Tag Archives: evolution
Using Gallery Show to Automatically Generate New Preset Effects
See the full gallery on Posterous Yesterday we showed one approach to automatically generating new image processing effects using active link commands in the integrated Help Browser that mutate new image operation effects at the touch of a button. Today we’ll show an alternative approach using Gallery Show features to do the same kind of thing.
Exploring the Rank MultiScale Filter via Mutating Presets
See the full gallery on Posterous Yesterday we showed off how to configure the Rank MultiScale Filter image operation effect to build an intelligent smoothing filter that smooths an image while retaining sharp edges. We mentioned in yesterday’s post that like all Studio Artist image operation effects, by adjusting their editable parameters you can dramatically change the type of visual effect processing they generate. Today we’ll show a useful technique you can use to automatically generate mutated variations of any image operation effect.
Swap Evolving a Fixed MSG IO Routing Configuration
Today’s post started with the MSG preset we hand built in yesterday’s post that generated an abstract image based on combining together 3 1C Truchet FlipMod processors and a 3C Truchet Mod1 CP processor to build up an overlaid abstract patterning image. I then worked with the Evolution Editor, using the Swap control button in the top control bar of the Evolution Editor to evolve mutated variations of yesterday’s preset. I continued my directed evolution session by continuing to generate a series of new swap evolved mutations of the original MSG preset until i ended up with the new abstract effect above. We’ll look at the IO (input-output) routing of the new MSG preset effect and show that although it’s individual processor have been swap evolved and are different than the original starting processors used in yesterday’s preset effect, the IO routing strategy we developed in yesterday’s preset is still being used in the our new evolved preset. So the underlying design strategy used to build the original effect is still maintained through the particular random directed evolution process we followed, and is actually quite important in terms of defining the range of potential effect styles that can be generated using it.
Procedural Copper Gate
The image above is a piece of procedural art generated from a directed evolution session that started with the MSG preset configuration we built in yesterday’s post. We’ll take a look at the process i followed to create this image, and reflect on the nature of hand built design vs directed random mutation and evolution in creating artwork.
Working with Swap Evolution and a Fixed MSG Routing Configuration
See the full gallery on Posterous All of the different abstract images above were generated by working with Swap evolution in the Evolution Editor starting from the MSG preset we built in yesterday’s post. So we’re working with a fixed IO (input-output) routing configuration for all of the different effects. And the number of processors in the MSG effect stays the same as well. The only thing that changes is that new processors with identical IO routing configurations are randomly swapped in to random processor positions during the course of the directed evolution session.This example shows how you can start with a pre-existing effect and create endless variations on it that look radically different with no real technical understanding of how MSG works internally.
Using Swap Evolution to Create a Variety of Different Procedural Effects
See the full gallery on Posterous The image gallery above are all examples of different procedural images i created using Swap evolution in the Evolution Editor, starting with the simple colorization preset we built in yesterday’s post. The point being that even with a simple MSG processor configuration by working with Swap and Mutate evolution processes you can still generate an infinite variety of different effects, working off of the same simple MSG processor preset configuration.
Working with Inspire Evolution to Build MSG Effects from Scratch
See the full gallery on Posterous The image gallery above shows off a few MSG source processing effects generated from scratch, using nothing more than a press of the Inspire command button in the Evolution Editor. Inspire evolution works off of the set of factory MSG presets, using them as a basis for building new mutated effect variations. Inspire evolution is a great way to create all kinds of amazing visual effects without understanding anything about manual editing of MSG presets.
Using Meta-Edits to Build Complexity into a Simple MSG Effect
See the full gallery on Posterous Yesterday we showed how to use the 3C Abstract12 CP MSG processor to build pseudo plant-like abstract procedural imagery. Today we will show how to use MSG Meta-Edit help commands and directed evolution to take yesterday’s simple effect and build something more visually complex.
Directed Evolution of Simple MSG Vector Shapes
See the full gallery on Posterous In yesterday’s post we showed how to build a simple MSG preset that stacked a 3C Abstract11 CP processor to overlay simple arrow-like vector shapes to build an abstract procedural image. Today we will expand on what we built yesterday by hand, using the Evolution Editor and directed evolution to build a more elaborate set of abstract visual images.
Using MSG Evolution to Dynamically Build New DualMode Paint Effects.
The image above is a frame capture from a movie stream animation generated by dynamically evolving a MSG preset used as the Dual Op in a DualMode Paint effect. This post continues our discussion from yesterday, but instead of working with the Paint Synthesizer Evolution help commands we’ll be using the MSG Evolution Editor live to dynamically evolve the MSG Dual Op component of a free running DualMode paint preset.

