Tuesday, November 30, 2010
Monday, November 29, 2010
Sunday, November 28, 2010
A single frame capture from a MSG self modulating animation experiment. I've got a recursive IO connection going with the image stream routing which shows it's characteristic behavior in the patterning (run on a quad processor machine). The patterning in this reminds me of water ripples or some kind of organic marble pattern.
Saturday, November 27, 2010
I guess we're continuing the theme of Paia businesses that actually have parking. This was generated from a video frame capture while driving through Paia, with some excessive Studio Artist contrast compression and the vectorizer post processing.
Another experiment that uses the Vectorizer to build bezier region paths. The paint synthesizer is then used to fill in the vectorized bezier shapes. I'm using a paint synthesizer preset that uses an embedded MSG preset to do the actual bezier region fills. So each bezier shape is filled in with a MSG preset that generates a texture that is modulated by temporal generators, so the textural qualities of the fill are always changing as the paint synthesizer fills in the different regions. A glimpse into the unlimited power of Studio Artist when you start getting into synergistic combinations of features working together to build visual effects.
Friday, November 26, 2010
Thursday, November 25, 2010
Trying out some experiments with self-animating MSG presets used in DualMode Paint animations. So some simple vector paint strokes get pulled out into the canvas by the self-modulating MSG preset to build the background patterning. The MSG preset also slightly fades to black to avoid too much build up over time.
Wednesday, November 24, 2010
This image shows off a whole different approach to taking a flat color vectorizer image and rendering it using smooth color gradients. The vectorizer is used to generate bezier paths for the different colored vector regions. The bezier paths are then filled in using the paint synthesizer. You can either use the paint synthesizer directly to build smooth gradient fills, or you can encapsulate MSG presets in the paint synthesizer preset, so the MSG algorithm gets run for each bezier region fill.
Tuesday, November 23, 2010
Another vectorizer image that was post processed to convert the flat color region fills into smoothly varying gradient fills. I again used the Morpholizer ip op to do the smooth gradient transformation.
The trick to this kind of processing is that you need to essentially apply a low frequency cutoff shelf filter to the original image. So you are removing a little bit of low spatial frequency information, which leads to flat color regions becoming smoothly shaded.
There are a lot of different ways you can do this. You can use the Blur ip op with the frequency inversion option, or in this case i'm using the Range Maximize algorithm in the Morpholizer, which applies an adaptive contrast boost that is removing low frequency spatial frequencies in the processed information. The Equalizer ip op would be another approach.
Monday, November 22, 2010
There's been a lot of discussion on the Studio Artist Users Forum recently about different post processing approaches to add smooth gradient effects to flat color vectorizer regions. I used the Morpholizer ip op to post process this vectorizer image to get the smooth gradients.
Sunday, November 21, 2010
This started with an animation made by running a dualmode paint preset into an open movie stream. I then added an interactive warp symmetry operation to build the final image. I always love how adding symmetry to abstract imagery often leads to the perception of facial imagery.
Saturday, November 20, 2010
Friday, November 19, 2010
Thursday, November 18, 2010
Wednesday, November 17, 2010
Tuesday, November 16, 2010
Monday, November 15, 2010
I've been playing around with a new processing approach, that involves taking a really crappy digital image, seriously over enhancing it to the point of boosting compression noise and weird features coloring buried in the shadow regions so that they come to the foreground, then using the studio artist vectorizer to smooth things out again.
Sunday, November 14, 2010
Saturday, November 13, 2010
Friday, November 12, 2010
You can use the live extend path shape option with time particles to build live extend paint strokes over time in an animation. I build this kind of paint preset, and then used it in a dualmode paint preset along with some interactive warping modulated by the source image. I used a source movie of a dancer so that the source image was always varying from frame to frame. The image above is a single frame from the generative animation.
Thursday, November 11, 2010
Wednesday, November 10, 2010
I started this particular series of paintings by running a dualmode paint preset into an open movie stream to build a movie brush. The individual frames in the movie brush are all abstract paintings with vector paint strokes and built-in symmetry patterning. I then loaded that movie brush as a movie background texture and used region fill as brush pen mode to auto paint in the canvas. I then used the vectorizer outline technique to add a little feature outlining to finish off the effect.
Tuesday, November 9, 2010
I was playing around with recursively processing the Studio Artist canvas with a PASeq running in loop action to simulate video feedback. In the analog world you would do this by pointing a live video camera at a monitor displaying the live video camera output. In software you can simulate the feedback process by setting up recursive processing that keeps processing the canvas over and over again. This particular image started with a woman's face, but after cycling for long enough you start getting an ever evolving series of bizarre black and white textural patterning effects. Watching this animate is fascinating.
Monday, November 8, 2010
Sunday, November 7, 2010
Trying some experiments recently with procedural painting. So you program the Studio Artist paint synthesizer to build a procedural generative pattern that gets painted in. So it's painting in algorithmic shapes as opposed to a representational source image.
Saturday, November 6, 2010
Friday, November 5, 2010
Another procedural art experiment in Studio Artist 4 using the MSG Evolution Editor. This one has some space filling curve stuff going on inside of it. The cool thing about working with directed evolution is that building an effect like this from scratch manually would be extremely tedious or more likely impossible.
Thursday, November 4, 2010
Wednesday, November 3, 2010
Painting generated by processing an entire source movie of different face images with a PASeq. I used 3 passes with progressively smaller brush size to build up the final image.
The face images were first spatially normalized using the Studio Artist inverse warp features. The spatial normalization is what gives the feature coherence in the final painting, which is a painting of the entire face image set as opposed to a specific facial image.