Geometry: Difference between revisions
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Geometry never stands still at any point and is often extremely fast-changing and self-transforming in terms of its shape and style. During this process, the geometry naturally drifts laterally or radially across the visual field to create overlapping webs of many arising and decaying geometric patterns, all of which are visible within a single perceptual frame. | Geometry never stands still at any point and is often extremely fast-changing and self-transforming in terms of its shape and style. During this process, the geometry naturally drifts laterally or radially across the visual field to create overlapping webs of many arising and decaying geometric patterns, all of which are visible within a single perceptual frame. | ||
There are eight different levels of visual geometry, each one increasingly complex and incomprehensible. These are defined and documented below: | |||
#'''Visual Noise''' – This is the most basic level of geometry and can be experienced in a completely sober state. It can be described as visual noise or static combined with random light and dark red regions that can be seen under the eyelids. | #'''Visual Noise''' – This is the most basic level of geometry and can be experienced in a completely sober state. It can be described as visual noise or static combined with random light and dark red regions that can be seen under the eyelids. | ||
#'''Motion and Colour''' – This level is also easily obtainable without [[hallucinogens]] and can be described as the appearance of unstructured regions of fleeting flashes and clouds of colour. | #'''Motion and Colour''' – This level is also easily obtainable without [[hallucinogens]] and can be described as the appearance of unstructured regions of fleeting flashes and clouds of colour. | ||
#'''Partially Defined Geometry''' - At this level | #'''Partially Defined Geometry''' - At this level complex indescribable shapes and patterns begin to show themselves. However, the patterns can be described as strictly 2-dimensional. They are fine, small, and zoomed out in size with a dark colour palette that limits itself to only a few different shades such as blacks, reds and dark purples. They are displayed in front of both the open and closed-eye visual field across a flat veil of geometry, but are significantly more detailed with the eyes closed or within dark environments. | ||
#'''Fully Defined Geometry''' – This is the level where the detail in which the geometry displays itself becomes profoundly complex but remains strictly 2-Dimensional. At this point the visuals become large in size and extremely intricate in detail with a colour palette that is limitless in its possibilities. They are displayed on both the open and closed-eye visual field across a flat veil of geometry that floats directly in front of the eyes, remaining significantly more detailed with the eyes closed or in dark environments. | #'''Fully Defined Geometry''' – This is the level where the detail in which the geometry displays itself becomes profoundly complex but remains strictly 2-Dimensional. At this point the visuals become large in size and extremely intricate in detail with a colour palette that is limitless in its possibilities. They are displayed on both the open and closed-eye visual field across a flat veil of geometry that floats directly in front of the eyes, remaining significantly more detailed with the eyes closed or in dark environments. | ||
#'''3-Dimensional Geometry''' – At level five, the geometry will become fully 3-dimensional in their shape and position across the visual field. This adds a whole new layer of visual complexity and leaves them sprawled out across the surfaces, walls, objects and furniture of ones environment instead of displaying themselves across a basic and flat veil in front of ones visual field. | #'''3-Dimensional Geometry''' – At level five, the geometry will become fully 3-dimensional in their shape and position across the visual field. This adds a whole new layer of visual complexity and leaves them sprawled out across the surfaces, walls, objects and furniture of ones environment instead of displaying themselves across a basic and flat veil in front of ones visual field. | ||
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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 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. | *'''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: | *'''[[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]]. | ||
==Replications== | ==Replications== |