FATHOM LINES

Modular Flux Emissions Rig

No output generated

Type a word, name, or hash as your seed — or hit RANDOM. Each seed creates a unique piece.

MINT CLOSED — 4,444 MINTED
Minted0 / 4,444
4444 remaining0.0%
First mintFREE
After0.001 ETH
Ethereum
Location
Zone
Depth
Terrain
Algorithm
Mode
Lines
Amplitude
Stroke Weight
Thickness
Palette
Geological Character
VOLCANICANCIENTFRACTUREDMINIMALCHAOTIC
Visual Effects
WIREFRAMEGLOWTHICK ACCENTSACCENT
Anomaly
none
0m11km
m
Bathypelagic
LIGHT
R
O
Y
G
B
V

THE SCIENCE

Nothing here is random. Every parameter comes from real oceanographic formulas. Then we run it through 21 different visualization algorithms that unlock as you go deeper.

You can get zen minimalism at any depth or impossible Penrose triangles at 8,000m. The math is real. The ocean physics are real. The art follows both.

Why Colors Disappear (Beer-Lambert Law)

Water absorbs light. Not evenly. Each wavelength has a different absorption rate. Red light is gone by 10 meters. Orange by 40. Yellow by 100. By the time you hit 200 meters, only blue and violet remain. Below 1,000 meters there is zero natural light.

The formula is I = I₀ × e^(-kd) where k is different for each wavelength and d is depth. This isn't a design choice. A piece at 3,000m physically cannot have warm colors unless it hits a hydrothermal vent.

Two exceptions exist. Bioluminescence (200 to 1,000m) produces blue-green light at 460 to 490nm. Hydrothermal vents (1,000 to 4,000m) are the only source of warm color at depth, where magma meets water at 350°C+.

LIGHT ABSORPTION BY DEPTH100%50%0%0m10m100m500m1000mdepthRed ~10mOrange ~40mYellow ~100mGreen ~200mViolet ~400mBlue ~500m

I = I₀ × e^(-kd) applied per wavelength

Depth Zones and What Lives There

The ocean has five depth zones. Each one has fundamentally different geology, and the algorithm respects that. You can't get volcanic terrain on the continental shelf because there are no volcanoes there. You can't get chaotic terrain on the abyssal plain because it's the flattest surface on Earth.

Geological personalities aren't random rolls. They're constrained by what's physically possible at each depth. A piece's character is determined by where in the ocean it comes from.

The rarity system follows the same logic. Volcanic pieces are genuinely rare because volcanism only occurs at mid-ocean ridges (1,000 to 4,000m). A minimal piece at shallow depth is rare because shallow water is full of features. Rarity means geological improbability.

GEOLOGICAL CONSTRAINTS BY ZONEEPIPELAGIC0 to 200m · Continental ShelfMESOPELAGIC200 to 1,000m · Continental SlopeBATHYPELAGIC1,000 to 4,000m · Mid-Ocean ProvinceABYSSOPELAGIC4,000 to 6,000m · Abyssal PlainHADALPELAGIC6,000 to 11,000m · Subduction TrenchVOLCANICFRACTUREDMINIMALHigh probabilityModerateImpossible / very rareCircle size = probability at that depth

Pressure Shapes the Art

At sea level you're at 1 atmosphere. At the bottom of the Mariana Trench, 1,086 atmospheres. The formula is simple: P = ρgh (density × gravity × height). This pressure literally compresses the art. Line spacing tightens. Features get denser. Surface pieces breathe. Hadal pieces are crushed into tight, packed formations.

Temperature drives order versus chaos. Surface water is 20 to 25°C with turbulent currents, tides, and storms. Below the thermocline (200 to 1,000m), temperature drops sharply. Below 1,000m it barely changes. Near-constant 2 to 4°C. The art follows: surface pieces have wild variation in line weight. Deep pieces are more ordered, more geometric. Almost crystalline.

Every piece is a core sample. The seed determines where on the ocean floor you're drilling. The depth determines what forces are acting on what you find.

PRESSURE vs DEPTH (P = ρgh)10865001 atm0m5,500m11,000mLinear: 1 atm per 10mTEMPERATURE vs DEPTH (Thermocline)22°C10°C1.5°C0m1,000m11,000mThermoclineDeep ocean: stable 2-4°C

How a Piece Gets Made

Every piece runs through the same pipeline. The seed determines the randomness. The depth determines the physics. Together they produce something inevitable.

