Show HN: Write generative fine art in Rust
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Show HN: Write generative fine art in Rust
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Re: Show HN: Write generative fine art in Rust
#2I wrote this because writing generative art for print has unique problems that I found myself solving over and over again in standard graphics packages.
For example, a general purpose graphics library should probably compile shaders ahead of time, since compiling them at runtime is slow. When writing art, I want to see them update as I change them so I can brainstorm.
Source code is here: https://github.com/turnage/valora
Features
* Repeatable works at arbitrary resolutions without changing the work
* Type-checked color space management with https://docs.rs/palette
* Managed rngs for repeatable works and controlled rng trees
* Support for using a different, custom GLSL shader for each vector path
* GLSL live coding with "#include" support
* An ergonomic derive-based GLSL uniforms interface
* Animation support for brainstorming and cumulative pieces
Here is a shader written with this: https://www.instagram.com/p/Bh4iIbwgjom/
Here is a vector work written with this: https://www.instagram.com/p/B6wN_sSHtYp/
Re: Show HN: Write generative fine art in Rust
#3This is a library and CLI for Rust to write generative fine art for print. I wrote this because writing generative art for print has unique problems that I found myself solving over and over again in standard graphics packages. For example, a general purpose graphics library should probably compile shaders ahead of time, since compiling them at runtime is slow. When writing art, I want to see them update as I change…
I've been wondering where are the non-destructive painting programs, which does not rasterize organic brushes or strokes.
Your attempt could work as a base to build one if it can work realtime sufficiently fast.
Re: Show HN: Write generative fine art in Rust
#4This is a library and CLI for Rust to write generative fine art for print. I wrote this because writing generative art for print has unique problems that I found myself solving over and over again in standard graphics packages. For example, a general purpose graphics library should probably compile shaders ahead of time, since compiling them at runtime is slow. When writing art, I want to see them update as I change…
What do you mean with GLSL live coding? Because you need to recompile after all. I've been wondering where are the non-destructive painting programs, which does not rasterize organic brushes or strokes. Your attempt could work as a base to build one if it can work realtime sufficiently fast.
Re: Show HN: Write generative fine art in Rust
#5Re: Show HN: Write generative fine art in Rust
#6I'm probably more intrigued by a lot of the writing on your site and links to more generative art resources, as Rust isn't something I've spent really any time looking at.
Re: Show HN: Write generative fine art in Rust
#7Re: Show HN: Write generative fine art in Rust
#8This is a library and CLI for Rust to write generative fine art for print. I wrote this because writing generative art for print has unique problems that I found myself solving over and over again in standard graphics packages. For example, a general purpose graphics library should probably compile shaders ahead of time, since compiling them at runtime is slow. When writing art, I want to see them update as I change…
What do you mean with GLSL live coding? Because you need to recompile after all. I've been wondering where are the non-destructive painting programs, which does not rasterize organic brushes or strokes. Your attempt could work as a base to build one if it can work realtime sufficiently fast.