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SEPTEMBER 16, 2003 Digital Anarchy Texture Anarchy
How it works: interface, workflow, functionality Because the three filters in this collection are so similar in functionality, I won't go into each one in depth. Instead, let's take a look at Texture Anarchy Explorer, which is somewhat representative of all three in terms of workflow, interface and core functionality.[an error occurred while processing this directive]When you launch Texture Anarchy, as with the other two filters in the collection, you're presented with an interface that will likely remind you of some of Kai Krause's experiments in interface design. Personally, I've always had a low tolerance for that sort of interface, which always struck me as confrontational rather than conducive to the creative process, unless your idea of the creative process is to sit all day clicking on seemingly random buttons until you arrive at something resembling the effect you were going for. However, in the case of Texture Anarchy, my initial impression was dead wrong. Rather than being a hindrance to production, the interface in Texture Anarchy actually helps to facilitate a variety of different workflows, allowing you to "play" with texture mutations, go in and modify parameters manually or even simply select from a list of presets, which you can apply right away or modify further. It provides you with access to a huge depth of features in what must be the simplest way possible for this sort of filter. ![]() The screen shot above shows only a partial interface view. Texture Anarchy opens up full-screen, and, being as my primary screen is 1,920 x 1,080, I couldn't fit it all on one page without shrinking it down beyond recognition. However, what you're looking at is the main portion of the interface. When you mouse over any element, detailed tool tips appear at the top left of the interface (not shown). And on the top right, you'll find various options, including access to the presets libraries, seen below. ![]() So what does all this stuff do? At the center of the screen, you see your image with the currently selected effect applied to it. The variations surrounding the main image are "mutations" of the effect, so, if you like something you see there, you can simply click it to apply it to your image. In addition, the aqua-looking indicator bars on the top right allow you to select the level of mutation, so that you can choose from slight variations all the way up to radically varied effects. Keep in mind, however, that you never have to touch a mutation button, if you prefer not to. Instead, you can go in and manually generate your effects with an incredibly deep procedural engine designed to give you as much flexibility as you can possibly handle, along with as many different ways of using it as you could likely conceive. Let's get into it with the assumption that you want to go through the manual process of creating a unique texture. First, at the most basic level, you can open up the presets libraries and choose a basic starting point from the dozens supplied--maybe a metal or stone effect for starters. (I haven't gone through and counted all the presets, but there are quite a few available.) ![]() Prev 1 2 3 4 5 Next Related sites: Animation Artist Creative Mac Digital Animators Digital Media Designer Digital Producer The WWUG Related forums: [an error occurred while processing this directive]
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