Accidentally, I found a way to generate nice textures :

- I start with a set of random points, generated with the
`noise_poissondisk`

command (I love this one, thanks again @garagecoder !).

```
600,600 noise_poissondisk. 5
```

- Now, for all these isolated points, I look in their neighborhood what other point is the closest one, and I draw a segment between the two.

```
100%,100%
eval.. "i?(
siz = 2;
pmin = qmin = dmin = inf;
while (isinf(dmin),
y0 = y - siz; y1 = y + siz; x0 = x - siz; x1 = x + siz;
for (q = y0, q<=y1, ++q,
for (p = x0, p<=x1, ++p,
i(p,q) && [p,q]!=[x,y]?(
d = norm(p - x,q - y);
d<dmin?(dmin = d; pmin = p; qmin = q);
);
);
);
siz*=2;
);
polygon(#-1,2,x,y,pmin,qmin,1,1);
)" rm..
```

- Now, I apply the
`close_binary`

command, that is used in our lineart â€śsmart coloringâ€ť filter in the plug-in.

```
close_binary. ,
```

Thatâ€™s the step that takes most of the computation time. We end up with:

(this command basically tries to connect lines togethers).

- Now, a bit of anisotropic smoothing and normalization:

```
repeat 3 { smooth. 10,0,1,1,2 } n. 0,255 normalize_local. ,
```

And we get:

Isnâ€™t that cool ?

And if you combine that with an image, you get something like this:

which is quite nice.

The whole process is a bit slow because of the `close_binary`

command. But I like the outcome!

Thatâ€™s it, that was my Sunday experiments