Geometry: Difference between revisions

>Josikins
>Josikins
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*'''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 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 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.
*'''[[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]].