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is it possible to change/control what pallets appear in the Grad Tab?
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"Nü Müzak" video made with MSGs. The muzak (haha) was made with Bespoke Synth (cool free modular music program). https://www.youtube.com/watch?v=zRSzm1-QBMI&t=305s&ab_channel=Thorrific
Read more…I am looking for an Art Deco type effect
I am looking for an Art Deco type effect, does anyone have that type of effect...?
Read more…Is anybody making a copy of all the material in the Tutorials Forum
Since the Forum is going away in June, has anyone started to make a copy of all the stuff in the Tutorials forum?I've made copies of some of the tutorial material on the main site, but haven't looked at the Tutorial Forum yet.I'm going to continue copying as much as I can for my own personal use anyway, but if anyone else is doing it, or has already started doing it, please let me know.Maybe we can co-ordinate our efforts. ps can't ..... believe John, would let this happen without so much as a…
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What a rich topic.
A lot has been written on the subject.
Boiling it down is a tough task. Making it work as a process in SA sounds even tougher!
But its also one of the most interesting subjects an artist can get on to.
I follow that well worn path of simplification and exaggeration.
You will see caricature artists at large theme parks using this - they are given basic training in the tricks. Basic cartooning tricks with the twist of drawing from a model rather than imagination or accumulated knowledge.
The same tricks are what animation artists (2D) are trained in.
Schools often use the same basic tools - that is techniques and procedures for training the eye. Particularly those that follow the kind of basics that Kimon Nicolaides is well known for writing up:
From Wikipedia:
He advocated a three-pronged approach to learning to draw:
1. slow and meticulous contour drawing,
2. free and rapid gesture drawing, and
3. vigorous tonal drawings of weight or mass.
Techniques are a little easier to discuss than intentions.
They are really just standard tools for depicting something.
Because I use SA to generate material that has to make its way into the commercial markets - the standards are something I have to stick close to - if not totally imitate.
I will try to talk thru a little of the mental activity that goes into a caricature following this...
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In an aside:
My suspicion is that some technical aspects of drawing can be restated as recapitulations of sensory information being received/interpreted.
The eye has receptors for different input:
Rods and cones
Some see specific colors, some see black only, some see clumps, some see details...
We interpret whats going on outside by what it stimulates in the eye.
A lot of the techniques of an artist seem to recreate the kinds of input the eye receives/interprets.
That would be another subject on the mechanisms of perception...
Craig
So, using the Studio Artist tools you would construct a bezier warp from the standard face to your specific face features by drawing bezier curves on the appropriate features in the 2 images, record that as a warp context paseq action step, and then extend the specified transformation to your real face image to generate a extended caricature image you would then derive the automatic sketch off of.
You could also think of it in terms of morphing if that makes more sense than my garbled explanation above. You morph the image to extend deviations from a standard normal image.
I'm real curious to hear your upcoming explanation of the mental activity that goes into a caricature from the standpoint of someone who actually draws it.
Again, "The Hidden Dimension" by Edward T. Hall shows magnificent examples of that, as for example, of how the eye scans an image based on different "instructions" given to the viewer (how old, rich, sexy and all is the woman in the picture, each one of those giving birth to a totally different pattern of scanning, building a totally different "representation").
"Perception is constitutive," we can't see something (or rather, "some thing") if we do not intend to see it, if we do not already know what to look for (just think of your being in front of a still-life or landscape or whatever, and loading red paint onto your brush; what do you see when you take your eyes from the palette and set them on your motif?).
"What do I see before knowing what it is I am looking at?" was the topic of one of my many lectures, it's even the subtitle of one of my web sites.
Art is also, if not primarily, the investigation of our perception of the world before we make sense of it, or, as been said by Ronald Hayman in the Yale Review (Spring 1980): "The mature Cézanne had no designs on the field of vision except to uncover the designs he saw in it. It is this suspension of will power that gives him admission to the undifferentiated world which precedes knowledge, to Eden as it was before Adam conferred separating names on each form of vegetal and mineral growth."
