Lightshade

// Art · 2025

Ditherfall

Dither(ing) + (Rain)fall, creates underlying images by varying droplet speed.

Controls / tunerdrag to play
Source
Transform
Offset X
+0.00
Offset Y
+0.00
Scale
1.00×

A field of droplets falls across over a hundred columns. Each drop's speed isn't constant — it's read, moment to moment, from the brightness of an image at the drop's own position.

Where the picture is bright the rain slows and piles up; where it's dark the rain races and thins. No threshold, no halftone grid — the image resolves purely as the density of falling particles, a dither made of motion.

Rebuilt here in WebGL from a TouchDesigner study: the whole field integrates on the GPU, a single mono texture steering a hundred thousand velocities in real time.

Technique

  • GPGPU per-particle velocity sampled from image luminance
  • Emergent density 'dither' — no threshold matrix
  • Instanced rainfall across a dynamic column grid (GPU)

Tools

TouchDesigner · GLSL · WebGL

Ditherfall / fieldlive · webgl