Until recently I’ve just been saving all of my images out of Processing using a simple saveFrame command and throwing all of my images into one giant folder. Looking into this folder I see a few key problems. I’ve come up with a little system to help me keep better track of renderings of my generative works. Unfortunately it won’t work retroactively, but it’ll be useful for future work, and perhaps it can be helpful to some other Processors.

This very adding this very simple snipped to a Processing sketch will save out an png of the render window whenever the ’s’ key is pressed. #### will be replaced by the current frame number.

void keyPressed() {
  if (key=='s') {
    saveFrame("name_of_sketch-####.png");
  }
}

This works out pretty nicely, but if you run the sketch twice and just happen to press ’s’ on the same frame the first image will be overwritten. Another issue, which might not seem to bad until you have a huge library of images built up, is the order of the files. If the sketch is run many times, all the saved images will be mixed together. Ideally images saved from one run of the sketch should be named sequentially so all the images from one run can be seen together.

Adding an arbitrary value to the particular run and sticking it into the file name fixes these two issues. Many of my scripts include a function to reset the program so it can be run a few times without being completely restarted. In this case, incrementing this arbitrary global value maintains the order of a set of runs.

int G;

void setup() {
  G=floor(random(10000,90000));
  //noiseSeed(G);

}

void draw() {
}

void keyPressed() {
  if (key=='s') {
    saveFrame("name_of_sketch-"+G+"-####.png");
  } else
  if (keyCode==BACKSPACE || keyCode==DELETE) {
    // code to reset script
    G++;
  }
}

This system isn’t perfect, but is a vast organizational improvement for just a few extra lines of code

Another useful trick, if you have a script which utilizes a lot of Perlin Noise, is the set the noiseSeed to a random integer (like G in the script above), and include that in the file name. This way, if you want to rerun the script with the same parameters later, you can always set G to the integer in the file name of a particular saved image.


I’ve gotten a few questions recently about how to render Processing scripts for printing. There are a few obstacles, but there are two simple methods which work pretty well. Between the two I’ve been able to get high resolution renderings of different types of scripts without having to do anything terribly complicated. The image will be exported as either a vector (shapes) or a raster (pixels) image. Depending on the sketch one method might be much more useful.

Exporting a Scalable Vector Images

The best way to get a high resolution image from Processing is to export the sketch as a vector image. With respect to graphics and images a Vector is just a fancy word for a shape. Unlike a Raster image which records visual information in an array of pixels, vector images are composed of shapes. For some applications this can much more useful. Typefaces, many logos, and other graphics composed of flat shapes are created with vectors. The shapes in a vector image can the be colored, outlined, and styled in many other ways. Vector images can be much smaller than a rasterized version, and most importantly, they are scalable. Since the image is made of shapes it can be stretched as large as you need it and will lose no quality.

Shapes drawn with processing commands are vector shapes, and Processing includes a library to export this data as a PDF document, which can then be opened and used by any vector editing program.

To capture the vector data import the pdf library, call beginRecord(), draw your shapes, and then endRecord(). A simple code to capture a frame on a mouse press could look like this.

import processing.pdf.*;

boolean capture=false;

void setup() {
}

void draw() {
  background(255);
  if (capture==true){
    beginRecord(PDF,"vector_file.pdf");
    render();
    endRecord();
    capture=false;
  }
}

void mousePressed() {
  capture=true;
}

The script above would have all the drawing functions within the render() function. To be less obtrusive the beginRecord() and endRecord() functions can be within separate conditionals. The code between them will be run all the time and the data will be recorded only when the mouse is pressed. The new draw() function would look like this:

void draw() {
  background(255);
  if (capture==true){
    beginRecord(PDF,"vector_file.pdf");
  }

  //
  // drawing code
  //

  if (capture==true) {
    endRecord();
    capture=false;
  }
}

Notes about exporting PDFs.

  • The exported PDF will be in the sketches folder and titled with the second parameter of beginRecord().
  • You can open the PDF with a vector program like Adobe Illustrator and edit the shapes.
  • Any shapes drawn, even if they are outside the rendering window will be in the PDF. Remove the Clipping mask to reveal all the shapes.
  • For fills and strokes to work they must be called after beginRecord().
  • The size of the vector file is dependent on the number of vertices in your image.
  • For cumulative rendering place beginRecord() in the setup and endRecord() with a key or mouse press before closing the sketch.

Exporting Large Raster Images

Using a raster image can be a better option if you have a program with a lot of complex shapes. Saving pixel images is also easier, faster, and less processor intensive, but you lose the scalability. To save an image use the saveFrame() function.

void keyPressed() {
  if (key=='s') {
    saveFrame("image-####.png");
  }
}

The #### will be replaced with the frame number. TIFF, TARGA, PNG, and JPEG files can be saved (default is TIFF), and again the image will be in the sketch’s folder. To create very large renderings you can simply increase the window size and scale up the sketches parameters as necessary. I’ve rendered sketches much larger than my screen-size with good results, but can’t promise it will work on all platforms. On a mac you can enter exposee and an extra large window will shrink to fill the screen, although you can’t interact with it.


