I recently realized that the Angle Increment control in the Path Angle control panel was not doing what it was supposed to in Particle Pen Mode. It's now fixed in the version 4 development builds, so something to look forward to (among many things).
For those of you not familiar with the Angle Increment control, it quantizes the computation of the current path angle over time. So it it's set to 10, then the path angle would only be recomputed every 10 path points as opposed to every path point.
It's really useful in situations where the natural path generation might circle an attractor point as opposed to moving off into the image, by increasing it you can get it to overshoot the attractor and move around more. It's also useful for creating jagged random walk paths, since the path will be straight for all the path points where the angle is not being recomputed. As always, trying different values and seeing how it affects auto painting is the best way to get a handle on what it is doing.
"Thank you for your helpfull answers. Your answers so close what I need - Especially closepack2.
I did some editing on it and get colser dot.
Is it possible touches dots each other and minimum whites between them without overlapping?"
"Like Craig said, there are a lot of different ways you could build something like this. Here's one simple paint synthesizer approach.
So i'm using smooth random path start generator, a path length of 1, vector sphere painting,…"
"I am sure there are quite a few factory presets available with SA that could start you on the way to making images like that.
I am attaching a Paint Synthesizer preset that might be a good starting point for experimenting: cd_dottoss01.zip