Cézanne was so in tune with his "here and now," he had been known to quit a painting because his head had moved a bit and he had "lost his motif."
Had he worked on the societal model, it would not have mattered, the "out there" woudl have remained constant, regardless of where/how his head would have been.
I can see the worth of some kind of simplification of images as called for by the commercial world, but that does not make the results of that simplification a reality connected to the world of genuine experience.
Genuine experience lives in the world of the particular, the "how do I see?", while commercial art serves the world of the average, driven by societally acceptable model(s), the "how we (should) see."
But that does not help much with how a visual perception module underlying Studio Artist might be constructed. I do believe that one issue that would need to be examined is the fact that we are Binocular.
The brain constructs and anticipates, "intends" in Jean's termonology, based upon the fact that we use stereo input to understand an object's 3d features.
This is relevant even to the 2d representations in caricature. If you look at the simplification used by the caricature artist, it invariably uses the topological features as a starting point. (not the same as edge detecting). A bezier curve that could follow topology would be wonderful, then add the ability to smooth or warp those curves and you'd be well underway.
Of course this leaves the problem of intrepreting 3d features from a 2d image. There is some considerable research on this and a few dedicated packages.
This does not mean a statistical analysis of the image with the overlay of topological bezier curves will provide an automated way to do an effective caricature. The human element of the caricture is to know which features to exaggerate. Not just which features but which type of "warp". A nose is easy to pick on (pun ignored). But do you make it bigger or smaller? This might depend on the purpose of the drawing.. a scathing political cartoonist might make a different choice than a caricaturist doing a party favor. How about personal blemishes? a wart, enlarge it and add detail to this area to make a point.. or a birthmark.. Gorachev's for example.. These are the elements that are probably beyond a perception module.
Beyond the caricature, Illustration is generally a process of simplification and detail recovery. The choices of where to add back the detail vary again with the "intention" of the artist. BuZZ is a Photoshop plug in that attempts to do do "intelligent" simplificaton. The core of this is a filter that removes "unwanted" detail "without blurring, distortion, loss of focus, colour, and edges." Defining unwanted detail is probably the more significant issue.
I posted somework based on a study of perception which reported the attention to detail in an image is culturally biased. Specifically "western culture" subjects in this study looked for and recalled greater detail in the center of an image, whereas "eastern culture" (primarily chinese if I remember the study) look for and attend to detail at the periphery of an image.
So I can see where the process can be described as simplication and detail recovery, without that meaning one can implement that process into a visual module..
Your comments on 3D perception in 2D line drawing are right on the mark in some respects. The new v4 Sketch features do not take advantage of that kind of visual modeling, so it's an obvious area to look at to improve this kind of auto drawing in the future. I actually do know quite a bit about how to model this and hope to add this kind of thing into Studio Artist after v4 is released. Knowledge of what is going on at the level of object recognition in the IT cortex has also increased quite a bit since Studio Artist was first released, so again i'd love to beef up that whole part of the underlying structure of the program after v4 is released.
i realize the neuroscience talk blows by most people on this forum, so moving on, you talked about using intelligent simplification via image processing. There's a lot you can do using the Studio Artist ip ops to manipulate a source image prior to generating an automatic sketch effect to facilitate this. The Smooth or Simplify ip ops are obvious places to start. again, the approach one would have to take with the existing program is to build PASeq's that incorporate this kind of thinking into the overall approach to building a sketch.
There's also a lot you could do with hand selection of background areas followed by blur operations on the masked background areas to simplify an image. It would be nice to see that whole process become more automatic, again features i would like to add in the future. In some sense, you can use ip ops like Smart Contrast routed to the current selection region to build masks that emulate that kind of thing as opposed to doing it by hand. There are a number of PASeqs that are provided in the 3.5 factory set that work that way. A selection mask is automatically constructed with some ip op, and then used to auto mask painting. And you can always invert the mask and then do something different with the inverse selection.
