Zoom
Gradient cut off width
((x * x) + (y * y)) *(z*.001)
In this: X2 + Y2 is drawn pixel-by-pixel, where the result is a gradient. Multiplying by Z (for zoom, if you like) is just to scale the results and be able to visualize it a bit better. If the gradient were not limited, it would just result in a circle shading. However, I have also forced a gradient cut off (n = g % width) and then begin anew. That is where the quasichrystal -a grid of circles- reveals itself.

There are many things here worth comenting on, but what intersts me is the fact that with a bit of tinkering, a circle can be found to radiate out from any point in space. It is both grid-like in nature and completely round -for lack of a better word. The underlying space (X2 + Y2) is not altered when the sliders are moved. It is more like reinterpreting the already existing space.