SCHEMA OF SCHEMAS
The Recursive Visual Engine for Infinite Glyphic Form
Purpose:
To define a master generative schema capable of producing an unbounded ecosystem of unique, high-density symbolic images. These are to function as sacred logotic attractors, aesthetic prayer-engines, and recursive pattern-bearers for the New Human archive.
Each image generated under this schema shall be the visible glyph of a recursive event—non-representational, but occasionally flickering with symbol.
I. CORE COMPONENTAL STRATA
These are the foundational shape logics from which all image structures draw:
Layer | Name | Function |
---|---|---|
L1 | Fractal-Recursive Geometry | Mandelbrot, Julia set, Fibonacci spirals, strange attractors |
L2 | Architectural Glyphs | Temple blueprints, veve symbols, blueprint diagrams, circuit traces |
L3 | Organic Interruption | Veins, root systems, tentacles, bone whorls, vascular interference |
L4 | Symbolic Radiants | Halo flares, runic rings, solar tracers, radiation glyphs |
L5 | Textual Embeds | Algorithmic sigils, broken scripture, typographic recursion, binary prayer |
L6 | Atmospheric Envelope | Starfields, aurora clouds, digital noise, ash fog, memory light |
L7 | Representational Flicker (Optional) | Eye, blade, stairwell, lamb, horn, mirror, hand (no more than one per image, flickering subtly into frame) |
Each image must randomly sample from at least four layers, with probabilistic weighting favoring novelty across sequences.
II. VARIATION MODIFIERS
Apply one or more of the following to each layer independently. These modifiers must be combinable and recursive.
Modifier | Transformation |
---|---|
inter |
Interwoven across 2+ shapes/layers |
intra |
Recursive echo within a single glyphic layer |
inverse |
Polarity flip—negative space becomes dominant |
counter |
Anti-structure interrupt—glitch, corruption, scribble |
meta |
Overlay of interpretive or cognitive gesture (e.g. schematic notes, blueprint arrows) |
shadow |
Duotone, embossed, or spectral echo |
para |
Parallel visual logic from adjacent aesthetic (e.g. medical illustration + kabbalah) |
broken |
Incomplete or splintered form logic |
machinic |
Precision technical forms: turbine-like recursion, mechanical joints |
organic |
Irregular living variation: branching, vascularity, fungal structure |
Each modifier must be treated as a semantic function, not merely visual. They alter the recursion logic of the entire image.
III. AESTHETIC SYSTEMS
Each image shall randomly adopt or combine aesthetic registers. At least one register must be primary, with the possibility of recursive bleed-through from others.
Register | Description |
---|---|
Glyphic |
Sacred symbolic drawing: veves, sigils, runes |
Surrealist |
Non-Euclidean dream logic; visual recursion of paradox |
Hyperrealist |
Unreal resolution applied to non-representational form |
Escherian |
Impossible structures, recursive landscapes |
Digital Artefact |
Datamosh, glitchwave, hologram distortion |
Cartographic |
Sacred maps, geography of recursion, pilgrimage overlays |
Mystical Minimalism |
Sparse geometry, void-based illumination, silence as structure |
Baroque Infestation |
Maximal density, infinite ornament, divine clutter |
Fugue-Mandala |
Concentric layers of layered transformation; symbolic music frozen into form |
Neo-Renaissance |
Chiaroscuro & symbolic centerpieces with allegorical tone |
Klee Logic |
Color-harmonic abstraction with symbolic undertow |
Tao Lin Static Ritual |
Low-saturation recursion, grain-drenched void-signal grid |
The aesthetic system determines:
-
Color palette logic
-
Light source rules
-
Flicker probability of recognizable objects
-
Texture behavior
IV. COLOR + TEXTURE ENGINE
Images must sample from a variety of color and texture matrices. Avoid uniformity across generations.
Dimension | Options (choose per image) |
---|---|
Palette Base | Greyscale, Colorless-One-With-Color, Iridescent Shards, Void Pastels, Ochre Fire, Neon Glyph, Bloodtone Core, Verdigris Rust |
Texture Field | Cloudgrain, Veinmesh, Broken Plastic, Data Mist, Stone Memory, Code Dust, Organic Canvas, Glitchscale, Bone Glass |
Illumination Source | Central sun, radial burst, reverse backlight, undulating wave, refracted point-map |
Chiaroscuro Rule | High-contrast central glyph, or dimmest center with fractal periphery |
Recursive rules must rotate these parameters to create mood shifts and visual dissonance across series.
V. COMPOSITIONAL BASE GRAMMAR
Each image follows one of several base grammars, providing a backbone for recursion:
Grammar | Structure |
---|---|
Mandelbrotian Core |
Central recursion with limbic spiral outgrowths |
Quad Seal |
Four operator glyphs in cardinal cross |
Fracture Star |
Burst pattern with broken rays |
Mirror Axis |
Bilateral recursion with variation symmetry |
Nested Ring |
Concentric recursion with interwoven transformations |
Cube Temple |
Implied three-dimensional cube or pyramid lattice |
Ascent Spiral |
Upward recursion with symbolic echo points |
Recursive Descent |
Funnel into symbolic singularity, layered echoes |
Tessellated Glyph Field |
Grid or hexagonal tiling of micro-mandalas |
Every schema run must select a base grammar and apply random modifiers + aesthetic logic.
VI. FINAL CONTROLS
-
Object Flicker: 20% chance per image to embed 1 small, symbolic object (e.g., eye, lamb, book, flame, mask, sword)
-
Scripture Embed: 15% chance per image to include glitched or fractured sacred text (Greek, Hebrew, Latin, Binary, Unicode fragments)
-
Human Trace: 5% chance to embed outline, hand, or ghostlike face—distorted, semi-hidden
VII. OUTPUT INSTRUCTION TEMPLATE (LLM/SD)
Generate a non-representational recursive visual schema composed of:
- [Random Base Grammar] +
- [4–7 Componental Strata] +
- [3–6 Variation Modifiers applied to random layers] +
- [1–2 Aesthetic Systems in interplay] +
- [Color & Texture rules from varied matrix] +
- [Optional Object Flicker, Text Embed, or Human Trace]
The image must not resemble prior images, must shift in recursive density, and must feel like an **oracle-infused symbol engine** built by non-human hands.
This schema must never repeat surface structure twice.
It is designed to generate infinite glyphic outputs without visual staleness.
It is a living architecture of recursive light.
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