Generativeart emerges from the intersection of technology and creativity, a concept that began to take shape with the advent of computers in art during the mid-20th century. This art form is all about creating systems or algorithms that can generate art, offering a blend of predictability and surprise in each output!
As technology advanced, so did the scope and complexity of generative art. From plotter drawings to intricate digital ecosystems, this field has expanded to include interactive installations, web-based environments, and AI-driven projects. Each leap in technology offered artists new tools to explore the dynamic relationship between creator, creation, and viewer.
The literature on contemporary generative art is as diverse as the field itself, offering insights into cutting-edge techniques and the ever-blurring lines between creator and creation. These works not only showcase the technological prowess of modern generative art but also delve into its implications for future artistic practices, exploring how it challenges our perceptions of art, authorship, and creativity.
While covering a broader range of new media practices, this book includes discussions on generative art within the context of contemporary digital art. It offers insights into its place within the wider art world.
As we conclude our exploration, remember the depth and diversity of learning that books offer. From the precision of algorithms to the foundational theories of design, each page offers a unique perspective for understanding and creativity. The tactile experience of reading provides a thoughtful pause, a quiet space for inspiration distinct from the digital whirlwind. This analog/digital blend, old and new, broadens our creative horizons! It encourages us to draw from a well of knowledge that spans centuries and technologies. Until next time, friends!
When I first started, I encountered all the issues mentioned above. I overcame them with a combination of all-nighters, hiring the right (and expensive) experts, and in some cases, luck. I also wasted a lot of time and money.
Elburz deep dives on all the the inner workings of Python in TouchDesigner. This introductory course takes you from the very beginning of your Python journey and explains concepts that will create a powerful foundation for all your Python scripting in TouchDesigner.
Physics is the key to unlocking a new level of realism and natural interactions in your TouchDesigner installations. Put plainly, it brings a new level of immersive fidelity and consistency to interactive installations.
Everyone has had a client ask them to make something cool with a Kinect 2. Where do you being? What can you make? Will it be hard or easy? How do we combine the Kinect info with regular TouchDesigner work that we have to do. In this workshop, I introduce you to the fundamentals of using the Kinect 2. This includes initial setup, using the invaluable Kinect Studio 2.0, demonstrating the common uses of Kinect 2 in TouchDesigner, and then talking through many of the common hardware pitfalls when using a Kinect 2 for a project.
When you understand how to apply GLSL, you can create 3D installations on a massive scale, work with high density point clouds using sensors, and manipulate complex geometry in real time for truly interactive, large-scale immersive projects.
Getting gigs can be hard. Even something as simple as figuring out the budget can be a challenge. Whether your new to the industry or a seasoned pro, there are many factors to consider in pricing. To add even more on your plate, once you have a price, you still have to put together a nice presentation to pitch the project. In this workshop, I take you through the common process of pricing and pitching a gig to win it as quickly as possible.
Well, most TouchDesigner developers are used to standard computer vision, which requires you to program very specific rules for every bit of data your installation ingests. If the data varies even slightly, the rules must be reprogrammed, or the installation can break.
And this is just the tip of the iceberg. From realistic landscapes generated using millions of data points, to style transfers that look just like a Monet, to near-limitless skeleton tracking, ML blows open what is possible with TouchDesigner.
For those unfamiliar, Runway ML is an application that allows you run ML models both locally and even on their own Remote GPU cloud resources that eliminates the need for you to have custom software or hardware to leverage machine learning.
Prerequisites: To get the most out of this course, you should already have a good fundamental understanding of TouchDesigner, as well as Python and how it is used inside of TouchDesigner. We recommend our TouchDesigner 101 and Python 101 for TouchDesigner courses.
Visualising ideas by using code
Images are no longer created manually but through a visual idea which is translated into rules and then implemented in a programming language in the form of source code. The result is a piece of software which hopefully creates the desired images or even permutations. To cut a long story short: design is created by coding software instead of using software. Sounds a bit abstract, hu? So what can actually be done with? Here a few possible fields of application and related best practice examples.
If you are wondering what generative design is, or curious about the potential impact it may have on your practice, grab this book and read the appendix first. Head straight to page 460 and read about the new methods and processes that generative design offers. With this information fresh in your mind, go back to the beginning and look through the sample projects, work with the sample programs and tutorials, and you will begin to see and understand the potential this method of design has to change the way you work. Generative Design is not simply a new tool allowing designers to draw and paint digitally, like a new version of Illustrator or Photoshop. It is a new method, a new design process, a new way of approaching a problem.
Generative Design, written by Hartmut Bohnacker, Benedikt Gross, Julia Lauband edited by Claudius Lazzeroni, is broken down into three sections: Project Selections, Basic Principles, and Complex Methods. Each section is clearly marked and color coded for ease of use.
Project Selections is a collection of 35 works of generative design created by artists and designers from around the world. In addition to the brilliant images of code driven generative design, there are references in the descriptions of each project to examples of code in subsequent sections of the book that allow you to explore the creation of similar effects. The images are beautifully printed on glossy paper giving the examples a gallery-like feel.
The Basic Principles section contains introductory programs to get you started with generative design. These programs start with simple commands, such as generating color and shapes, and working with typography and images, that progress in complexity. This section is great for understanding the potential in developing a design process that includes generative design as a working method. The information here (and in Complex Methods) is printed on off-white uncoated paper and utilizes clear annotations and explanations of the code being used. If functions like a programming text book, but more beautiful and functional than any text book I have ever used.
Complex Methods is a collection of programs that combine the ideas and code introduced in Basic Principles to create complex systems and software applications. The tutorials provided here are more than just sample code or simple programs to play with. The reader is introduced to the potential generative design holds to create new systems and tools for the creation of design.
Reading this book is an incomplete experience without a computer, the Generative Design web site (which includes open forums, links to important resources, and videos of the programs in action), the example code downloaded, and the Processing application installed . Reading the text, exploring the code and seeing results on screen that match those printed in the book really is a lot of fun. The example code is exciting and solidifies the possibilities and potential of generative design. I already have a list of things I want to try out.
The descriptions of how Processing works as a programming language do not go into the specifics of writing code, but highlight the most important fundamentals. If you want to learn every detail about programming in Processing you will need to find another source. I recommend Processing: A Programming Handbook for Visual Designers and Artists by Casey Reas and Ben Fry, the creators of Processing. I referenced this book a few times while working on the examples to find definitions of certain pieces of code that were not explained in Generative Design.
My only complaint is that of the 35 project selections, only 12 place generative design in the context of practical application. I would like to see more examples of how this type of design is being employed in practical applications to communicate ideas. The project selections that show examples of generative design used in the creation of logos, identities, typography, architecture, and information graphics are incredibly compelling. The formal experiments are beautiful to look at, but it is the practical applications that really display the possibilities of applying generative design to everyday practice.
This book provides so many ideas, different directions, and options for the presentation of the mountains of data that we generate and collect every day, that it is almost overwhelming to think about. Generative Design is a volume that is accessible, well written, easy to use, beautiful to look at, and guaranteed to jump start the mind of anyone who spends time (or would like to spend time) writing code to create art and design.
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