I'm building a multi-platform, real-time paint simulator based on Rust + WebGPU.
I'm strongly interested in how close computer simulation can get to traditional art materials, or in the interrelationship between traditional art materials and digital painting.
Currently, I've implemented basic art materials such as watercolor, oil paint, gold leaf, crayon, and pastel.
You can easily try it out from your browser!
Please give it a try if you'd like.
https://t.co/x5EMm6WXHY
#WebGPU #rustlang
Charcoal now has a 3D model, so drawing feels more real.
With real charcoal I keep brushing the dust with my hand, so I'm making the dust movable. Draw over it again and it looks much closer to the real thing.
I tried charcoal drawing on a range of devices, and it needs to be a bit faster. It adds a lot to what you can draw, so I'm going to work on speeding it up.
mignon Pro for Android and iOS mostly looks the way I want it to now.
Next I'm adding PSD export, more digital pen features, and animation.
Would be nice to get it all done in November.
Had no idea how this would turn out, but it's starting to take shape. Tuning friction and static should get it further.
Glad I could put an MPM engine in here: it's the base for running liquid through it, dissolving pigment in water, and using viscosity to make the oil paint richer.
I can add salt too. More range, and now the media have a common ground to act on each other, which I like.
Speed is fine. Memory is the problem, so that's next.
Starting on the charcoal brush. No idea if it'll actually work.The plan is to use Mixed MPM to move charcoal particles around and let them settle, so the strokes have some life in them...
If charcoal works out, I want the same powder movement in the pencil.
Either way I'll have to implement fixative too.