GIF holds 256 colors per frame, so gradients band. It is also capped at 720 on the short side here, because there is no interframe compression and the files get very large very quickly.
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A knot drawn by raymarching, one ray per pixel, entirely on your GPU. Shuffle to land somewhere new, and the app finds the structure and centers it for you. Nothing is uploaded and nothing is stored.
The core loop is a tweet-length GLSL shader by yonatan (@zozuar), who has been posting these on X for years. The parameters, framing, grading and export around it are mine. Go and read his originals.
Drag to pan, scroll or pinch to zoom, double-click or double-tap the artwork to shuffle.
Raymarching is a way to draw a 3D scene by stepping a ray forward from each pixel until it nears a surface, using a distance function instead of triangles. Because the whole scene is math rather than geometry, it costs nothing to store and can be reshaped live by changing a few numbers.
The structure follows a knot path through space, so its position depends on the parameters rather than being fixed at the origin. Dust Sculptor renders a small preview frame, finds the brightest cluster in it, and moves the view onto that cluster. Press C, or leave Auto-center on.
The core loop comes from a tweet-length GLSL shader by yonatan, who posts as @zozuar. Dust Sculptor keeps that loop intact and adds parameters, framing, grading and export around it. The original is worth reading in its own right.
Yes. Capture offers 1080p, 1440p, 4K and 8K in four aspect ratios, as PNG, JPEG or WebP, plus MP4 or WebM video and animated GIF. Everything renders into an offscreen buffer, so the picture on your screen never resizes or jumps while it works. Sizes your device cannot allocate are disabled rather than failing halfway.
No. Every frame is drawn by your own GPU and every export is written by your own browser. There are no accounts, no uploads and no server rendering.
Density is the cost. Each step of the loop runs once per pixel, so 900 steps at full screen is a lot of work for an integrated GPU. Drop Density to around 250 and the picture stays close while the frame rate roughly triples.