ArtMatic Designer Concepts



Definitions

Parameter space

A structure Tree defines a mathematical system that can have many states depending on all the component's parameters settings.
The ensemble of parameters values in a Tree is sometimes referred to as the "parameter space". A point in the parameter space is just a set of all particular parameter values at that point. ArtMatic "parameter space" dimensions can be huge, often over hundred dimensions. Keyframes stores a a particular point in that space. Changing parameters moves the system to another point in parameter space and animation can be seen as a trajectory in the parameter space between keyframes "points".
Not all points in this giant space give interesting results but ArtMatic was designed to provide many ways to explore this space to find interesting places like randomization, keyframe interpolation and the Mutation dialog.

ArtMatic Engine

refers to the toolbox and rendering engine that is shared by ArtMatic Designer, ArtMatic Voyager, V-Quartz and future Apps that will benefit from the same engine.

Structure Tree :

The ArtMatic Structure Tree, often called ArtMatic system, is basically the set of Components connected together that define the procedural function described in Structure Tree & Components. An ArtMatic file is composed by its Structure Tree plus additional shading variables and optional gradients data.
Structure Tree design and editing is only available with ArtMatic Designer in the Design Room.
Most of the time you will modify existing trees by changing its components and eventually adding new functions. Advanced users may want to create complete trees from scratch. All the Tree building and editing tools needed for that are found in the
Tree Editing & Shading Area.
Learn more about designing tree concepts in the Building trees page.

Compiled Tree :

A Compiled Tree (CT for short) packs a Structure Tree in a single Component. With CTs, Structure Tree can be nested without any limit in levels (CTs can contains CTs that contains CTs). A single level can contain several CTs so there is no limit in the complexity of an ArtMatic Structure Tree.
In general Compiled trees that have the same number of inputs than outputs can be used in feedback mode for recursive computation. Compiled trees are described in more details for each Component type in the component references organized by input/output dimensions. For example
21 Compiled tree will discuss 2D scalar CTs while 33 Compiled tree will discuss 3D vector CTs.
11 Compiled tree can have a packed output and still return a 3D or 4D vector. A 11 CT with 4 packed output will be equivalent to a 14 CT but with the advantage of being connectable directly to a single input that accepts packed data like typically RGBA stream.

Band-limited.

A function is band-limited when its frequency content falls within specific intervals. (You can think of frequency as a measure of the size of the function's features--high frequencies generate small-scale features and low frequencies generate large-scale features). The Perlin Noise function is a good example of a band-limited function whose output falls in a very narrow frequency band.


Maximum iterations for fractals

Determines the number of iterations used by fractal noises and certain iterative functions. Setting this value high will produce more higher harmonics that lets you zoom far inside the fractal to discover lovely details found at the "microscopic" level. If a texture or terrain becomes too slow to render you can limit the octaves to 8 or lower. This setting is a property of a given ArtMatic system and affects the level of details of multifractals textures and terrains used in ArtMatic Voyager. Note that band-limited noise can stop adding high frequencies before rieching this limit when details becomes smaller than pixel size.



Main Gradient

(top right)

Precisely how the final output value is mapped to a color depends on the whether the tree is scalar or RGB-based. For RGB-based trees, the color is calculated directly from the 3 output values of the last Tree tile. If the tree is scalar or 2D (2 outputs), the color mapping is handled by the active Shading mode that uses the main gradient to provides the colors. In most cases low values will be mapped to the left-hand color of the gradient and higher values are mapped to the colors further right.
Even when the Tree is RGB and don't use the Main Gradient it can have components that uses it to shade the component results like
13 Main Gradient .

What is a gradient? A gradient is a special type of palette that has a user-definable number of color slots. Each slot has its own color. ArtMatic automatically generates all the colors that lie between adjacent slots by linear interpolation ; so, with a few mouse clicks you can create rich palettes. For example, if you want to create a palette that goes from black to white with all the shades in between, you only need a gradient with two slots. Select black as the left-hand color and white as the right-hand color, and ArtMatic does the rest. Each keyframe can have its own gradient. You can store your own gradients in ArtMatic's gradient library. You can also export and import gradient libraries using the Gradient Editor.
Click on any color box of the gradient to choose another color. With shift key down the change is stored into all keyframes. Use the Edit gradient below for structural changes and more editing options.




