Geometry: Difference between revisions
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==Variations== | ==Variations== | ||
*'''Intricate vs. Simplistic''' – Geometry can either present itself as incomprehensibly intricate and complex in its appearance or simplistic and comprehensible even at higher dosages. | *'''Intricate vs. Simplistic''' – Geometry can either present itself as incomprehensibly intricate and complex in its appearance or simplistic and comprehensible even at higher dosages. | ||
*'''Algorithmic vs. Abstract''' – Geometry can either appear to follow mathematical rules and logically consistent forms in its shape, often resulting in high amounts of fractals and semi predictable shapes. In contrast to this, geometry can also be completely abstract or random in its appearance in a way that contains infinite amounts of completely unpredictable variety. | *'''Algorithmic vs. Abstract''' – Geometry can either appear to follow mathematical rules and logically consistent forms in its shape, often resulting in high amounts of fractals and semi-predictable shapes. In contrast to this, geometry can also be completely abstract or random in its appearance in a way that contains infinite amounts of completely unpredictable variety. | ||
*'''Organic vs. Synthetic''' - Geometry can either feel organic and natural in its visual style or it can synthetic and digital. | *'''Organic vs. Synthetic''' - Geometry can either feel organic and natural in its visual style or it can feel synthetic and digital. | ||
*'''Structured vs. Unstructured''' – Geometry can either present itself as completely | *'''Structured vs. Unstructured''' – Geometry can either present itself as completely disorganized and unstructured or they can form and condense into an infinite variety of 3-Dimensional mechanistic and ever-shifting structures which are comprised out of and based upon condensed geometry. | ||
*'''Dimly lit vs. Brightly lit''' - Geometry can either present itself as extremely dark and hard to make out from its background or in contrast it can be brightly lit and extremely easy to distinguish from its background. | *'''Dimly lit vs. Brightly lit''' - Geometry can either present itself as extremely dark and hard to make out from its background or in contrast it can be brightly lit and extremely easy to distinguish from its background. | ||
*'''Multicoloured vs. Monotone''' – The colour scheme that geometry follows can range from extremely varied and- | *'''Multicoloured vs. Monotone''' – The colour scheme that geometry follows can range from extremely varied and multi-coloured in style to consisting of little if any colour variety such as blues and greys or purples and blacks | ||
*'''Flat shading vs. Glossy shading''' – This is separate from the variety of colour contained within geometry. Colours can either be flat, bright and simplistic or glossy with depth, | *'''Flat shading vs. Glossy shading''' – This is separate from the variety of colour contained within geometry. Colours can either be flat, bright and simplistic or glossy with depth, highlights and shading. | ||
*'''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. | *'''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. | ||
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*'''Smooth vs. Jittery''' - In terms of its motion, geometry can be smooth in its motion with a high frame rate or it can be jittery in its motion with lag and a low frame rate. | *'''Smooth vs. Jittery''' - In terms of its motion, geometry can be smooth in its motion with a high frame rate or it can be jittery in its motion with lag and a low frame rate. | ||
*'''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 | *'''Immersive vs. Unimmersive''' – Geometry can be manifested in front of one's 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 in complexity. | *'''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]]. | ||