Randomly selecting border points or using simple geometric divisions (squares/hexagons) results in too many border points per cluster (50-80). This leads to a shortcut explosion (N*(N-1)/2 shortcuts), making the files large and and calculations slow.
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It’s also possible to abandon the threshold matrix altogether and instead calculate a value for every pixel coordinate at runtime. If the function is simple enough this can be a good and efficient way to break up patterns and create interesting textures.
Hans-Christoph Steiner