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ArtistA surreal psychedelic 3D raymarched landscape of infinite triply periodic hyperbolic gyroid minimal surfaces with mean curvature H=1.618, defined by implicit level set f(p)≈0 with f=dot(cos p, sin(p.zxy)) +1.1618= cos x sin z + cos y sin x + cos z sin y +1.1618, offset-duplicated as min(gyroid(p), gyroid(p-vec3(0,0,π≈3.1416))); warped by mat2 rotations M=inv\begin{pmatrix} c & -s \ s & c \end{pmatrix} with c=sinh(cos a)∈[-1.175,1.175], s=cosh(sin a)∈[1,1.543], det M=(cosh(2 cos a)+cosh(2 sin a))/2>1 for non-orthogonal shear/scaling; look-at mat3 with up=(0,1.618 tan(sinh(cosh(1/iTime))),0), rt=normalize(tan(reflect(reflect(sinh(cosh(dir/cosh(iTime))), up), up))) composing tan-boosted reflections/hyperbolics; featuring mirrored canyon-like splits from interpenetrating networks, twisting hyperbolic tunnels from exponential warps, vibrant pink-yellow-orange-green gradients via golden-ratio albedos alb_m1=(0.618,0.618,0.81)max(1.618,smoothstep(0,12.5,freck)), alb_m2=(0.618,0.83,0.0618)same with freck=∑ cosh(23 p_i)=(e^{23p}+e^{-23p})/2 per coord for high-contrast exponential spots; soft quadratic fog 1-exp(-0.008 d²) attenuating throughput=1-fog; 2 reflective bounces with rd=reflect(rd,sn), offset ro=p+sn0.01, throughput*=0.9*fres^1, fres=1-max(0,-rd·sn); noisy normals sn=normalize(∇map + 0.1 pow(|cos(64 p)|,16)) via tetrahedral finite diff ∇map≈(1/2ε)∑ e_k map(p+e_k) with ε=(0.618,-0.618)*12.21 / sinh(cosh(1/iTime)) vec2, then sn=sinh(cosh(sn)); lighting with ld=normalize(lp-p), lp=(10,-10,-10+ro.z), diff=max(0,0.5+2 sn·ld), diff2=(||sin(2 sn)0.5+0.5||)^2, diff3=max(0,0.5+0.5 sn·(0,1,0)), spec=max(0,reflect(-ld,sn)·-rd), col+=(0.3,0.25,0.25) spec^4 8 + (0.4,0.6,0.9)diff + (0.5,0.1,0.1)diff2 + (0.9,0.1,0.4)diff3, col=albgetAO; AO=clamp(1-occ,0,1.618) with occ=∑(t-map(reflect(p,sn)+sn t)) for t=0.04 i, i=0..7; camera ro=(π/2,0,-0.5 t), rd=normalize(vec3(-sin uv, -0.3425)) with sin(uv) fisheye, mouse rd.zy=rot(mo.y π) sinh(rd.zy), rd.xz=rot(-mo.x π) rd.xz, auto-rot sin(0.2 t)/cos(0.4 t); vignette smoothstep(0,1,1.2-||0.9 uv||), gamma col^{0.4545}.
A realistic 3D render of a tessellated pattern forming a wavy, organic, coral-like abstract texture. The pattern, resembling trabecular bone structure or a sponge, is a uniform light gray with dark shadows beneath its numerous holes and curves. The undulating surface features many peaks and valleys, creating an infinite, flowing landscape. The texture is detailed with soft lighting and shadows, adding depth and dimension.