NFT Batch Processing Experiment

Batch processing using an image folder brush with different parts of the face and random colorization to make slight changes so no two are alike.  Keyframed colorization randomization over 100 frames to randomize the color.  Each folder had parts of the face so they would randomly change each iteration of the PASeq.  Face, eyes, mouth eyebrows.  Last steps are vectorizer presets so that each image can be output as .svg for resolution independent printing.  Used animate with a PASEq out to a folder of images.  Below are the original facial parts from freepik.9603237256?profile=RESIZE_710x

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  • So the idea behind this 'recombination engine' approach to building a NFT effect is that you use a different image folder brush for each body part.  Each body part comes from a specific image in a body part folder, so you have a folder of different base heads, a folder of different eyes, a folder of different mouths, a folder of different noses, etc.

    You are drawing a single paint nib with the image folder brush for4 each body part, which you do by just clicking at the appropriate place on the canvas.  So click once at the head center, then at the location of each eye, at the location of the noise, and the location of the mouth, etc.

    You use random indexing for the image folder brush frames. So every time a paint nib is drawn, the paint synthesizer chooses a random body part image from it's associated image folder.  You can use the paint synthesizer Brush Modulation controls to  change the size of the original images in the associated image brush folder if you need to do that for optimum sizing on the canvas.

    You could also use path randomization if you wanted to vary the positioning a little bit each time.

    You only have to do the manual click to draw the individual body part nibs once, recording those manual paint steps in a PASeq.

    Then every time you playback that PASeq, it will draw a unique random image.

    Based off of recombination of the different individual parts contained inside of the individual image folders used for the associated image folder brushes recorded in the PASeq.

     

    At that point you could just output the results, but Asher used that as a starting point for additional effect processing, using the Vectorizer in this case.

    To output 1000 different unique images, all one would have to do is run Action : Animate with PASeq : to image, specify the base name (the action command will add numbering to the base name as it runs, and then specify where the output folder is located on your hard disk.  And then off it goes, generating 1000 unique images derived off of your single PASeq.

     

    This is just one approach out of many different ways one could approach this kind of thing in Studio Artist.

    You could take the same set of manual 'paint the body part nib' paint steps in a PASeq, and use all kinds of different effect combinations to process the image folder brush painted results.

    Asher keyframed the random number seed in the Vectorizer to create the color palletized Vectorizer variations of the randomly variating face body part paintings.  So this is really just random variations of a single Vectorizer preset applied to the randomized head paintings.  There are essentially an infinite variety of different vectorizer effects one could build that would be distinct and unique from the one used in this example.

    I ran a few experiments prior to that using the same kind of 'paint the body parts' approach in gallery show, where you can combine multiple mutating effect combinations.

    One of the gallery show source options lets you take the output of the Start Cycle processign and pass that canvas output to the source area for the rest of that gallery show cycle processing, so i used that approach along with different main techniques (random vectorizer, random ip op, etc), that are then subsequently processed by the gallery show end cycle processing i selected, and automatically output to a stream output folder.

     

    A fun variation could be different body parts from different animals to build up an infinite variety of different painted and effected artificial animals.

    Or you could have a folder of people heads, different people bodies, different animal bodies, different robot bodies, it is really up to your imagination.

     

    Here is a thought experiment to think about.  How could you build a recombination engine for a still life painting.  Bowls on tables with stuff in them.  Wine and cheese plates, candles on the table.  Give it a try.  or come up with your own idea.  Then press a button a nd generate thousands of variations on your recombination engine art strategy.

     

    Another obvious thing to try would be to use sets of bezier paths for the different body parts. So rather than using an image folder brush, one could construct sets of body part bezier paths in the Studio Artist bezier path frame.  And then embed those into a paint step, that is programmed to randomly index between the different bezier paths in it's internal bezier path frame (a paint preset can have an embedded bezie path frame, and can be programmed to use that internal embedded bezier path frame's contents in different ways).

    The interesting thing about using bezier paths to do it is that the paint synth can interpolate between the individual paths as well as randomly index, size, rotate them. So then it could be morph between the different bezier paths stored in it's internal bezie path frame, in addition to just randomly grabbing one and painting it in.

    We'll put together some examples of this alternate approach to this kind of thing as well and post them for people.  the approach above was already added as some example presets in the Studio Artist V5.5.5. factory preset folder.

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