A depository for John Dalton's personal artwork. Studio Artist, MSG, procedural art, WMF, digital painting, image processing, human vision, digital art, slit scan, photo mosaic, artistic software, video effects, computer painting, fractals, generative drawing, paint animation, halftoning, video effects, photo manipulation, modular visual synthesis, auto-rotoscoping, directed evolution, computational creativity, artificial intelligence, generative ai, style transfer, latent diffusion
Showing posts with label paint animation. Show all posts
Showing posts with label paint animation. Show all posts
Saturday, May 13, 2023
Thursday, April 20, 2023
Wednesday, April 19, 2023
Monday, April 17, 2023
Friday, December 2, 2022
Whispie
Took the adaptive color palette brush load thing from the previous photo mosaic post, edited it so it uses the procedural background texture instead of an image folder brush as the brush load source, turned on brush load EBM, and knocked off a quick paint animation with it.
Saturday, November 5, 2022
Geodesic Anti-Alias Solid Brush
A few abstract experiments using the new Geodesic Anti-alias Solid Brush Type in Studio Artist pre_V6.
Labels:
abstract,
geodesic,
paint animation,
paint synthesizer
Sunday, October 23, 2022
fixed color min max experiments 6
Working with gradient brush load where the fixed color local variance statistics are angle modulated by the path direction.
Friday, October 21, 2022
time particle animation from manual painting
Simple example of manually drawing a single autodraw interactive paint stroke that has time particles activated, and then animating that original paint stroke in a paint action sequence via automatic movement over time via the embedded time particles. I get the feeling that most Studio Artist users are unaware you can do things like this with the existing program.
Thursday, October 20, 2022
Wednesday, October 19, 2022
Tuesday, October 18, 2022
attractor reactor experiments 4
Flat Region Colorize Ip Op effect has a vector render option now. Used with self-reacting time particles.
Sunday, October 16, 2022
attractor reactor 3
Similar approach to the last post using time particle movement base on key-framed bezier paths derived from adjacent edges. These 2 are working with painting the particle trajectory while also using dynamic shapes. The dynamic shapes are used with paint synthesizer brush load processing that has a EBM based flavor to the associated brush load processing.
attractor reactor 2
I'm using a set of key-framed bezier anchor points auto-generated from adjacent edge locations as attractors for time particle movement over time. Swarm repulsion is turned on, and the paths are being drawn with vector paint to the next closest time particle at that frame.
attractor reactor
Experiment using key-framed embedded bezier paths that act as attractors for paint synthesizer time particles.
Labels:
bezier anchored,
paint animation,
time particles
Saturday, October 15, 2022
time particle shape dynamics test
Inaugural test run of a new kind of time particle shape dynamics. You can see the slight bug up at the top i need to deal with. But the basic idea works.
Quick test of shape dynamics in an EBM vector paint preset.
Friday, October 14, 2022
Thursday, October 13, 2022
Tuesday, October 11, 2022
Monday, October 10, 2022
transformer 3
Traveling Salesman Problem (TSP) single path optimization paint animation. Above is run on every frame. Below is bezier embedded with 10 key-frames. There is an issue when you try to build a TSP single path off of the internal bezier path start positions associated with interpolation of really small bezier paths in a PASeq. Has to do with the raster path interpolation part of how that works when the raster path length is 1. We really need to support single points in our bezier path frame to pull off a real fix for this. I added a hack to pre_V6 to improve it (after wasting most of the day figuring out the issue), but you can still see some artifacts in the animation below associated with it.
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