color that pixel should have. This technique is called raymarching and in this case the surface that defines the geometry is a height map.

For the procedural texture I used a formula that I discovered some years ago, a fractal of the kleinian family, in this case the square cousin version that produces patterns that look somewhat like circuits and that I have already used in other productions.

Finally there is the post processing shader, for which I developed a noisy bloom effect and a depth of field algorithm that receives from the main shader the distance from the camera for each pixel using the alpha channel.

The variations are achieved with the parameters sent to the shader and used by the hash functions that set the position and shape of the buildings, the different perspectives, the colors and patterns of the procedural textures, and the gradient of the sky.

Best viewed full screen. Also it will adapt to any aspect ratio.

In live mode:

Press 'S' to save a 3840x2160 image (16:9)
Press 'W' to save a 3840x1080 image (32:9)

This project is GPU demanding and not intended to be run on mobile devices or low end hardware. Specially high res image generation, that is likely to fail on low end GPU's.

Project information
fxhash project ID
20448
Runtime
fxhash snippet · params: no
Network
Tezos
Token contract
KT1U6EHmNxJTkvaWJ4ThczG4FSDaHC21ssvi
Issuer (mint) contract
KT1BJC12dG17CVvPKJ1VYaNnaT5mzfnUTwXv
Artist addresses
tz1PtfjV9amZu17EJAS4bMumrHctW8KJg9rk
Generator URI
ipfs://QmUeNkVC9n35nUn7MzDXdNsPnSfgxm3UqHFaiX3Mag547U
Tags
shadersraymarchingheightmapcitycyberpunkscifi
View project on objkt ↗

Editions 144

Ownership snapshot 2026-10-07

Release

Mint status
Closed — sold out
Pricing type
Dutch auction · decreasing price steps
Remaining supply
0 of 150
Opens
2022-10-17T16:00:00Z

Chain state at block 15284498 · 2026-10-08T13:34:46Z. Cached for up to 60 seconds; eligibility and transaction execution may differ.

Primary minting creates a new edition. This site replays existing editions.

Mint history

Supply
150
Indexed editions
144
Mint scheduled
2022-10-17T16:00:00.000Z
Primary mints recorded
144
Prices paid at mint
5–11 tez · 144 priced mints

Current mint availability and pricing are shown on fxhash.

Market history

Secondary trades
83
Recorded volume
564.103378 tez / wXTZ
Lowest latest priced sale
1 tez / wXTZ

Historical trades; not current asking prices. Summaries refresh within 30 seconds.

Last completed sales index sync
fx(params) mint tickets
Block 15275886
fxhash issuer v1 (first)
Block 15275886
fxhash issuer v1
Block 15275886
fxhash issuer v2
Block 15275886
fxhash issuer fx(params)
Block 15275886
fxhash marketplace v2
Block 15275886
fxhash marketplace v1
Block 15275886
objkt.com marketplace v1
Block 15275886
objkt.com English auctions v2
Block 15275886
objkt.com marketplace v2
Block 15275886
objkt.com English auctions v1
Block 15275886
objkt.com marketplace v3.2
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objkt.com collection offers
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objkt.com English auctions v3
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objkt.com marketplace v3.1
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objkt.com Dutch auctions v1
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