To achieve a more brutalist style of texturing within our artwork, we’ll embark on an enlightening exploration. In this project, we’ll draw inspiration from a renowned Japanese ceramics technique known as Kurinuki and adapt its principles to our own unique textures.
Chop chop chop! In chapter 3, we'll be using a Japanese ceramics technique as inspiration for texturing a source image.
Before we delve into the project, we need to know exactly what Kurinuki is and how we're using a ceramic technique to cut sharp pieces out of our texture.
Let's go! Let's start by setting up the project from scratch! This should look like a similar process to the first project.
Smash that "1" key! We want to make an easy way to reset our feedback loop that doesn't involve searching around for a button in a parameter list!
Using the same textural effect from the previous project, let's make our displacement more blocky as if we're cutting out of the texture.
By default, displacement works out an average color if the effect lands between two pixels (called interpolation), but this can lead to a greying effect. By switching to the nearest pixel's color, we sharpen the distortion.
When working with ceramics, we don't get a repetitive block pattern but something more natural. By blending 3 noise OPs together, we can make something look a bit more textured.
We want to make our 'cuts' look a bit more natural, so to do this, let's add a bit of rotation to each noise pattern.
We may want to control how much displacement we have on a pattern rather than a single number, so by adding a Pattern CHOP in, we can get a new outcome.
S Curve does what it says on the tin. It's a curve shaped like an S which goes from one value to another over time!
What if we don't have access to any good images to distort? Well, this technique works incredibly well, even on gradients.
Time to frame that bad boy. Now we're loving it, let's add a border.
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