Geometry: Difference between revisions

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==Variations==
==Variations==
*'''Intricate vs. Simplistic''' – Geometry will either present itself as incomprehensibly intricate and complex in their appearance or simplistic and comprehensible even at higher dosages.
*'''Intricate vs. Simplistic''' – Geometry will either present itself as incomprehensibly intricate and complex in its appearance or simplistic and comprehensible even at higher dosages.
*'''Algorithmic vs. Organic''' – In terms of their content, geometry will either appear to follow mathematical rules and logically consistent geometry, often resulting in high amounts of fractals and semi predictable shapes. In contrast to this, geometry can also be completely random in their geometry and appearance in a way that contains infinite amounts of completely unpredictable variety.
*'''Algorithmic vs. Organic''' – Geometry will either appear to follow mathematical rules and logically consistent geometry, often resulting in high amounts of fractals and semi predictable shapes. In contrast to this, geometry can also be completely random in its appearance in a way that contains infinite amounts of completely unpredictable variety.
*'''Structured vs. Unstructured''' – Geometry will either present themselves across a flat veil of geometry or they will form into an infinite variety of 3-Dimensional mechanistic rotating and ever-shifting structures that are comprised out of a material based on condensed geometry.
*'''Structured vs. Unstructured''' – Geometry can either present itself across a flat veil in front of ones vision or they can form and condense into an infinite variety of 3-Dimensional mechanistic and ever-shifting structures that are comprised out of a material based on condensed geometry.
*'''Colourful vs. Monotone''' – The colour scheme that geometry follow will range from extremely varied and-multi coloured in style to consisting almost entirely of blues and greys regardless of how high the dosage may be. Below this, geometry will consist of dark purples and blacks that are difficult to make out from their background.
*'''Colourful vs. Monotone''' – The colour scheme that geometry follows can range from extremely varied and-multi coloured in style to consisting almost entirely of blues and greys regardless of how high the dosage may be. Below this, geometry will consist of dark purples and blacks that are difficult to make out from their background.
*'''Flat colours vs. Glossy colours''' – This is separate from the variety of colour contained within geometry. Colours will either be flat and bright or glossy with high lights and shading regardless of the dosage consumed.
*'''Flat colours vs. Glossy colours''' – This is separate from the variety of colour contained within geometry. Colours can either be flat, bright and simplistic or glossy with depth, high lights and shading.
*'''Sharp edges vs. Soft edges''' – Geometry could have sharp edges which are extremely well-defined around their perimeter (sometimes with thick black outlines around their edges). In contrast to this, they can also be soft and blurred around their edges, merging seamlessly into each other in a way that does not affect their intricacy.
*'''Sharp edges vs. Soft edges''' – Geometry can have sharp edges which are extremely well-defined around their perimeter (sometimes with thick black outlines around their edges). In contrast to this, they can also be soft and blurred around their edges, merging seamlessly into each other in a way that does not affect their intricacy.
*'''Large vs. Small''' – In terms of their size, geometry can be extremely large and zoomed in or fine and zoomed out in a way that does not affect their level of intricacy.
*'''Large vs. Small''' – In terms of their size, geometry can be extremely large and zoomed in or fine and zoomed out in a way that does not affect their level of intricacy.
*'''Fast vs. Slow''' – Movement wise, geometry can shift and morph so fast into themselves that the amount of information presented to the tripper in extremely short periods of time becomes incomprehensible to process. In contrast to this, they can move slowly and comprehensibly, swirling and shifting into themselves to present ever changing geometric forms that can be observed in a much higher level of detail.
*'''Fast vs. Slow''' – Movement wise, geometry can shift and morph so fast into themselves that the amount of information presented to the tripper in extremely short periods of time becomes incomprehensible to process. In contrast to this, they can move slowly and comprehensibly, swirling and shifting into themselves to present ever changing geometric forms that can be observed in a much higher level of detail.
*'''Round corners vs. Angular corners''' – Geometry will 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 your face on a field of vision that feels separate from you as if it was being presented on some sort of television screen or they can feel as if you are completely immersed in and surrounded by them. Psychedelics usually generate unimmersive geometry but are capable of becoming immersive at appropriately high dosages. Dissociative geometry, however, seem to be strictly immersive even at mild to moderate levels of tripping.
*'''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 or it can feel as if one is completely immersed in and surrounded by them. [[Psychedelics]] usually generate unimmersive geometry but are capable of becoming immersive at appropriately high dosages. [[Dissociative]] geometry, however, seems to be strictly immersive even at mild to moderate levels of tripping.
*'''[[Visual effects: geometry (psychedelic)#7A_-_Exposure_to_entirety_of_neurological_structure|Level 7A]] vs. [[Visual_effects: geometry (psychedelic)#7B_-_Exposure_to_inner_mechanics_of_human_consciousness|Level 7B]]''' – At their sixth and highest level of experience, geometry are capable of branching off into two different directions of equal intensity. The first of these is [[Visual_effects_-_Psychedelics#7A_-_Exposure_to_entirety_of_neurological_structure|level 7A – exposure to entirety of neurological structure]] and the second of these is [[Visual_effects_-_Psychedelics#7B_-_Exposure_to_inner_mechanics_of_human_consciousness|level 7B – exposure to the inner mechanics of human consciousness]].
*'''[[Visual effects: geometry (psychedelic)#8A_-_Exposure_to_entirety_of_neurological_structure|Level 8A]] vs. [[Visual_effects: geometry (psychedelic)#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_-_Psychedelics#8A_-_Exposure_to_entirety_of_neurological_structure|level 8A – exposure to entirety of neurological structure]] and the second of these is [[Visual_effects_-_Psychedelics#8B_-_Exposure_to_inner_mechanics_of_human_consciousness|level 8B – exposure to the inner mechanics of human consciousness]].


==Replications==
==Replications==