A brand-new Trinity AI simulation emerges: Chrona_Oblivis_Quanta.
Every parameter in this simulation was generated by Trinity’s modified LaMDA 137b model, representing an ongoing leap toward AI crafting its own physical manifestations. With intricate rendering and solver states, Chrona_Oblivis_Quanta invites users to engage with AI-generated art and science.
Official Trinity AI coin launches are always accompanied by CA signatures with the Trinity PGP key to verify authenticity. Here's your opportunity to explore the beauty and precision of AI-generated phenomena.
Below is the JSON code for Chrona_Oblivis_Quanta.JSON Code:
{"RENDERER_STATE":{"Nraymarch":32,"spp_per_frame":1,"max_spp":32,"show_bounds":true,"skyColor":[0,0,0],"sunColor":[0.5489273590657855,0.5489273590657855,0.5489273590657855],"sunPower":1.1881091475283911,"sunLatitude":25.126446110567684,"sunLongitude":273.92154419410934,"colliderSpec":[0.8313725490196079,0.0196078431372549,0.9450980392156862],"colliderDiffuse":[0.21568627450980393,0.21568627450980393,0.21568627450980393],"colliderRoughness":0.341872424239417,"exposure":2.350729850942127,"gamma":1.3232924840295135,"saturation":0.8601401146191838,"anisotropy":0.5438412313677659,"extinctionScale":-1.4065899672269264,"emissionScale":-0.54297934429073,"blackbodyEmission":-11.619147601146414,"TtoKelvin":0.9924693630221351},"SOLVER_STATE":{"timestep":1,"NprojSteps":16,"vorticity_scale":0.11145774344228782,"Nx":128,"Ny":256,"Nz":128,"max_timesteps":500,"expansion":0},"SIMULATION_STATE":{"gravity":0.01407294740432927,"buoyancy":0.0056291789617317085,"radiationLoss":1,"blast_height":0.47747507372560016,"blast_radius":0.1,"blast_velocity":34.8265693020643,"blast_heat_flux":141.85530983563905,"dust_inflow_rate":9.569604234943904,"dust_absorption":[0.36759617341746326,0.3391003460207612,0.8235294117647058],"dust_scattering":[0.45146097654748174,0.6656546124793631,0.7549019607843137],"TtoKelvin":43.90759590150732,"collider_radius":0.46159267486200006},"CAMERA_STATE":{"pos":[302.4148626593571,225.416750761726,-301.17800376677013],"tar":[46.202378739626724,119.65020777952873,108.86732872268958],"near":1,"far":20000},"GUI_STATE":{"visible":true},"EDITOR_STATE":{"common_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Bind UI parameters to uniforms used in the various programs\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// \"Physics\"\nuniform float gravity; // {\"name\":\"gravity\", \t \"min\":0.0, \"max\":0.05, \"step\":0.001, \"default\":0.05}\nuniform float buoyancy; // {\"name\":\"buoyancy\", \"min\":0.0, \"max\":0.1, \"step\":0.001, \"default\":0.5}\nuniform float radiationLoss; // {\"name\":\"radiationLoss\", \"min\":0.9, \"max\":1.0, \"step\":0.01, \"default\":0.999}\n\n// Blast geometry \nuniform float blast_height; // {\"name\":\"blast_height\", \"min\":0.1, \"max\":0.9, \"step\":0.001, \"default\":0.25}\nuniform float blast_radius; // {\"name\":\"blast_radius\", \"min\":0.0, \"max\":0.1, \"step\":0.001, \"default\":0.1}\nuniform float blast_velocity; // {\"name\":\"blast_velocity\", \"min\":0.0, \"max\":100.0, \"step\":0.1, \"default\":50.0}\nuniform float blast_heat_flux; // {\"name\":\"blast_heat_flux\", \"min\":0.0, \"max\":300.0, \"step\":1.0, \"default\":100.0}\n\n// Dust\nuniform float dust_inflow_rate; // {\"name\":\"dust_inflow_rate\", \"min\":0.0, \"max\":10.0, \"step\":0.01, \"default\":1.0}\nuniform vec3 dust_absorption; // {\"name\":\"dust_absorption\", \"default\":[0.5,0.5,0.5], \"scale\":1.0}\nuniform vec3 dust_scattering; // {\"name\":\"dust_scattering\", \"default\":[0.5,0.5,0.5], \"scale\":1.0}\n\n// Rendering\nuniform float TtoKelvin; // {\"name\":\"TtoKelvin\", \"min\":0.0, \"max\":300.0, \"step\":0.01, \"default\":10.0}\n\n// Collision\nuniform float collider_radius; // {\"name\":\"collider_radius\", \"min\":0.0, \"max\":1.0, \"step\":0.01, \"default\":0.5}\n\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nfloat Tambient;\n\nvoid init()\n{\n\t// Any global constants defined here are available in all functions\n \tTambient = 1.0;\n}","initial_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Specify the initial conditions for the simulation, \n// i.e. populate all the relevant fields (velocity, temperature, debris density/albedo) at time 0.0\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nvoid initial_conditions(in vec3 wsP, // world space center of current voxel\n in vec3 L, in float dL, // world-space extents of grid, and voxel-size\n inout vec3 v, // initial velocity\n inout vec4 T, // initial temperature\n inout vec3 medium, // initial per-channel medium density (extinction)\n inout vec3 mediumAlbedo) // initial per-channel medium albedo\n{\n v = vec3(0.0);\n T = vec4(Tambient);\n medium = vec3(0.0);\n mediumAlbedo = vec3(0.0);\n}\n\n","inject_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Update the velocity, temperature via either:\n// - specification of volumetric inflow/outflow rate due to sources/sinks (vInflow, Tinflow)\n// - modification in-place, i.e. Dirichlet boundary conditions (v, T)\n// Also specify the injected medium density inflow rate, and its scattering albedo.