Showing posts with label texture synthesis. Show all posts
Showing posts with label texture synthesis. Show all posts

Saturday, February 19, 2022

Wednesday, February 16, 2022

niteLife

 

The extremely vintage Studio Artist Texture Synthesizer gets a makeover in pre_V6.  Vector texture output being one of the new options.





tranceFormations

 

Both of these are made using the beefed Simple Texture Ip Op effect in Studio Artist pre_V6.  Above is the straight output, which is using the vector render option.  Below is using a vectorizer Ip Op embed of the Ip Op effect that was auto generated using gallery show generative ai.

Of course since the Ip Op effect can generate pure bezier paths, and the pre_V6 vectorizer can be used to paint in bezier paths in the bezier path frame, gallery show can auto-generate the bezier paths from the Ip Op effect and then render out those bezier paths with the current vectorizer draw and draw2 settings.  Note that it looks very different than the straight vectorizer Ip Op embed above.

And of course everything in this little demonstration is fully vector, so you can rescale it to any resolution for final output.


Tuesday, February 15, 2022

weaverTexture

Beefing up what one can do with the Simple Texture Ip Op effect in Studio Artist pre_V6.
 

Wednesday, April 14, 2021

Style Transfer Laugh1

 

World's stupidest texture resynthesis approach. But it's kind of cool in some ways. And you can see how to extrapolate it to make the results way better. I'm always amazed by how one can do so much with so little if you are only willing to give it a try (and then tweak it).

So here's another variant of this kind of thing.  Same style image, but no block randomization augmentation. I did a simple 2 step manual intervention instead before running the Equalizer.

So you could use the style flow field to smear paint if you want the source image to have that flow quality.
One minute later after some manual fiddling in the paint synthesizer.

QED.


Monday, April 5, 2021

MSG BrushLoad ReTarget is Activated

 

And MSG Brush Load Cache location is now re-targetable in the generative paint preference algorithms in gallery show.

And boy does it make custom designing a generative paint strategy easier (at least one that uses MSG Brush Load in it).  Point it at a folder of woodcut MSG presets and you get endless woodcut paint variations. 

I pointed it at the entire VV5 Collection in the MSG factory set for Studio Artist V5.5 in the inaugural image painted above using it.  You really need to think this through for designing custom texture synthesis algorithms that paint, because it is a powerful tool to do just that.  

Monday, March 22, 2021

Using the Paint Synthesizer Background Texture Module as a 'Texture Synthesis by Example' Engine

 

So who knows what i used for the image loaded into the Image Background Texture in the Studio Artist V5.5 paint synthesizer?  The answer is posted in the Studio Artist User Forum.

Here's the thing. Both procedural and neural 'texture synthesis by example' are using a codebook.  And many of the best algorithms are really just slopping down sections of texture from the code book, joining them together to build the macro texture from micro texture pieces.  And you can program the paint synthesizer to do that as well.

Could it be better? Sure. When you do experiments like this, you can figure out what to add to make it better.  And i am open to your suggestions of course.