6
Nov2009
Generative art on canvas
At Epyc we changed the layout of our office some time ago… and because of this, some empty walls needed decoration.
My boss thought it would be cool to order 2 of my generative pieces on canvas.
Here’s the result:
The designs were printed on a 2 by 1 meter canvas. The frame has a thickness of 4 centimeter, which makes them even cooler. Great to finally see them like this. Makes me want to make some more.
Sorry for the bad image quality, I quickly took these photo’s using my cellphone.




These look great!
How are you producing print-quality renderings at that size?! Are you using your technique described at http://www.veryinteractivepeople.com/?p=21 … the ImageSnapshot class … or ???
These were made using my own ChunckedBitmapRenderer class. But, that class also has limits (which I discovered when trying to render at 35000 pixels… luckily I know how to work around these limitations, but unfortunately that will take some time to code).
These pieces were rendered at 9600 x 4800. This is good enough for a canvas print this size (but for a paper version I would recommend higher resolutions)
very nice results, cant stand blank walls
I was using your ChunckedBitmapRenderer, thanks a bunch for the code. I tried 10000 myself got a timeout error but wasnt able to change the compiler timeout settings in flashdevelop.
Would you say that is around the current limit anyway?
10 000 x 10 000 is already a 100 megapixel image. That’s enough for a giant billboard print. I almost never need more then that. Anyway, if you change the timeout settings, you should already be able to render at 10 000 * 10 000. When I tried rendering at 35000 pixels (for a 6 meter wall print) I got a memory error before I could even convert to PNG (which would have caused a timeout error becuase the conversion to PNG takes a lot of time).
Incase I do need something bigger, I save each bitmap in the ChunckedBitmapRenderer as a seperate PNG file, then stitch them together in photoshop. The reason for this is the conversion to PNG of the whole image at once takes too much time, causing the flash player to crash. Converting and saving 1 chunck at a time is the only way I was able to work around that problem.
Yeah good work around Ward, its amazing we can get this to work in flash in the first place
You might find this interesting, they are capturing bitmaps from an animation( with big overhead
)
http://hype.joshuadavis.com/blog/content/contextsavepng/