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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

#2
This 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 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

#3
post #2

This 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

#4
post #3
post #2

This 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.

If you have a valora work running and change the GLSL on disk, it will recompile and update in the next frame without your having to relaunch or any inconvenience like that.

Re: Show HN: Write generative fine art in Rust

#6
This is extremely interesting. I just finished a weekend project exploring the very very basics of generating art/music using JS and canvas (shameless plug https://webauthnart.com). The screenshot on the Valora README is fantastic and makes me want to dive even deeper into this subject.

I'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

#8
post #3
post #2

This 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.

shaders. opengl does recompile them but all while your os executable is running. its a very useful and easy thing to set up live shader reloading. much quicker cycles to experiment.
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