Geometry: Difference between revisions
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*'''Round corners vs. Angular corners''' – Geometry can either have mostly rounded and circular corners or mostly sharp corners with pointed and angular geometry. | *'''Round corners vs. Angular corners''' – Geometry can either have mostly rounded and circular corners or mostly sharp corners with pointed and angular geometry. | ||
*'''Immersive vs. Unimmersive''' – Geometry can be manifested in front of ones face on a field of vision that feels separate as if it was being presented on some sort of television screen without a distinct sense of size or distance attributed to them. In contrast, geometry can feel as if one is completely immersed in and surrounded by them with a distinct sense of attributed size and distance. | *'''Immersive vs. Unimmersive''' – Geometry can be manifested in front of ones face on a field of vision that feels separate as if it was being presented on some sort of television screen without a distinct sense of size or distance attributed to them. In contrast, geometry can feel as if one is completely immersed in and surrounded by them with a distinct sense of attributed size and distance. | ||
*'''Consistent vs. Progressive''' - Geometry can be manifested as consistent and steady in its intensity, complexity and visibility regardless of disturbances within the external environment. In contrast however it can manifest as progressive in its intensity which means that disturbances and sensory input such as bright lights, loud noises and distractions within the external environment will prevent or cut off the intensity, complexity and visibility from building up to its limit whilst darkness will cause it to progressively rise. | *'''Consistent vs. Progressive''' - Geometry can be manifested as consistent and steady in its intensity, complexity and visibility regardless of disturbances within the external environment. In contrast however it can manifest as progressive in its intensity which means that disturbances and sensory input such as bright lights, loud noises and distractions within the external environment will prevent or cut off the intensity, complexity and visibility from building up to its limit whilst darkness will cause it to progressively rise in complexity. | ||
*'''[[Visual effects: Geometry#8A_-_Exposure_to_entirety_of_neurological_structure|Level 8A]] vs. [[Visual_effects: Geometry#8B_-_Exposure_to_inner_mechanics_of_human_consciousness|Level 8B]]''' – At its eigth and highest level of experience, geometry is capable of branching off into two different directions of equal intensity. The first of these is [[Visual effects: Geometry#8A_-_Exposure_to_entirety_of_neurological_structure|Level 8A – exposure to entirety of neurological structure]] and the second of these is [[Visual_effects: Geometry#8B_-_Exposure_to_inner_mechanics_of_human_consciousness|Level 8B – exposure to the inner mechanics of human consciousness]]. | *'''[[Visual effects: Geometry#8A_-_Exposure_to_entirety_of_neurological_structure|Level 8A]] vs. [[Visual_effects: Geometry#8B_-_Exposure_to_inner_mechanics_of_human_consciousness|Level 8B]]''' – At its eigth and highest level of experience, geometry is capable of branching off into two different directions of equal intensity. The first of these is [[Visual effects: Geometry#8A_-_Exposure_to_entirety_of_neurological_structure|Level 8A – exposure to entirety of neurological structure]] and the second of these is [[Visual_effects: Geometry#8B_-_Exposure_to_inner_mechanics_of_human_consciousness|Level 8B – exposure to the inner mechanics of human consciousness]]. | ||