Thursday, April 30, 2009
This started with a beach photo from Oahu that was then painted in Studio Artist 4 using the region fill as brush pen mode.
I have an image processing brush load going on in the paint nib that generates fractal self-similarity by feeding back a contracted processed canvas image along with a procedural brush type to generate some texture in the generate regions that tracks the source orientation.
Wednesday, April 29, 2009
Tuesday, April 28, 2009
Monday, April 27, 2009
All of the images in this series seemed very organic and biological in origin to me. They're all procedural images created by directed evolution of MSG processors in Studio Artist 4.
These were generated using a MSG I/O routing design i would have technically considered to be incorrect. There is no initial generator setting up the red channel, so it's using the last canvas output red channel instead. So every time you run the MSG preset you get a somewhat different image based on the last output.
After thinking about this a little i decided it's really no different than using a configuration where red source channel with the MSG IP Source set to use the canvas, and then basing the red stream processing off of that in the processor chain editor. But this did make me realize that in v4 you can actually use different 2 inputs to a MSG preset, since you can set up the MSG IP Source to use the source image and then pass through the current canvas image using the output I/O channels. In previous versions of Studio Artist the initial conditions of the RGB output streams could have been indeterminate if not initially set to something in the preset's processor chain, but in v4 they are initialized to the existing canvas color channels.
Sunday, April 26, 2009
The images in this series have a different feel than some of the other procedural MSG images I've been posting that I really like. The internal textures almost looks like some kind of weathering effect.
These were created using directed evolution in Studio Artist 4. I'm not sure how you would even try to create imagery like this from scratch by purposeful design. Random parameter mutation and processor swap evolution under user direction is really the key to creating complex effects like this.
Saturday, April 25, 2009
I've been interested in the notion of generating procedural imagery that looks like the kinds of patterns seen in street graffiti. I think this MSG procedural image is starting to get close. It reminds me of something you might see spray painted on a metal garage door in San Francisco.
Friday, April 24, 2009
Sometimes you hit a sweet spot in the MSG parameter space where you can get endless variations of a particular MSG preset configuration that generates interesting abstract imagery. These are 2 examples of a bunch of different images i generated in Studio Artist 4 using directed evolution.
Thursday, April 23, 2009
Wednesday, April 22, 2009
Created using the Evolution Editor in Studio Artist 4. There's some fractal stuff going on mixed in with the new circular generator. I'm working with different procedural images in the different color channels and then colorizing the final output using the ForceColorMap MSG processor. This kind of approach gives a very different feel than if you did straight color gradient mapping off of a single color channel procedural image, which is the typical coloring scheme other fractal generation programs use.
Tuesday, April 21, 2009
Monday, April 20, 2009
Sunday, April 19, 2009
I've been experimenting with using MSG style Temporal Generators (TG) to modulate Studio Artist paint synthesizer parameters. You can use frame time in an animation to do the TG indexing, but for the paint synthesize it's useful to use some additional indexing options like stroke count. I'm using stroke count to modulate the path angle in the example shown above, along with a path start repeat to generate the circular flower patterning.
Saturday, April 18, 2009
Friday, April 17, 2009
Thursday, April 16, 2009
Wednesday, April 15, 2009
Tuesday, April 14, 2009
Mats posted an aurora picture on his tumblr blog today that inspired me to do an artificial aurora series using Studio Artist. I saw a lot of these as well many years ago during my stay in Antarctica. These images are procedural and were created using MSG processors. Here are 2 examples from the larger series of images, created using directed evolution of the MSG presets.
Monday, April 13, 2009
Sunday, April 12, 2009
More experiments with BW facial abstraction. These were done with Studio Artist image operations.
The trick to creating this particular kind of effect is to recursively apply the nonlinear image operation multiple times.
Saturday, April 11, 2009
The latest WMF cd 'Train to Nowhere' is now available for online listening or download at wmfrocks.bandcamp.com. Quite a bit of the extensive WMF back catalog is also available there to check out. So please do.
Keep in mind that all WMF tracks are recorded live from unrehearsed spontaneous jam sessions with no additional overdubbing of any kind. What you hear was what was being played live, no additional recording to add parts or sound density after the fact. We make extensive use of live looping to build sound density, so if it starts to sound like more than 3 people that's all being done live using live looping. We do use vertical slice editing to cut down a 45 minute jam into a 5 minute edited song for a cd release. Vertical slice means that all of the tracks associated with the recorded jam are cut and kept together for the edit. So the guitar solo might go on for 5 minutes and you might only hear the best 15 seconds in the edited song.
There's also a pretty extensive backlog of recorded material that needs to be edited down into finished tracks for new releases, so once i get Studio Artist 4 out the door hopefully some spare time will free up to get that material out.
I use Studio Artist's Supersizer interpolator quite a bit on the WMF cover art, it's a life saver since it can take ridiculously small source images and blow them up to 600 dpi cover art sizes.
Friday, April 10, 2009
Thursday, April 9, 2009
Wednesday, April 8, 2009
Tuesday, April 7, 2009
I've been spending my life living in the memory leak debugger for the last week trying to clean up any remaining v4 issues before the release. Another random gallery show image grabbed during automated testing.
Now if only Apple would provide a 64 bit version of Instruments for testing. It currently runs out of virtual memory at 4 Gb and then crashes, which works out to at most a few PASeqs, and my problem is i need to debug gallery show runs that last for hours using thousands of PASeqs. Just booting studio artist and starting up gallery show uses up over 2GB of Instrument's virtual memory, and one vectorizer preset can then push it over the edge due to all the memory allocation associated with the bezier curves.