How to Hack a Painting
summary
Details matter: a concrete generative model simulates watercolor with the Processing framework and Clojure (Quil), deforming polygon edges by three variables (start, angle, magnitude) sampled from a Gaussian distribution, recursing ~six times and compositing about 50 layers of low‑opacity variants with inherited variance. Seeds are saved for exact re‑renders, outputs are TIFF prints, renders range from fractions of a second to about a minute, and the program consistently produces convincing watercolor‑like textures and usable finished pieces.
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chapters (22)
- 0:00Introduction
- 2:40Recent work
- 7:45Goals
- 10:45Watercolor Characteristics
- 12:42ExpansionDeformation
- 14:27Gaussian Distribution
- 16:57Soft Edges
- 18:52Processing Issues
- 19:42Modeling Edges
- 20:47Soft Transitions
- 21:40Deformation
- 23:27Color Blending
- 24:57Final Thoughts
- 27:55Questions
- 33:58Rendering
- 34:58Drawing by hand
- 35:54Other distributions
- 37:01Other artists
- 38:29How long does it take
- 39:47Audio synthesis
- 40:42Randomness
- 41:53Geometry
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