Linear
Bands, scanlines, wave deformation, masks and controlled interference.
Each engine uses its own rendering logic, presets and quality rules. A preset defines the direction; the Seed creates the concrete variation.
Bands, scanlines, wave deformation, masks and controlled interference.
Seeded terrain, islands, cellular fields, erosion and organic iso-lines.
Buildings, sections, elevations, structural frames, diagrams and exploded axonometrics.
Negative space, singular forms, restrained accents and asymmetric balance.
Distorted grids, magnetic fields, wire surfaces and perspective meshes.
Concentric systems, broken rings, eclipses, pulses and orbit structures.
Hard blocks, geometric collage, segmented grids, frames and structural tiles.