After playing with binary cellular automata I thought I’d expand the script a little to accommodate more than two states of a pixel. Three loops are nested and each is iterated once for each state. If the index of each loop equals the three values above the current point the function returns the current state of a counter which is incremented in the innermost loop. In a binary system this is a little more complex than just testing each of the eight possible combinations, but is almost necessary when dealing with more states. I’ll post my code at the bottom of this post. But first, some pretty pictures.

processing cellular automata 4

processing cellular automata 3

processing cellular automata 2

read on »


In my last post I explained how to control the brightness of multiple light emitting diodes connected to an Arduino with an interface scripted in Processing. The script which I created was great because it just took a series of values sent via USB and lit the LED’s appropriately. This is convenient because it is not specific to any input which might be needed to control the lights. The script to send a value serially along with an indicator character can be added to any Processing script. Naturally one of the first things I had to do with it was create an audio visualizer. With the Arduino programmed as it was all I had to do was use a sound library to break an audio input into frequency bands and send the values down.

arduino led audio visualizer

The circuit is pretty straight forward. Six LED’s are connected through resistors to the six pins which support PWM (3, 6, 5, 9, 10, 11) and to a ground pin. I have everything crammed onto a tiny breadboard on my proto-sheild cause it’s cute and self contained. That’s just my style. PWM stands for Pulse Width Modulation and is the a way to control the brightness of LED’s as well as some other components. It is a digital output and produces the effect by switching on and off very quickly. The result can be visualized as a square wave. When you send a higher value to a PWM pin it will spend more time on than off. This blinking is faster than we can see so the LED appears to be changing brightness according to the amount of time it spends in the on position.

pulse width modulation graph

read on »


As I started working with my shiny new Arduino board I quickly learned how to build basic circuits and program the micro controller to respond to various stimuli, but what really interested me in the technology was the ability to send information between the board and a computer. I’ve done a fair amount of programming in Processing and was excited to bring some of my work off screen. There is a nice script on the Arduino site on sending data from the board to a computer to control elements within a processing sketch. Unfortunately, the reverse is not as well documented.

I needed a script to send multiple variables from Processing to an Arduino to control a few components. After a bit of research, and more trial and error, I put together a script which controls the brightness of three LED’s through a virtual interface on a monitor. Here are my scripts and the circuit I came up with. It seems simple enough to me but if anyone has suggestions I’d love to hear them.

physical LED pixel on arduio board controlled with processing

Here three color LED’s are connected to pins 9, 10, and 11 which can use Pulse Width Modulation (PWM) to control the brightness of each LED. They are connected to their respective pins through appropriate resistors and also connected to a grounded row in the bread board. In the image I am using the prototyping shield from Adafruit which makes it easy to build small circuits.

read on »


arduino led display

My processing work in my blog as slowed to a trickle recently. This is due to a couple of large projects which I can’t wait to reveal. One is a fun web project and the other a flash application. I’ve also been playing with my fancy new toy here and am beginning to make some progress. Along with the Arduino board I’m also using a prototyping shield from Adafruit. It creates a nice little workspace with a breadboard and some extra power sources and grounds. It also contains two led’s, one of which I wired to digital pin 0 on the underside of the board. This just keeps the light on (as long as I’m not using the pin for something else) when the board has power, and makes it blink when data is being transmitted. The shield covers up the power and transmission led’s on the Arduino itself.

In the photo above I have an led display I took out of something else and, for the sake of learning, programmed. Turning the potentiometer controls the display. Nothing thrilling, but it’s good practice. I’ve also been trying to understand serial communication so I can build devices which send and receive complex data.

Anyway, there’s a quick update, and here is my Arduino code in case it might be useful to someone. It’s not put together very well. In particular there should be a 2d array containing all the numerals and their corresponding led’s. But nonetheless.

read on »


perlin noise flow field particle system 3151

Perlin noise is a pseudo-random gradient texture, developed by Ken Perlin beginning with his work on the 1982 movie Tron. It continues to be a great tool to create textures and dynamic elements. The function generates a continuous string of values in any number of dimensions. Although it was initially developed to build textures it can be very useful for many other things such as particle motion. Noise is generated by a series oscillations over a variety of frequencies, similar to an audio signal.

Processing supports Perlin noise in up to three dimensions and can be implemented by calling the noise function with the parameters for the coordinate. I’ve been playing with using Three dimensional noise to create an animated force field or flow field in which particles move and thought I’d build a little tutorial to demonstrate some useful applications.

read on »


Quartz composer is a great tool for audio visualization for two main reasons. First, it renders incredibly quickly and smoothly. Unlike processing, which i usually prefer for its flexibility, which would quickly start dropping frames if you try to create many of the effects Quartz Composer has. The second thing that makes it great for live performances is the fact that the script can be edited live while it is rendering. Most environments would require the script to be saved, recompiled, restarted to make any changes. This is also made easier by the very clear visual environment.

The drawback of course is there are only a limited number of predefined functions which can be used, but there is still some room for creativity. The program is still very new, so I have some hope for its future. Another drawback is it’s only for mac and only the newest operating systems (10.4, 10.5) at that, but if you have a mac, you’ve already got it. Check out my previous post on QC for more info on that. read on »