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texture synthesis (1)

Recursive Texture Resynthesis in Gallery Show

The Resynthesis IpOp effect is probably not used all that often.  It always seemed like a specialty thing.  It basically lets you define a sampling rectangle in the input to the effect, which is modeled, and then the texture is resynthesized.  Its intent was to be a little bit visually funky, the textures it generates are very stylized.

But i recently discovered auto-randomized versions of it are truly awesome when used appropriately in gallery show runs as the main technique.

Here's a gallery show cycle output i just grabbed from a recent experiment in recursive texture resynthesis.

9433902074?profile=RESIZE_710x

Each gallery show cycle, a sample rectangle is randomly generated for the Resynthesis effect, and the current canvas output is used for that sampling.  The Resynthesis IpOp effect then uses the texture model it generated off of the rectangular sample of the existing canvas to generate a new re-synthesized texture field for the Resynthesis effect's output.

The other elements of the gallery show cycle run are introducing additional structure into the canvas. So what is being sampled each cycle for texture resynthesis is always a product of those additional treatments and what the resynthesized texture application from the previous gallery show cycle.

I also have the new Style Transformation start cycle option turned on, so a style transfer effect is happening prior to an auto selection masked application of the Resynthesis effect.  My end cycle processing is the new Random Deep Gradient Lighting- Colorize end cycle option.  All of the Colorize start and end cycle options are working with the new Compeller IpOp effect in some way.

The other thing i have going on is the particular data augmentation option i have turned on for the gallery show source. I'm using the new Src-Canvas Transition data augmentation option. So each gallery show source image used for gallery show processing is a transformation from the previous gallery show output to the randomly selected source image.  So there is this push pull effect going on where the last gallery show output is first auto-transited to the Style, then overlaid with auto-masked Resynthesized texture from the last gallery show output, subjected to dispersive and optimization forces by the end cycle processing, and then pulled back to the new randomly selected spur image with the Src-Canvas Transition data augmentation.

Working with dispersive forces is crucial when using anything that amplifies noise.  It acts over time in the repetitive processing cycles to damp down and eliminate the recursive noise amplification.

You can consider this an example of a more sophisticated art strategy dialed in using the new gallery show features in Studio Artist V5.5.5.

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Piggy Particles


Hi, here is a new video, lots of MSG (background layer) and MSG generation path starts along with Time Particles in the paint synth, the "Piggy" figure I made in ZBrush and then animated in Blender, with embedded alpha channel, then took into Studio Artist and made into several different kinds of Movie Brushes. Several layers composited together in Blender. Music made with Bespoke Synth and my Shenai. If anyone has any questions about how it was done I'd be happy to explain more.…

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Comments: 3

The one that got away


A capture of a PasEq playback (all I had left after a crash) I didn't save the over sized Paint Synth Presets that I was adjusting and testing... But I did save the PAsEq. This would be what…

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Les Wagstaff liked Paul Perlow's profile
yesterday
Thor Johnson commented on Thor Johnson’s status
"To clarify, I did not make this using 3 layers by using the Layers window in Studio Artist, each layer was processed seperately and then put together and exported as a movie in Blender."
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