We have already covered the work of designer/design engineer Kenichi Yoneda aka Kynd, exploring physical painting effects using openFrameworks. At the recent openFrameworks Developer Conference held held at YCAM as a part of the Yagamuchi Mini Market Faire, Kenichi introducing various projects developing algorithms he has been working on including drawing by the bleeding of watercolor as an act of digital painting.
I’ve been recalling sometimes that I was asked if it was possible to do my own watercolors in a video in the e-mail interview with Guernica Magazine. Since then I’ve been kind of haunted with the idea of mimicking my watercolors with codes but made no real attempt for a while. Finally in the last weekend I could spend about a day working on it and I think I got something close.
Kenichi has already explored pencil-like drawings of photographs and early attempts at watercolor-like textures but these latest experiments have a life of their own. Combining Water and Pigment Layers using openFrameworks FBO, Kenichi is writing graphics a texture image instead of the screen. This of course brings speed improvement but he is also able to blur and combine multiple images using openGL texture(image) blending functions, just as you can do using Photoshop layers.
FBOs are also used to create views of other scenes, like a TV in a house. A scene can be rendered through an FBO to a texture, then that texture can be applied to the surface of another object. You can also create a depth buffer within your fbo to figure out which objects should go in front of which other objects. As an example of an advanced usage: Create an ofFbo. Attach the color buffer of the ofFbo to a texture. Attach the depth buffer of the ofFbo to a texture. Render the texture to screen with a pixel shader using ofShader (more).