Celestis explores the ethereal boundaries between the physical and metaphysical realms, capturing the essence of celestial entities. The project invites viewers to delve into the anatomy of cosmic beings—seen as both unique galaxies and spiritual entities, each with its own energetic system. The art challenges observers to consider the convergence of the universe’s vastness with spiritual dimensions beyond perception.
The real-time animation deepens the metaphysical experience, inviting contemplation on the nature of celestial entities and their place in both the universe and our inner consciousness. Each piece embodies this duality, encouraging exploration of the infinite possibilities that lie within and beyond the stars.
I’m exploring glowing brush strokes, subtle light effects, and a combination of fluid and structured patterns. These patterns vary from simple forms to complex, dynamic compositions, each representing a celestial archetype. The glowing effects enhance the interaction between color and light, bringing a sense of energy to the pieces. By blending these elements, I aim to create works that range from accessible to more challenging, offering different levels of engagement for the viewer.
The shader utilizes techniques like procedural noise, color palette generation, and domain warping to create fluid, evolving visuals. Edge-based gradients, lighting effects, and real-time shader animations bring a dynamic interplay of light and form to each piece. Interactive brush and fluid patterns, along with distance-based compositional adjustments and layered backgrounds and foregrounds, add depth to the experience. Supersampling further enhances the visual quality.
Main Characteristics
- Portrait & Landscape orientations
- Realtime animation & interactivity
- Query parameters to fine-tune your preferences in the art piece
- Several primary archetypes, each with subtle random variations
- Ranges from simple to complex entities
- Varies from soft light frequencies to hard light frequencies
- 3 primary degree directions
- 19 regular color palettes (Frequency 1.2)
- 19 secondary versions of the regular color palettes (Frequency 1.1)
- 5 noise color palettes
- 5 gem color palettes
- 2 different types of backgrounds with randomization
- Rare inverse version (white background etc)
Controls
Hotkeys work in both static and animation modes, but the static mode is recommended to see the differences more clearly. Most options are subtle, allowing you to fine-tune the artwork to your preference. You can save your chosen settings by copying the URL with the corresponding query parameters. When using hotkeys, the selected values are logged in the browser console (Chrome: Inspect/F12), which can then be used to create a customized URL.
Coding Techniques
- Color Palette Generation
- Procedural Noise
- Warping Techniques
- Edge-Based Gradients and Lighting Effects
- Brush and Fluid Patterns
- Distance-Based Compositional Adjustments
- Background and Foreground Layering
- Real-Time Shader Animations
- Supersampling
Color Palette Generation
The palette function is based on an approach by Inigo Quilez, which generates a color palette using trigonometric functions. This allows for smooth and continuous transitions in color, providing a dynamic and rich visual experience.
Procedural Noise
The noise generation technique is adapted from “The Book of Shaders.” It employs a combination of hashing and smootherstep functions to create continuous, pseudo-random noise. This noise is used extensively throughout the shader for various effects such as warping, texture creation, and dynamic transformations.
Domain Warping
The shader uses domain warping, a technique popularized by Inigo Quilez, to distort the noise function. This adds complexity and variation to the patterns generated, giving the appearance of fluid, organic textures.