← 01. morph stripes (revised)

01. morph stripes (revised) #30

by Felix Martinez

01. morph stripes (revised) #30 static token preview
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A set of procedurally animated points that define an isosurface is then run through the marching cubes algorithm to generate a polygonal mesh. The shading is a cheap implementation of the spherical environment mapping (matcap) algorithm, using a striped black and white texture.

The result is a hypnotic metaball animation with an op-art vibe.

This is probably one of the first implementations of GPGPU marching cubes that were ever done in WebGL, courtesy of Hector Arellano.

Created in Apr 2014, minted in Nov 2021
by Felix Martinez - @sirokos

Note: Revised version using fxrand(). If you minted the previous iteration and I didn't reach out to you, please get in touch.

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Price history

DateEventPriceMarket
2021-11-30Mint3 tezfxhash issuer v1 (first)