01
Spectral terrain generation. Multiple sine waves at different frequencies, combined using 1/f noise (same power spectrum as real ocean floors). The seed controls the frequencies and phases.
02
Geological features. Based on depth zone: reef structures at the shelf, submarine canyons on the slope, volcanic ridges and seamounts at mid-ocean, subduction wedges in the trenches.
03
Hydraulic erosion. Simulated raindrops flow across the terrain, picking up sediment and depositing it. Number of passes tied to sedimentation rate (fast at shelf, geological patience at abyssal).
04
Tectonic faults. Vertical displacement along fault lines. Zero faults on the stable continental shelf. Up to six in hadal subduction zones.
05
Visualization. The processed terrain gets rendered in one of 21 algorithmic modes. Mode availability is depth-gated: surface has 7 options, 8,000m+ unlocks impossible geometries. Each depth reveals new mathematical possibilities.
06
SVG output. Pure vector. Every line is a path. Scales to any resolution. The seed and depth are all you need to reproduce it.
GENERATION PIPELINESEED + DEPTHInput parametersSPECTRAL TERRAIN1/f noise compositionGEOLOGICAL FEATURESZone-specific structuresHYDRAULIC EROSIONSimulated weatheringTECTONIC FAULTSDisplacement + fracturesVISUALIZATION19 depth-gated modes← seed RNG← depth zone← sed. rate← geo. constraints← Beer-LambertSVG OUTPUT

Depth-Gated Discovery System

Different depths unlock different algorithms. Surface water gets basic patterns. Go deeper and you hit string art, fibonacci spirals, fractal boundaries. At the bottom: impossible geometry that shouldn't exist in physical space.

But simple patterns show up everywhere. You can roll zen minimalism at 8,000 meters. The algorithm doesn't lock you out of clean designs just because you're in the abyss.

About 70% of pieces are elegantly simple. The other 30% get mathematically weird. Rarity comes from the complexity of the algorithms and what's geologically possible.

ALGORITHMIC PROGRESSION
0-200m (Surface)zen-minimal, bathymetric, contour, radial, spiral, mixed, lissajous
200-1000m+ cardioid, interference, flow-field
1000-4000m+ fibonacci-spiral, triangulated, cross-section
4000-6000m+ fractal-boundaries, hyperbolic
6000m++ void-emergence, abyssal-crater
8000m++ impossible-geometry, sonar-array
9000m++ current-gyre, seamount-echo
Deeper = more algorithmic options. But the basic patterns never disappear. Even at crushing depth, you might get something beautifully simple.

21 Visualization Modes

FOUNDATIONAL (ALL DEPTHS)
bathymetric — Traditional horizontal contour lines
contour — Elevation-based contour mapping
radial — Circular sonar-style emanations
zen-minimal — Single perfect mathematical forms
spiral — Rotating arm sweep patterns
mixed — Layered combination of foundational modes
lissajous — Parametric oscilloscope curves
STRING ART (200M+)
cardioid — Heart curves from skip-2 patterns
interference — Multi-source sonar creating moiré
flow-field — Streamlines following a vector field
MATHEMATICAL (1000M+)
fibonacci-spiral — Golden ratio nautilus with markers
triangulated — Delaunay mesh structures
cross-section — Geological layer analysis
ALIEN (4000M+)
fractal-boundaries — Dragon curve edge perturbation
hyperbolic — Non-Euclidean Poincaré disk
IMPOSSIBLE (6000M+)
void-emergence — Negative space as primary element
abyssal-crater — Central void with particle field texture
THEORETICAL (8000M+)
impossible-geometry — Penrose triangles, Escher stairs
sonar-array — Multi-beam geometric networks
NETWORK SYSTEMS (9000M+)
current-gyre — Circular flow system intersections
seamount-echo — Peak-to-peak connection networks

Complete Traits Reference

CORE TRAITS
Visualization Mode21 algorithmic types
Depth ZoneEpipelagic → Hadalpelagic
Palette18 oceanographic color sets
Terrain TypeReef, Ridge, Plain, Trench, etc.
Line Count20-200 adaptive to pressure
Thickness VariationUniform, Random, Extreme, Periodic
GEOLOGICAL PERSONALITIES
VOLCANIC25% — Mid-ocean ridges only
ANCIENT30% — Old seafloor formations
FRACTURED35% — Tectonic activity zones
MINIMAL15% — Abyssal plains dominance
CHAOTIC20% — Turbulent regions
Personalities constrained by depth zone geology. Volcanic pieces rare because volcanism only occurs at specific depths.
VISUAL FEATURES
Wireframe Grid12% — Structural overlay
Glow Effect8% — SVG bloom filter
Thick Accents18% — Bold feature lines
Accent Color22% — Contrasting highlights
Contour Fills45% — Color bands between lines
Film Grain55% — Noise texture overlay
Blend Mode35% — Screen / multiply effects
RARITY DISTRIBUTION
Common70% — Elegant foundational patterns
Rare20% — String art, mathematical modes
Epic8% — Fractal, hyperbolic geometries
Legendary2% — Impossible mathematics + perfect constraints

