The Vector Field draws the blazing sun.
It's not a muskmelon but the sun.
This creative coding code creates Vector Field images that use Perlin noise in angle calculation.
Reference
Drawing vector field | GenerateMe
I devised initial points makes a circle shape. And I used Perlin noise in angle to calculate draw points. Finally, this code becomes creating an artistic burning muskmelon. XD
This code does not display any images on the screen but just generates image files.
The 'Processing' code example.
Please feel free to use this example code under the terms of the GPL.
To see other works based on my code is my pleasure. And my honor.
/** * Blood of the Sun. * * @author @deconbatch * @version 0.1 * Processing 3.2.1 * created 2019.07.14 * draw Vector Field with perlin noise in angle. */ void setup() { size(1080, 1080); colorMode(HSB, 360, 100, 100, 100); smooth(); noLoop(); } void draw() { float baseHue = random(360.0); blendMode(SCREEN); background(baseHue, 90.0, 5.0, 100.0); noStroke(); drawVectorField(baseHue, 30.0); noiseSeed(floor(random(100))); drawVectorField(baseHue + 30.0, 20.0); noiseSeed(floor(random(100))); drawVectorField(baseHue + 60.0, 10.0); noiseSeed(floor(random(100))); drawVectorField(baseHue + 90.0, 8.0); casing(); saveFrame("frames/####.png"); exit(); } /** * drawVectorField * @param _baseHue : vector field color. * @param _noiseStep : noise parameter multiple value. */ private void drawVectorField(float _baseHue, float _noiseStep) { // shape float plotDiv = 0.001; float initDiv = 0.01; float radiusMax = 0.3; // color float baseSat = 90.0; float baseBri = 2.0; float baseAlp = 100.0; for (float radius = initDiv; radius <= radiusMax; radius += initDiv) { float radianDiv = map(radius, initDiv, radiusMax, 20.0, 2.0) * initDiv; float baseSiz = map(radius, initDiv, radiusMax, 1.5, 1.0); int plotMax = floor(map(radius, initDiv, radiusMax, 4000.0, 10000.0)); for (float radian = 0.0; radian < TWO_PI; radian += radianDiv) { // initial points makes circle shape float xInit = radius * cos(radian + radius) + 1.0; float yInit = radius * sin(radian + radius) + 1.0; int sparse = floor((xInit + yInit) * 100.0) % 4; // make 0, 1, 2, 3 with initial point // draw vector field float xPoint = xInit; float yPoint = yInit; float rPoint = 0.0; for (int plotCnt = 0; plotCnt < plotMax; plotCnt++) { float pRatio = map(plotCnt, 0, plotMax, 0.0, 1.0); // vector field calculation float xPrev = xPoint; float yPrev = yPoint; float rPrev = rPoint; rPoint += map(noise(xPrev * _noiseStep, yPrev * _noiseStep), 0.0, 1.0, -1.0, 1.0); xPoint += plotDiv * cos(TWO_PI * rPoint) * pRatio; yPoint += plotDiv * sin(TWO_PI * rPoint) * pRatio; float pHue = _baseHue + pRatio * 30.0; float pSat = baseSat * map(sin(PI * pRatio), 0.0, 1.0, 1.0, 0.5); float pBri = baseBri * sin(PI * pRatio) * (sparse + 6.0) / 9.0; float pSiz = baseSiz * sin(PI * pRatio); fill(pHue % 360.0, pSat, pBri, baseAlp); ellipse((xPoint - 0.5) * width, (yPoint - 0.5) * height, pSiz, pSiz); } } } } /** * casing : draw fancy casing */ private void casing() { blendMode(BLEND); fill(0.0, 0.0, 0.0, 0.0); strokeWeight(60.0); stroke(0.0, 0.0, 0.0, 100.0); rect(0.0, 0.0, width, height); strokeWeight(50.0); stroke(0.0, 0.0, 100.0, 100.0); rect(0.0, 0.0, width, height); } /* Copyright (C) 2019- deconbatch This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/> */