PIXEL_FORGE

SOVEREIGN IMAGE SUITE · 8 GROUPS · 34 ENGINES · SINGLE FILE

SOURCE

CHAIN:
TRIAD SWAP needs 2 extras (3 total). GHOST BURN needs 1. LEGION uses as many as you add (up to 3).

CONTROLS

Even passes go positive, odd passes negative. DRIFT stops the math cancelling out — that's where the unexpected outcomes live. Set it to 0 for clean cancellation.
Runs the shell map in reverse. Feed it a SINGULARITY output to partially recover the original — the bit-cracks stay.
Each column pools into ledges where edges spike, sorts darkest-to-top, and casts an overhang shadow on the layer beneath. Low EDGE THRESH = more, thinner ledges.
No reference loaded = palette gets pulled from the working image. Load a reference to graft one image's colour DNA onto another.
LOAD A SOURCE IMAGE — OR A PALETTE REF ABOVE — TO SAMPLE FROM
no swatches yet
Every swatch you keep gets used — no averaging, no median cut. NEAREST RGB swaps each pixel for its closest swatch. LUMA RAMP sorts the swatches darkest→brightest and maps them onto brightness bands instead, so hand-picked colours read as a graded ramp. PALETTE CYCLE rotates which swatch each match lands on (wraps at your swatch count) — same match map, different skin. Sampling reads from the palette ref if one is loaded, otherwise from the source.
WASH squeezes the tonal range, LIFT slides it up. The original script ran WASH 0.10 / LIFT 220 — everything crushed into a near-white band with the outlines doing all the work. Dial those in if you want that exact look back.
Three edge engines folded into one. CANNY = filled contour map. WHITE LATTICE = grid of both-axis edges. LINE DRIFT = the dual-pass walker that traces horizontal then rotates 90° and traces again, so it catches lines both ways. SIGMA drives Canny width and lattice noise gate; STEP / FLOOR / REACH only affect LINE DRIFT. REACH is the distance window a link is allowed to span — outside it the walker skips, which is what keeps the scribble from turning into a hairball.
Delaunay runs on CPU — above ~500 nodes it gets slow on a phone. Drop SAMPLE RATE for a denser mesh, raise MAX NODES only if you're willing to wait.
Splits the frame four ways wherever colour variance runs above DETAIL THRESHOLD, then floods each leaf with its average colour. Lower threshold = more splits = finer grain. STROKE WEIGHT 0 = pure flat tiles; 1+ paints the grid in GRID COLOR.
Quadtree blocks get stacked STACK times, each shaken by a sine-hash TREMOR offset and screen-blended, dimming slightly per layer. High tremor + high stack = a vibrating ghost swarm.
Recursive quadtree renders one glyph per cell, sized to the cell — detailed areas split into small dense glyphs, flat areas stay big. Lower threshold = splits harder = denser.
Recursive cells shift on a sine/phi interference wave; the deepest cells collapse to 1-bit. PHASE moves the whole wave — scrub it for different shatter patterns off the same image.
Needs 2 extra images loaded above (3 total). Builds one detail map from the host, then cycles pixel blocks A→B→C→A at matched coordinates. All three come out cross-contaminated; this shows the host's result.
Three layers stacked on a paper plate. GHOST WASH pulls only source pixels below GHOST DARKEN and blooms them into soft grey pools. MID BLOOM does the same for the deep tones with a directional drag. BLACK STROKES take Sobel magnitude on a pre-blurred copy, soft-threshold it into ink weight, drag it, then pool the clusters darker. Original daemon constants are the defaults here.
Each cycle blurs wider, slams contrast, then hard-thresholds to pure black or white. Three passes is the original — the shapes simplify and the mid-tones die, which is the point. Set PAPER TONE to 240 for the original plate.
Kinetic bleed: blur, drag by DRIFT, multiply back into itself so the ink eats its own edges. Contrast ramps every cycle, the threshold climbs, and on even cycles a sine-hash noise field screens in as starvation speckle. Set PAPER TONE 245 for the original. STARVATION 0 kills the speckle entirely.
The seal erodes with a sine-hash scatter, so the same glyph at the same size always wears the same way — no reroll between runs. EROSION 0 leaves it clean.
Walks 18 brightness thresholds, traces the contour at each, and floods the fracture lines with molten gold — dark bronze in the shadows climbing to pale gold in the highlights.
OVERCLOCK screens the aura onto itself N times. 0 is a soft glow, 2+ is the neon punch.
Load 1 extra image above — it's the ghost. Each pass masks the host's shadows, glows the ghost hotter, and composites it into the dark areas, pushing the threshold deeper into the blacks so the ghost bleeds further out every iteration.
Load up to 3 extra images — each haunts the host in sequence, every ghost hiding in the shadows the previous one left. GHOST DEPTH caps how many of the loaded extras get used.

OUTPUT

engine output — long-press to save
DOWNLOAD PNG
CHAIN loads this output back in as the source so the next engine stacks on top. DOWNLOAD or long-press the image to save.