Started as a test of Rebelle software watercolor effects (I'm impressed), ended using Corel Painter, Dynamic AutoPainter, FilterForge, a Processing image bomber, and Photoshop. Tap or click thumbnail image for larger resolution image, free for personal use.

This is output from an image bomber I coded in Processing, worked up in some impressionist and book illustrative-style presets in Dynamic Auto-Painter Pro (a program that tries to make painterly images from any source image). I then did some layering trickery in Photoshop to blend the styles. The sources for the image bomber were circles in 24 shades of gray aligned to human perception of light to dark (white to black), with some random sizing, squishing, stretching and rotating (which is what the image bomber does)

The purpose of images like this, for me, besides being cool by themselves, is to use them as transparency (alpha) layers for either effect or image layers in image editing programs. For alphas, white areas are opaque and black areas show through.

This is my original work and I dedicate it to the Public Domain. Original image size (see syndication source, or if you're looking at the syndication source, click the thumbnail for the full image) : 3200 x 2392

Mud Bones, AI-assisted art

My toddler once referred to wood chips as "mud bones," which is where I got the title for this abstract work. (And it's an idea that makes me think. It's maybe not wrong.) This is an output from http://www.thisartworkdoesnotexist.com, which presents AI (GAN)-generated works that are necessarily in the Public Domain. I modified it with recoloring, blending of chalk, and painterly settings, and custom wood bark-like and custom noise alpha/blend layering in Photoshop.

Mud Bones, AI-assisted art

See http://s.earthbound.io/4h for original, print and usage. ~ Software used: 3DS Max (to render Work 00059 perpendicular to the normal of 3D noise terrain), Dynamic Auto-Painter Klimt3 preset, Photoshop, FilterForge. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

See http://s.earthbound.io/4i for original, print and usage. ~ Software used: 3DS Max (to render Work 00059 perpendicular to the normal of 3D noise terrain), Dynamic Auto-Painter Klimt3 preset, Photoshop, FilterForge. This variant was hue-shifted and further worked up from the base work. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

See http://s.earthbound.io/4j for original, print and usage. ~ Software used: 3DS Max (to render Work 00059 perpendicular to the normal of 3D noise terrain), Dynamic Auto-Painter Klimt3 preset, Photoshop, FilterForge. This variant is a black and white workup of the base work. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

Created by mapping art to the Z axis of a 3D noise map (terrain heightmap), viewed top down, then working up the result in Dynamic AutoPainter Klimt preset, then hue shifting in Lab colorspace in photoshop, and maybe other tricks (my notes say FilterForge?). Former title: 00061 abstraction, and maybe other things. I gave up on numbering works–keeping it straight in my many source files is a technical feat beyond me.