Your comment about cultural bias in attention to detail is fascinating. Do you have a link to that?
It's not "just" attention to details that is conditioned culturally, it is above all the perception/constitution of the whole, that which we "draw" details from.
If interested in how different cultures constitute and use social space differently (and this links to "attention to detail"), that book I keep mentioning here is pure gold: "The Hidden Dimension" by Edward T. Hall.
And Edward T. Hall has two books listed in that paper's references.
http://en.wikipedia.org/wiki/Cartoon
Starting from some form of established figure (personage, thing) I do several things in the process of creating a "cartoon" version.
I have a good look at that figure. But not a long, long look. I look straight and look sideways - that is I let it drift out of direct view as well - I note details and get its impression... (I will recheck details and impressions if I continue to look for information about the figure - but first glance is like the above)
I note and then re-categorize - mostly unconsciously and VERY quickly - what "vibe" is coming from the figure.
Typical things that are clear in a seconds glance:
Likable, approachable
Open/soft/light(bright) = round lines minimally shadowed - smiles in eyes
Standoffish, dangerous
Closed/angular/dark = straight lines and shadows = 45 degree facial lines
(These are also the cliched attributes of "Female" and "Male")
These same aspects can be attributes of objects... everyone and everything is made of mixes of these "lines"
Character designers and animators are taught to mix a little straight with a little round to create a more interesting character/personality!
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I take the gut feeling and associated lines and think about the space the thing occupies and its "action" lines... Basically I start to recast the thing as volumes and action vectors(where it is going)
When learning to draw - for instance using basics for translating what is seen to a surface - like Kimon Nicolaides steps posted above... You might pick and choose an approach for constructing a figure. I have long ago mixed the steps... touching contour or volumes or action lines and mixing them - looking to define the form I am looking for.
Clearly I want to remove the figure from its ground while developing the figure...
Basically just ignoring the ground for the moment. Tho the ground is often implied by how the figure rests on it... The figures arrangement of parts.
I have nothing but a blank paper (or application "canvas", stage etc...)
Now I am going to start "building up" from "nothing"...
When starting to draw - I might make a fast action stroke to define the vertical "spine" of a figure... And immediately ground it with a horizontal "foot" or expand it with a "chest" (center) or a "head" (top)
And then fray my lines out from foot or chest along lines of action to extremities.
The spine and chest basically become the hub... The "spine" typically carries the line type and personality of the figure (straight and or curved)
I would typically start bulking out the shape with masses at this point - using a contour mass rather than a filled area (but occasionally the reverse - filling only - like drawing a shadow) - using standard shapes - round tubelike shapes or angular shapes (balls and boxes)
Because I practice this every time I draw... I may only mentally perform any number of the preliminary steps to building up - and jump directly to a stage anywhere along in the process. If I skip before I know where I am going I might end up with something that totally stalls the process - for instance skipping to some subtle detail before defining action lines that the detail really aught to fall into place along.
Honestly - In actual practice - I try not to follow a defined step by step process... Like counting the steps in a waltz instead of dancing... I skip around looking for serendipity... And occasionally totally miss the mark - trying not to stifle the "creative energy"... I usually go thru several false starts and several attempts at the same subject... My early takes are often shape or action tests... Looking for what pleases... I know I will go thru several attempts before hitting on the shapes and details I like...
Anticipating this is another matter.
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Here there's room to think about:
- starting from nothing (blank canvas)
- Kinds of lines (round or straight) having recognizable associations - that most people share.
- Examining mass and implications of "motion"
- Indicating mass and motion with a "spine"...
- putting "flesh" on the "spine"...
I am going to stop here and follow in another post - exaggerating and eliminating things.
C-
One set of examples of this can be found in the realm of optical illusion. More or less my definition the mind greating misdirection. Here is a link to a famous one that still amazes me. (I have even used this premise in both sculpture and jewelry designs).
https://www.youtube.com/watch?v=QbKw0_v2clo&eurl=http%3A%2F%2Fww...