A Sierpinski triangle can be created by
- Starting with a row consisting of a single 1
- Each row below is horizontally offset by a half-cell
- Each cell is the sum-mod-2 of the two cells above it
Now follow the same rules, but starting with a row of several 1s. If the number of 1s is a power of 2, you get the Sierpinski pattern again (as in the first picture). Otherwise, you get something else.
Do these patterns have names?





It's an additive elementary cellular automaton of dimension 1. "Rule 60" or "Rule 102" for starting values $2^n-1$ ($n$ ones).
In such automata, one tracks the fate of an 1-dimensional array of cells, each of which may be populated with 0 or 1. The cells' contents evolve over time in discrete steps, where the new value of a cell depends only of it's previous content and the contents of it's immediate left and right neighbors.
A 2-dimensional version is Conway's Game of Life where the new value of a cell is determined by the values of the 3×3 grid in which the cell sits. However 2-dimensional automata are usually displayed as animations, wheres the 1-dimensional ones are represented as (color-coded) image where the cells are displayed horizontally and time increases top-down.
In your specific case of "Each cell is the sum-mod-2 of the two cells above it", we can write the evolution law down as:
where we just sum the left neighbor's value and the cell's value mod 2 to get the new value. The value of the right neighbor is ignored, but the general setup of this kind of cellular automata includes the 3 previous values.
We get an equivalent automaton if we ignore the left value and sum the lower two bits:
The top triangle is Pascal's triangle mod 2 (OEIS A001317 for "Rule 60", OEIS A117998 for "Rule 102", OEIS A047999 for bit-wise reading Sierpiński's triangle) with coloring red=odd blue=even and where the tip "1" is missing.