51% Anomaly Rate — 18 Types

About half the pieces have some kind of visual anomaly. Could be structural (inverted terrain), blockchain-related (mempool ghosts, chain reorgs), or just weird (signals that shouldn't exist). Keeps things unpredictable.

STRUCTURAL (15%)
inversion — Terrain flipped vertically
echo — Sonar reflection artifacts
fragmentation — Broken into sections
compression — Extreme pressure effects
drift — Continental drift simulation
fold — Geological folding patterns
BLOCKCHAIN (20%)
mempool-ghost — Transaction traces
reorg — Chain reorganization effects
nonce-gap — Missing transaction sequence
gas-spike — Network congestion visualization
block-uncle — Uncle block remnants
hash-collision — Cryptographic edge case
UNCANNY (16%)
signal — Artificial pattern in natural chaos
depth-return — Echo from impossible depths
absence — Something that should be there isn't
presence — Something that shouldn't be there is
temporal-drift — Time-shifted geological layers
observer-effect — Pattern changes when measured
LEGENDARY ANOMALY COMBINATIONS
The Kraken — impossible depth + signal + temporal drift (0.001%)
Mariana Singularity — 11000m + observer effect + mathematical impossibility (0.0001%)
Leviathan's Eye — void emergence + presence + perfect symmetry (0.0005%)

Collection Mechanics

NFT MINT — ERC-721 on Ethereum

4,444 unique pieces across 21 algorithmic visualization modes and 11,000 meters of depth. Each seed can only be minted once — the contract enforces uniqueness onchain. Your first mint is free. Every mint after that costs 0.001 ETH. Each token stores its seed, depth, visualization mode, palette, and all traits permanently onchain.

Supply4,444
First mintFREE
Additional mints0.001 ETH
NetworkEthereum Mainnet
StandardERC-721
BATCH MINT — Random Pieces

Mint multiple pieces in a single transaction. The contract generates random seeds, depths, modes, and palettes from block data — every piece is unique and unpredictable. Your free mint applies to the first token in the batch.

Per transactionNo limit
SeedsGenerated from block entropy
DepthsRandom (0–11,000m)
Each pieceIndividual ERC-721 token
DETERMINISTIC

No server dependency. The seed and depth are stored onchain. The rendering algorithm lives on IPFS. Anyone can verify any piece by entering the same seed at the same depth. The art is the math.

VECTOR OUTPUT

SVG, not raster. Every line is a mathematical path. Print at any resolution. Zoom infinitely. The 2000×2000 download is a convenience. The actual artwork has no resolution limit.

51% ANOMALIES

18 visual mutations across three categories: structural (inversion, echo, fragmentation), blockchain (mempool ghost, reorg, nonce gap), and uncanny (signal, depth return, absence). About half of all pieces carry one.

Ethscriptions — Separate from the NFT

Ethscriptions are a completely separate system from the NFT mint. When you ethscribe, you send a zero-value transaction to yourself with the full SVG artwork encoded as calldata. No smart contract involved. No supply limit. No minting fee — just gas.

The NFT stores your seed onchain and points to the IPFS renderer. The ethscription stores the actual rendered image in the transaction data itself. Different purposes: the NFT is a creation record, the ethscription is data immortality.

That data exists in Ethereum's calldata as long as Ethereum exists. No IPFS pinning, no gateway, no renewal fees. It's the most permanent way to store art onchain. You can ethscribe any piece — you don't need to mint the NFT first.

Supply limitNone
CostGas only
ContractNone (self-transfer)
Data storedFull SVG in calldata
Formatdata:image/svg+xml,...
NetworkEthereum Mainnet
Requires NFT?No

The ETHSCRIBE button generates the SVG at your current seed + depth, encodes it as calldata, and sends a 0 ETH transaction from your wallet to your wallet. The artwork lives in that transaction forever.