Thanks for sharing! This implicitly answered my question about how you made the particles behave like they do:<p>&gt; The rendering algorithm is a re-hash of an old approach I detailed in a blog post, Generative Impressionism. Simplex noise is used to drive the particles, which are sometimes reset to a new random position. Each particle is rendered as a small line segment in the direction of its velocity. The scale of the noise is randomized so that some lines curl tightly, while others head straight.<p>PS: The distortion map is a really neat trick by the way, I&#x27;m going to play with that in some next project!