The Crawl



Rendering can sometimes take a while, take it easy and watch the algorithm crawling.


This artwork represents the slow and steady progress we make towards our goals, despite the obstacles we face along the way. For the past 8 years, my life has been mildly unstable as I've tried to improve different aspects of it little by little. Sometimes progress was quick, sometimes slow, and sometimes there was no improvement at all. However, overall progress has been made. In the last 6 months, important things unlocked for me, allowing me to reflect on what I've accomplished so far and translate that feeling into artistic expression.

The idea I hope to convey is to inspire and encourage us to keep moving forward, even when faced with challenges.

The code used to create the artwork is based on the wave function collapse algorithm, and builds tiles over a grid. Wave function collapse is a mathematical model that takes a set of input patterns and generates new patterns with similar characteristics. It is commonly used in computer graphics and game development to create procedural content. I chose this algorithm because when a tile pattern is decided, it impacts all neighboring tiles, much like the decisions we make in life.



- Seed overload + customer seed: Takes priority over fxhash when enabled, your mint will be exactly what you see.
- Palette: Presets of color palettes
- Pattern: Presets of compatible basic shapes patterns. Can also be set to “Mix”
- Zoom: How many shapes are displayed. Lower number means less but bigger sized shapes.
- Thickness: 3 fixed sizes or random stroke thickness for each layer
- Layers: Number of shape layers
- Overlap: Do layers overlap or block each other.
- Transparency: Transparency for each layer. Useful when overlapping.
- Padding: Padding between shapes of different layers. No effect if Overlap set to true.
- Rotation: Angle for the grid
- Background: Pattern style for the background


- Clones: All shapes for a layer are identical
- Glitch: Applies a glitch effect at the end of rendering
- Streak: Some shapes get a tail of smaller identical shapes drawn after them
- Disorient: Shapes are randomly oriented
- Scramble: Shapes are randomly placed
- Frame: Display a frame or not


[h] Toggle high resolution rendering (6144 x 8192)
[s] Download image in current resolution
[g] Toggle grain effect
[b] Toggle blur effect


Here are a few combinations of settings that I have found work well together:

- Random thickness + overlap on + low transparency + zoomed in
- 1 layer + snake pattern + rotation 0 + zoomed out
- Rope pattern + rotation 45
- Monochrome palette + C gradient + 3 layers + overlap off + zoomed out
- Glitch on + streak on + padding 0 + overlap on
Can't wait to see yours!


Depending on the Zoom param, you can go from a very simple piece made of few shapes only, to a complicated looking multi-layered composition.

Experimental params can add a lot of chaos, that is why they are disabled by default. I personally like to play with Clones and Glitch the most.

@grosgg, 2023

This page has been generated using fx_hash public API, to display an overview of a creator's collection from The computation of "rarity" is not the official computation and therefore can differ. Dev by @zancan.