I’m working on a technique to create heavy textured straight brush strokes. There are a number of abstract paintings using textures I’d like to reproduce. I’m definitely a way off, but I’m liking some of the results so far.
What separates these from the fractals I’ve generated in the past is that they have a one dimensional linear component, and a single valued transverse component. Previously the fractals have all been 2 dimensional with more complicated structures, which would be multi-valued.
A big advantage of this is that I only have to compute one value per point and don’t have to use any alpha values. Here are some of the initial experiments.
The goal was to produce a rough edge as the “brush” lifted off, but I’m liking a bit of the texture on the most intense part of the “stroke”





I’ve made some changes to the way I’m drawing to the canvas. Using the imageData api is much faster, even though it’s a lot less user friendly. I’m able to keep a histogram of hits per pixel in the image. However, mapping the histograms to the color palette is now going to be more complicated, but I can fill in about 20 times the number of pixels. I’m putting the histogram into the alpha channel and I’m going to play with using the fill mode to mask off an image. In the mean time I ended up commenting out the page clear code, and I liked the trailers it produced. So here it is.