FATHOM LINES

Bathymetric terrain with geological personality

No output generated
Minted0 / 4,444
4444 remaining0.0%
First mintFREE
After0.001 ETH
Ethereum
VOLCANICANCIENTFRACTUREDMINIMALCHAOTIC
Zone
Depth
Mode
Terrain
Palette
Lines
Amplitude
Weight
Thickness
Erosion
Faults0
FillNo
WIREFRAMEGLOWTHICK ACCENTSACCENT
Anomalynone
0m11km
1,500mBathypelagic
LIGHT
R
O
Y
G
B
V
CONNECT WALLET TO MINT

ETHSCRIPTIONS

What

An ethscription permanently writes data into a transaction's calldata on Ethereum. No smart contract. No token. Just raw data, onchain forever. When you ethscribe, the full SVG artwork is encoded directly into the transaction.

How

You send a zero-value transaction to yourself with the SVG as calldata. The format is data:image/svg+xml, followed by the artwork. You pay only gas. No minting fee. No supply limit. Anyone can ethscribe as many as they want.

Why

The artwork exists in calldata as long as Base exists. No IPFS pinning, no servers, no renewal fees. It's the most permanent way to store art onchain. The NFT mint stores your seed. The ethscription stores the actual image. Both happen on Ethereum mainnet.

THE SCIENCE

Nothing here is arbitrary. Every parameter in every piece is derived from real oceanographic formulas. The ocean already has the logic. We just followed it.

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 six modes. Which modes are available shifts with depth. Deep water favors sonar and structural views (you can't see down there).
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 + fracturesVISUALIZATION6 rendering modes← seed RNG← depth zone← sed. rate← geo. constraints← Beer-LambertSVG OUTPUT

Collection Mechanics

4,444 PIECES

Each seed can only be minted once. Same seed always produces the same artwork. Every wallet gets one free mint, then 0.001 ETH each after that. The contract enforces uniqueness onchain.

DETERMINISTIC

No server dependency. The seed and depth are stored onchain. The algorithm runs client-side in your browser. 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.