Slicing Through a 3D Turing Pattern

I’ve been playing around with generation of “three dimensional Turing Patterns.” For this example, I started with a random 3D cube of voxels and repeatedly applied a 3D blurring-and-sharpening algorithm to the cube. After a while, the system reaches a state in which you have positive and negative shapes and each slice is itself a 2D Turing Pattern. (By running the algorithm so that the blurs and sharpens ‘wrap’ the cube, the patterns wrap around in all dimensions, so I think this is topographically a torus.) In the video below, you are progressing front-to-back through the Turing Pattern cube one frame at a time.

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