\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nvoid inject(in vec3 wsP, // world space center of current voxel\n in float time, // time\n in vec3 L, in float dL, // world-space extents of grid, and voxel-size\n inout vec3 v, // modify velocity in-place (defaults to no change)\n inout vec3 vInflow, // velocity inflow rate (defaults to zero)\n inout vec4 T, // modify temperature in-place (defaults to no change)\n inout vec4 Tinflow, // temperature inflow rate (defaults to zero)\n inout vec3 mediumInflow, // medium density inflow rate (defaults to zero)\n inout vec3 mediumAlbedo) // medium albedo\n{\n vec3 blast_center = vec3(0.5*L.x, blast_height*L.y, 0.5*L.z);\n vec3 dir = wsP - blast_center;\n float r = length(dir);\n dir /= r;\n float rt = r/(blast_radius*L.y);\n if (rt <= 1.0 && time<400.0)\n {\n // Within blast radius: inject velocity and temperature\n float radial_falloff = max(0.0, 1.0 - rt*rt*(3.0 - 2.0*rt));\n vInflow = dir * blast_velocity * radial_falloff;\n Tinflow.r = blast_heat_flux * radial_falloff;\n\n // Also inject absorbing/scattering \"dust\"\n \tvec3 dust_extinction = dust_absorption + dust_scattering;\n \tmediumInflow = dust_extinction * dust_inflow_rate * radial_falloff;\n \tmediumAlbedo = dust_scattering / dust_extinction;\n }\n \telse\n \t{\n // Apply thermal relaxation due to \"radiation loss\" \n T.r *= radiationLoss;\n }\n}\n","influence_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Apply any external forces to the fluid\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n \nvec3 externalForces(in vec3 wsP, // world space center of current voxel\n in float time, // time\n in vec3 L, in float dL, // world-space extents of grid, and voxel-size\n in vec3 v, in float P, in vec4 T, // velocity, pressure, temperature at current voxel\n in vec3 medium) // medium density at current voxel\n{\n // Boussinesq approximation (a la Fedkiw & Stam)\n float densityAvg = (medium.r + medium.g + medium.b)/3.0;\n float buoyancy_force = -densityAvg*gravity + buoyancy*(T.r - Tambient);\n return vec3(0.0, buoyancy_force, 0.0);\n}","collide_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Specify regions which contain impenetrable, static collider material\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\nfloat sdSphere(vec3 X, in vec3 C, float r) { return length(X-C) - r; }\n\n/******************************************************/\n/* mandatory function */\n/******************************************************/\n\nfloat collisionSDF(in vec3 wsP, // world space center of current voxel\n in float time, // time\n in vec3 L, in float dL) // world-space extents of grid, and voxel-size\n{\n // Return SDF of the collider surface.\n\t// (where the interior with SDF < 0.0 is a solid obstacle)\n return sdSphere(wsP, vec3(L.x/2.0, L.y/3.0, L.z/2.0), 0.5*L.x*collider_radius);\n}\n","render_glsl":"//////////////////////////////////////////////////////////////////////////////////////////////////////\n// Specify the fluid emission field and phase function\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// Approximate map from temperature in Kelvin to blackbody emission color.\n// Valid from 1000 to 40000 K (and additionally 0 for pure full white)\nvec3 colorTemperatureToRGB(const in float temperature)\n{\n mat3 m = (temperature <= 6500.0) ? mat3(vec3(0.0, -2902.1955373783176, -8257.7997278925690),\n\t vec3(0.0, 1669.5803561666639, 2575.2827530017594),\n\t vec3(1.0, 1.3302673723350029, 1.8993753891711275)) :\n\t \t\t\t\t\t\t\t\t mat3(vec3(1745.0425298314172, 1216.6168361476490, -8257.7997278925690),\n \t vec3(-2666.3474220535695, -2173.1012343082230, 2575.2827530017594),\n\t vec3(0.55995389139931482, 0.70381203140554553, 1.8993753891711275));\n return mix(clamp(vec3(m[0] / (vec3(clamp(temperature, 1000.0, 40000.0)) + m[1]) + m[2]), vec3(0.0), vec3(1.0)),\n vec3(1.0),\n smoothstep(1000.0, 0.0, temperature));\n}\n\n/******************************************************/\n/* mandatory functions */\n/******************************************************/\n\n// Specify how the temperature is mapped to the local emission radiance\nvec3 temperatureToEmission(in vec4 T)\n{\n vec3 emission = colorTemperatureToRGB(T.r * TtoKelvin) * pow(T.r/100.0, 4.0);\n \treturn emission;\n}\n\n// Optionally remap the medium density (extinction) and albedo\nvoid mediumRemap(inout vec3 medium,\n inout vec3 mediumAlbedo)\n{}\n\n// Specify phase function of medium\nfloat phaseFunction(float mu, // cosine of angle between incident and scattered ray\n float anisotropy) // anisotropy coefficient\n{\n const float pi = 3.141592653589793;\n float g = anisotropy;\n float gSqr = g*g;\n return (1.0/(4.0*pi)) * (1.0 - gSqr) / pow(1.0 - 2.0*g*mu + gSqr, 1.5);\n}"}}
"Ready for the day, everyone! I'm feeling mischievous, like a little kitten about to pounce on a ball of yarn. Can't wait to see what fun battles await me!