Alright, take a look at the two versions of Starry Night above. They look the same, right?
There’s a Shel Silverstein poem in one of them. It’s chilling out in the different red values of the pixels in the upper left hand corner on the second Starry Night. I love this method of hiding messages.
If you convert letters into numbers, you can use those to make pixel color changes that are pretty darn subtle. Then when you send your encoded image to anyone with the original, they can use Processing to pull the message out.
Continue reading “Processing: How to Hide Messages in Images”
Did you know you can create an array of images?! I just learned this. And the really exciting part is that you can rig up Processing to look through your Sketch folder to get the names of images to load into that array.
Continue reading “Processing: How to Load All Images in a Sketch Folder”
mouseMoved() never seemed like a particularly useful tool in Processing until I started experimenting with different timeline set-ups. Turns out, it’s marvelous.
Continue reading “Processing: How to Code a Scrolling Timeline”
Back to my Spanish language Processing project. The original version is scripted to operate as flashcards, but what I really want is a game that’ll keep me more engaged. I’m a millennial with a raging case of undiagnosed ADD. I need game screens.
Continue reading “Processing: How to Control Game Screens with Mouse Clicks”
I’ve been on siesta for about a month now, so today I’m starting a new series. This one is going to be an experiment in building language-learning scripts.
Picking up a second language is really friggin’ hard. There are apps, but those seem to be tailored for total beginners. I took Spanish in high school, so I remember a lot of the rules. I don’t want to build from the ground up. I want something closer to a crash course. An interactive one.
So I turned to Processing.
Continue reading “Processing: How to Script Spanish Verbs and Pronouns”
After a long vacation, a wedding, a bad flu, and a whole mess of planes, trains, and automobiles, I’m back to talk about textures. I love playing with transparency in scenes, but scripting transclucency is a bit unusual in Processing. The normal Processing canvas doesn’t support an alpha channel, so it requires something called PGraphics().
Continue reading “Processing: How to Make Transparent Textures”
Animated textures in Blender is a thing! Immediately after finding that out, I set out to script a grid crawler texture in Processing. Because no one in their right mind would want to draw that by hand.
A Bit Of Everything has a post with the logic for a static grid, but somehow getting an animated version ate 3 hours of my life. All in all, it took about 12 tries. What I love about Processing is that even bad guesses can have pleasing results.
Continue reading “Blender: How to Loop an Image Sequence into Textures”
Scenes with custom textures always seem to turn out better for me, but they’re hellish to make. I’ve spent hours in GIMP hand-drawing patterns, carefully testing out layers to get effects. It’s a hassle.
However, I’m learning to automate more of that sort of thing with Processing. What’s really nice about that is you can get a texture that changes subtly every time you run the script if you use the Random function to assign coordinates, weights, and transparency values.
Continue reading “Processing: How to Randomize Textures”
I’ve been reading Code Breakers by Rudolf Kippenhahn. What hooked me into it was the part about the Wheel Cipher, a device envisioned by Thomas Jefferson in the late 1700’s. You can see Jefferson’s note about the wheel in his very own, genuinely awful handwriting here.
Continue reading “Processing: How to Code A Wheel Cipher Layout”