The whole "Window" collection is now minted out. Here's a bit of background process.
First off, I gave myself the constraint of only using the Canvas API. No WebGL, shader or image texture. @nodes_io was the perfect companion to bring it from prototype to final state.
1/7 👇
The whole graph is pretty succinct so let's see how it is structured.
2/7
A "Portal" logic is used to reduce #blueprintsfromhell spaghetti: it allows me to send data from 1 point of the graph to N others without dragging lines all over. Here, it sends the config computed from @fx_hash_ features to the nodes taking care of geometry and drawing.
3/7
Each palette is just one template node with color ports. The port preview is a nice way to visualise all of them at once. Their definition follows @kGolid 's logic of background/stroke/N colors from their personal collection (Chromotome).
After subdividing the base grid from fxhash config and seed, the quads are filtered according to few criteria: horizontal vs vertical, area... A few "array.forEachLoop" nodes (similar to a Houdini for-each) will then loop the quads and fill them with the different patterns.
5/7
Once the grid is filled up, a final pass ties everything together by mixing in a bit of dithering.
I finally took time to review the 512 Window in detail. The rarity percentage might not be very indicative on @fx_hash_ so here is a highlight thread of emergent behaviours from the system and the most peculiar outputs.
Starting with the unique "Center Cross" (1/512): #69. Nice.
The "Desaturated" (5/512): #17, #119, #188, #509, #510
The less frequent "Tri-shades" (8/512): #117, #154, #161, #222, #364, #385, #390, #470