Bong-Bong

stamp-by-shape sheets—
Essentials

Presets 00

Engine 01

every engine renders as the same field of stamps — it just decides the regions, sizes & depth

Blend with a second engine

0 dissolve = hard edge · 1 = fully stippled transition

The key — shape = color 02

each region is stamped with one shape in one color

Printed key

Placement 03

How many, how big

stamp size ≈ 5.0 mm · higher = more, smaller stamps
below 1 = more mid/large stamps · above 1 = more small
min = smallest stamp drawn · steps = snap every stamp to a fixed ladder of sizes (for a real set of stamps)

Arrangement

pack depth applies to Adaptive · grit breaks stamps off the grid

Stamp look 04

3D shapes (cube · prism · gem · boxes)

0 = flat / bright faces · higher = darker shadows, stronger 3D
applies to the Crystal shape · arbitrary faceted gem that catches light · try it in outline mode
cube · prism · crystal get a label on each facet · flat shapes get one centered label · reads best at larger stamp sizes

Warp & mirror 05

Domain warp

bends the design of any engine · amount is in mm

Repeat / tessellate

tiles the whole design · mirror joins seamlessly at every seam

Kaleidoscope

on = mirrored (true kaleidoscope) · off = pure rotation
zoom below 1 magnifies a smaller slice into every wedge

Page & masks 06

Card = 63 × 88 mm poker · Tarot = 70 × 120 mm

Card sheet

each card gets the full design · print, stamp, cut out

Vignette

fades stamps smaller & sparser toward the edges

Stencil

clips the design to a silhouette · "Loaded icon" uses whatever you searched in the Object engine

Mask out an area

removes stamps without changing the design — flip to keep only the region instead

Output 07

forces a clean square grid · one stitch per cell · works with any engine
bold line every 10 stitches for counting · lower Density = bigger, countable stitches
draws short curved arcs along the flow field · works with any engine · follows the same field as flow/contour rotation
arcs curve to follow the field · length also grows with density
draws every shape enlarged, as an unfilled outline, so they interlace into one line-art template · a coloring page
filled shapes hide whatever is behind them · in one-ink mode they fill with paper for a cut-paper look
groups the design's many small shapes — or the 3D boxes — into a few big outlined shapes covering the same regions · works on any engine
low = detailed outlines that hug the shapes · high = few big blobby shapes · fill = solid cut-outs
each stamp becomes a soft translucent wash that bleeds into its neighbours, layering into deeper pools where they overlap · best viewed / printed from a browser (edge bleed & paper use SVG filters)
wash = base pigment strength · bleed = how far edges fray · variegate drops a darker offset pool inside each stroke
turns each cell into an irregular glass chip separated by dark leading — a mosaic / stained-glass window
a print halftone screen — dots sized by value, so dense areas read dark · comic / newsprint look
splits color into cyan / magenta / yellow / black screens at 15° / 75° / 0° / 45° · overlapping inks multiply into the rosette · smaller ruling = finer dots (slower) · best viewed / printed from a browser
low scale = airy dotwork · high = dots merge to solids in the darks
short tapered brushstrokes that follow the field — set rotation to Flow (in Layout) for the full impressionist sweep
fuzziness softens the strokes · soft = out-of-focus blur · bristle = dry-brush frayed edges (SVG filters, so view / print from a browser)
a sun-print photogram — pale shapes exposed on deep Prussian blue · soft edges & paper use SVG filters, so view / print from a browser
tone shifts the exposure lighter/darker · softness blurs the edges like wet paper
shatters the whole sheet into angular planes and paints each from the underlying design — the cut lines read as cubist construction lines · works on any engine
overlap layers translucent planes from a shifted viewpoint (simultaneity) · follow-edges snaps cuts to real color boundaries · low angle spread = repeated plane directions · muted → sepia/grey
renders the whole design as one unbroken line that never lifts — it wiggles wider & faster where the design is dark, calm where it's light
spacing = gap between passes (bolder when wider) · amplitude = how far dark areas swell · detail = wiggle frequency
resamples the design onto a coarse pixel grid and crushes the color depth — retro low-bit look
3 bits/channel = 9-bit color (512) · 1 bit = 8 colors · 8 bits = full
pen-and-ink crosshatch — darker areas pick up more layers of parallel lines at different angles
more layers = finer tonal range · tighter spacing = denser shading · follow-flow curves the lines along the field (uses the Flow scale from Layout)
classic dithering — pick your algorithm, resolution and palette
block print — solid black masses with white gouge lines carved into the mid-tones
threshold = how much inks black · carve band = how much of the mid-tone gets gouged white
risograph — limited spot-color inks, slight misregistration and grain
overlapping inks multiply into new colors · grain & misregistration use SVG filters, so view / print from a browser
renders the design as a mosaic of characters — denser glyphs where it's darker · ASCII, block & braille ramps or decorative Unicode
any Unicode characters, ordered from lightest to heaviest
scatter picks a random glyph per cell and fades it by brightness — best for decorative Unicode (runes, shapes) · ramp maps value → glyph, best for ASCII / blocks · looks best in monospace
topographic iso-lines of the design's values (marching squares) — nested contour lines · plotter-friendly
long streamlines traced through the flow field — organic trails · uses the Flow scale in Layout · plotter-friendly
lower density = more lines · tip: set rotation to Flow in Layout and raise Flow scale for tighter swirls
pen-stipple — dots scattered denser where the design is darker · pointillism
bright stroked shapes with a glow halo on black — made for dark-room projection · SVG filter, so view from a browser
forces a black background · pairs beautifully with the audio-reactive color grade
stacked ridge lines, each row raised by the design's values and occluding the rows behind — the "Unknown Pleasures" look · plotter-friendly
looks best on dark (◐) — white ridges on black
isometric heightfield — each cell extrudes into a little 3D block by its value · a tiny city
side faces are shaded for depth · lower resolution = chunkier blocks

Style

Mark each stamp with

labels match the key · they're skipped on stamps too small to read

Sheet

Variations 08

render a grid stepping one variable across its range — a contact sheet
the grid replaces the preview · change any control to return to the single design · Save works on the grid too

Screensaver 09

the ▶ Play button (top-right) runs the full-screen generative screensaver — it now dissolves between looks instead of hard-cutting. If the mic is listening, Play launches the audio-reactive version (auto-cycling + music).
0 = hard cuts · while playing: space = pause · ←/→ step frames · R = random · enter = keep this design · esc = exit

Audio-reactive 10

an emotional modulator — live sound steers the visual mood. Energy (arousal) drives density, motion & contrast; brightness (valence) drives warm-vs-cool color & light. Works on top of any render mode. Download & open this file in a browser, then allow the mic.
smoothing sets how fast the mood shifts · valence is a rough read, so nudge the bias warmer/cooler to taste · change mode sets when looks swap — continuously, on a timer, or on beats (hold = just react) — while the music drives mood, color & motion; churn sets how much shifts each time · ⛶ fullscreen for projecting, Esc to exit.
Pick an engine and your sheet renders here.