It can be seen as a resolution-independent modular graphics synthesizer as well as a mathematical visual programming engine. You design the rules or algorithm that creates images. In a sense, ArtMatic is a development environment, a huge toolbox of over two thousand functions you can assemble in infinite ways.ĪrtMatic’s unique user interface allows you to interact with it in various manners. With its enormous set of components you can: You can create trees from scratch, tweak and mutate any of the provided presets and examples, or discover and explore entirely new image spaces with ArtMatic’s powerful randomization and mutation tools.ĪrtMatic Designer is primarily conceived for creating images and animation. create natural looking textures and decorative patterns of all kinds.create and explore beautiful 2D and 3D fractals.create procedural terrains for ArtMatic Voyager or 3D applications.create 3D DF objects for ArtMatic Voyager.create density functions for volumetric clouds for ArtMatic Voyager.create modular sound synthesizers to produce a rich variety of sounds much-appreciated by sound designers and electronic music composers.explore and shade mathematical systems of all kinds.With its extensive set of mathematical tools ArtMatic offer a fun way to explore, teach and visualize mathematics. Keep in mind ArtMatic Designer is an ‘open’ system. There is in fact no limit to what it can be used for. With Compiled Tree you can design your own custom functions that will further enrich the huge toolbox of ArtMatic Engine. ArtMatic Designer and Explorer rendering is limited to 2D. It’s companion ArtMatic Voyager is designed for 3D rendering of terrains, clouds and 3D objects created in ArtMatic Designer. ArtMatic Explorer lets you tweak and render existing ArtMatic systems with all the richness possible with the various shaders and ‘published’ parameter space. The structure Tree is a web of Components wired together in limitless combinations. It is essentially a flow chart that defines the procedural mathematics creating the image. The tree takes its initial inputs from image space coordinates, time and various optional global inputs. Values are flowing from top to bottom and transformed by each Component until the bottom Component(s) outputs the final results.Įach component has up to four parameters that can be modified over time using keyframes. Component are represented graphically by a Tile and the term ‘Tile’ is often used in place of ‘Component’. Component can have 1 to 4 input dimensions and 1 to 5 outputs. When a Tree final component outputs a single value, the tree can be seen mathematically as a scalar 2D or 3D function. When the Tree final component outputs a RGBA vector the entire tree is an image rendering algorithm that creates each pixel color and alpha value. The number of input dimension used by the Structure Tree determines if the system is 2D, 3D, or even 4D if the Tree uses global time input as well.
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