This is a simple drawing tool (similar to MS Paint and other drawing programs) with a user controlled brush and a few different brush settings that can change the brush’s size, shape, color, pattern, and even opacity using mouse and keyboard inputs.
Most of the instructions are provided in the program but additionally, you can make slight adjustments to colors RGB values by holding down the R, G, or B, keys on your keyboard and dragging the mouse while holding right-click.
Additionally, you can vary the pattern of the cross on brush setting 3 by scrolling the mouse wheel.
The 4th brush setting which uses turtles changes its shape based on the time elapsed between instances of using that setting.
I tried to convey a responsive and helpful user interface along with enough options to allow people to create wildly different drawings without giving them completely customizable options (such as in Photoshop or similar digital drawing programs.)
I was inspired by projects like Silk and started out with a few sketches like this:
Here is a “tutorial” of sorts just showing off all the main functions of the program!
And here are some examples I created!
(5x Sped-up video showing how I made this)
For my final project I would like to create a user influenced/controlled generative “drawing” program which uses flocking patterns, mouse interactions, and variable settings to allow the user to create nice flowing drawings.
I want to give the user enough control so that they can actually create something with it rather than have things change randomly based on user inputs and settings, so the commands should be clear and have direct visual feedback to show the user when they have changed a setting/put in a command correctly.
I want to be able to include commands to do fun things like draw the flock(s) together or “explode” them apart using mouse clicks because it is a very visual way to influence the drawing process. This means I will probably look at implementing the particle class and possibly even turtles, as well as more complex commands to help handle user inputs including key/keyPressed, mouse functions, and commands to help understand setting changes such as map and lerp.
For my final project I would like to create a “drawing” program which uses flocking patterns, mouse interaction, and changeable settings in order to allow the user to create generative drawings.
Besides Silk, I was heavily influenced by other kinds of generative and flowing art, especially these few:
Leander Herzog’s Integration
Herzog’s use of flowing movements as well as flocking patterns show a sense of directionality and speed and are print iterations generated from a program made in Processing, which is very similar to what I would like to do, except more interactive and less of a stationary image/print.
Casey Reas’s guides on drawing with code:
[All are inspiring but the examples that struck me specifically are shown from 3:05 – 3:44 and from 5:09 – 5:36]
[All are inspiring but the examples that struck me specifically are shown from 2:40 – 3:25]
Reas discusses the process of generating different ideas when starting the generative drawing process and shows different iterations and versions of programs which ultimately all focus on the goal of generating a patterned and varying image using Processing.
David McConville and Yan Breuleux’s Re-génération
More images from Re-génération
McConville and Breuleux’s Re-génération exhibit showcases different forms of animated generative art and animation using rendering softwares like Cinema 4D and although I will be programming in P5, these vibrant examples connect well to my theme of interactive and generative art pieces.
For this project I created a creature based on the Airdancer (aka “Flailing Tube Man”) you might see at a car salesman’s or bounce house. You can change the wind direction by moving the mouse cursor horizontally and grab the creature by clicking and dragging the mouse around!
As an architecture major and as someone interested in lighting systems as well as social media, a project that I found super interesting is Future Cities Lab’s Murmur Wall. Future Cities Lab was co-founded by Nataly Gattegno, an Associate Professor as well as a chair of the graduate Architecture Program (MArch) in California College of the Arts. Her projects explore terrain and “territory” and integrates technological and media-related systems in order to create responsive architecture that reveals systems at work. Murmur Wall is a key example of this as it takes in social media as a system and displays it visually as it travels through the city, using tweets and online messages in order to predict what the city will be thinking of next. By visually displaying these social discussions about the city, people can evaluate and reflect on what the city as a whole desires, needs, and is anxious about, bringing them that much closer to this constantly changing conversation.
Murmur Wall will be running 24/7 from May 21, 2015 to May 21, 2017 so check it out if you’re in San Francisco!
Contribute to the Murmur Wall!
Future Cities Lab Website page on Murmur Wall
This project generates batches of turtles when you click the mouse. The turtles bounce of the walls and create a cool overlaying pattern ass they cross over each others’ paths and leave new trails.
I based my project off of the pointilism style of rendering pictures and the rain or pixel-like quality of generating a picture with squares. My project generates a portrait in a random rotationally symmetrical pattern which changes every time you click the mouse!
[heads up! that’s not my facial hair not rendering, I just shaved half of it off for style in the photo.]
Today, I looked through my peer Zain’s Looking Outwards posts and came across his post on data interface designer and computer scientist Nicholas Felton. Felton tracks data continually as part of his daily routine and at the end of the year he produces an annual report about his life called the Feltron Annual Report. In his 2012 Eyeo Festival talk, he discussed the procedure of making these reports and how he keeps track of data, chooses what data to track, and probably most importantly, how he displays these various pieces of data in a way so that they fit together on a large report as a cohesive and coherent whole as well as an individual chart or diagram. In his report on Felton, Zain focused on Felton’s general success in popularizing the idea of data visualization to the people and even to other designers, however I think it is also important to look at the specifics of some of his reports rather than only the big picture. Felton’s choices in how he compiles locations and dates, the way he uses maps and vectors as overlays in order to compare and contrast locations, frequencies of travel, likelihood in going certain places or performing certain activities, etc. In his Eyeo 2012 talk, Felton describes the process of creating his Annual Report for 2011 from almost the ground up and he touches on the difficulty of tracking the data as well as choosing graphical elements, colors, mapping locations, and figuring out all the logistics that go into a complex chart like this. Felton’s reports and talks serve as an amazing guide to anyone who wants to design these kinds of graphics and I highly recommend any designers to look at his work
Check out his website!
The Eyeo Festival lecture I watched was Robert Hodgin’s Eyeo 2012 talk on simulations and renderings. Hodgin is a creative coder who works with 3D data visualizations and interactive simulations, often working in his love for astronomy, particle engines, and theoretical physics. In his talk Hodgin discusses how he practices renderings and how to start to model various scenarios from the ground up, starting from a simple room with basic lighting gravity controls into the beginnings of particle physics and cosmology and even modeling realistic stars.
Hodgin’s presentation both in terms of his work as well as his lecturing show off his sense of humor as well as the quality of his craft. He is able to engage the audience with his interactive simulation projects such as in his balloon and confetti simulation titled Big Bang which he introduces as his take on abstracting the birth of the universe, or even his Ant Mill where he ends up blowing up his simulated ants when the simulation did not work the way he originally intended.
My favorite project from this talk has to be his Catalog which shows off star modeling simulations combined with data of the 116,166 closest/brightest stars to our Sun in order to create an interactive star map of the universe around us.
Check out his website!
For this project, I wrote code that creates an Archimedean Spiral that spirals outwards as you move your mouse in the X direction. It grows and shrinks as you move the mouse in the Y direction, and changed between negative n values and positive n values with a click of the middle mouse button.
I was very interested in different kinds of spirals on the Wolfram site and I was surprised to find that many complex looking curves were variations of the same curve. In that vein, the Lituus and some other spirals show up in the variations of the Archimedean Spiral that occur by changing its n-variable.