Global Input Matrix


The Global Input Matrix feeds information to the Structure Tree. In addition to the x and y canvas coordinates, time, audio analysis, and ArtMatic Voyager information can be sent to the tree. ArtMatic Voyager information is only sent to the tree when the ArtMatic structure is being used inside of ArtMatic Voyager. The other global inputs are generally used for one of two applications: 1) using time or audio input to influence the tree when rendering animation/movies, 2) using information from ArtMatic Voyager to create color maps influenced by elevation and/or slope.
The information passed out of global inputs (Z, W, A1, A2, A3, and A4) is determined by the Input Matrix mode. The x and y global inputs are always the (x,y) coordinates of the ArtMatic Canvas. The input matrix mode is set in the Input Matrix Setup dialog that is invoked by clicking on any label of the input matrix.


When Editing a Compiled Tree the Global inputs graphic make room for slots representing the CT's own inputs. They are labelled i1, i2, i3 and i4. You can actually remove one of these inputs if not used by (option click) on the input circle that corresponds. In some occasion you may want to connect a Tile inside the CT to global inputs bypassing the CT inputs. For example you may feed the CT with transformed coordinates while one element in the CT may need to use the original untransformed coordinates. In that case you will connect that tile to the global X Y inputs instead of i1 i2.




Auxiliary colors squares



The auxiliary color squares are color pickers for choosing the auxiliary colors used by some shading algorithms and various components. The number of auxiliary colors used is determined by the shading algorithm or the presence in the Tree of components using them. Note that auxiliary colors are global to a particular ArtMatic file and are not stored in keyframes so they can't be animated.

Depth cue color

The color used by Infinity, depth cuing when ON and certain Components like 44 Alpha Fade) or 23 Pict/Movie Overlay. The Depth cue color is always visible and available even if Depth Cuing is turned off. This color is used in RGB-based systems wherever the value infinity is encountered like the outside of pseudo 3D objects and where the infinity gate component is used.

Aux color A

Auxiliary color A (default : dark red) is used by several scalar tree procedural shaders (see below) and by RGB Multi mode mode for Tree extra outputs. A couple of components uses this color as well like 44 RGB * alpha or 13 Shaded plain color in certain modes.

Aux color B

Auxiliary color B (default : green) is used by several scalar tree procedural shaders by RGB Multi mode mode for Tree extra outputs. A couple of components uses this color as well like 44 RGB * alpha in certain modes. S:P Logic &Profiles uses Aux color B to shaded the edges for example.





Shading modes

The Icon below the color squares controls the current shading algorithm or Shading mode. Note that Shading mode is global to a particular ArtMatic file so it is not stored in keyframes and can't be changed over the course of an animation.
Click here to pop up a list of the color shading algorithms which are described below. The contents of this menu changes depending on ArtMatic Tree output type.
For scalar trees (1 or 2 outputs) the shading algorithms are the following:

For RGB or RGBA trees (which includes packed RGBA output trees) the shading algorithms are the following:

1.5 standard color & freq/amp options set

The standard set of options for all new 1.5 textures gives all possibles color and frequency/amplitude modes. Color and Freq modes can be selected independently.
Shading may change according to which set of option is chosen. In general when a DF mode is selected the amplitude is set automatically as the frequency inverse to insure DF consistency and the values below zero are not shaded. In DF modes the Amplitude parameter no longer affects the alpha output and contour shading of the zero crossings is disabled. A true DF contour with its own color may be added for certain "Style" values.

Options :

1.5 Picts options set

The various RGB or RGBA pict/movie tiles, including new Atlas related tiles, have a new set of dual options. First part sets the background color when outside the pict or when there is an alpha. The lower part set the scaling reference for more flexibility. In previous version the pict Y was mapped to +-Pi, but there are many cases where it would be preferable to map X instead or to fit X or Y into a the unit grid. So ArtMatic Engine 8.5 provides several scaling options.

Options :

Scale options set

ArtMatic Engine provide various ways to interpret parameter values.

Options :

Frequency Options

Most noises and fractal surfaces generator have a Frequency options pop up that sets how the frequency parameter is interpreted. In general these functions are "adaptive" in term of frequency content as discussed in "Adaptive, Band-Limited Noise Functions"