Patterns on a dress by generating a Sierpinski pattern, similar to a chevron or missoni pattern. It's a fractal patterns seen on conus "textile" sea shells. Very simple rules make these patterns. Every time you click flag, the patterns is different because the randomly generated first row determines subsequent patterning, with some further random deviation you can set. First you see a row with a few red spots randomly distributed. Then, white spaces next to only one red will be red in the next row (all other spaces are white), with some failure to execute that rule set by the slider "probability of deviant blank space." Each new row follows this simple change rule. The random deviation looks closer to what we see in conus shells of this type. Photo is of famous dress designer Edith Head. She had nothing to do with this.
Notice there's a fractal triangle pattern much like Sierpinki's triangle, but slightly different each time. Code creates a row of dots (stamps a tiny triangle, but but a round pen dot works almost as well). A few are red (orangish red), the rest white. Code uses lists to keep track of dots. Then sprite moves down a row and follows the simple rule of change: white clones next to only one red turn red, all other clones will be white. So, the space with a red clone will always be white in the next row, as will white clones next to two reds. Each row is permanent, but the next row is a variant of the previous, as seen on mollusc conus "textile" sea shells. The pattern is similar to Sierpinski's triangle fractal, and identical if you start with just one dot. Yet the rules for generating are different and are similar to a process in shells where the spread of color is like a spreading infection, with a period immunity--the analogy is that a space previously red becomes "immune" to becoming colored in the next row. Shells grow in this rowlike manner leaving a permanent record of pattern in the previous rows.