def proc_plank(m): data['img_name'] = "plank" matrix = m count = 0 for y in range(var['height']['var']): for x in range(var['width']['var']): index = (y * var['width']['var']) + x R, G, B = RGB(1) if x % int(var['width']['var'] / int(var['width']['var'] / var['density']['var'])) == 0: chance = randint(0, 100) if chance < var['grain']['var']: R, G, B = RGB(var['texture']['var']) if x % int(var['width']['var'] / var['count']['var']) == 0: count += 1 R, G, B = RGB(var['line']['var']) if y % int(var['height']['var'] / var['stagger']['var']) == 0 and count % 2 == 0: R, G, B = RGB(var['line']['var']) if y % int(var['height']['var'] / var['stagger']['var']) == int( var['height']['var'] / int(var['stagger']['var'] / 2)) and count % 2 == 1: R, G, B = RGB(var['line']['var']) if count > var['align']['var']: count = 0 matrix[index] = data['blnd'][var['blend']['var']]( (var['R']['var'], var['G']['var'], var['B']['var']), (R, G, B)) matrix = overlay_img(matrix) return matrix
def proc_noisy(m): data['img_name'] = "noisy" matrix = m for y in range(var['height']['var']): for x in range(var['width']['var']): R, G, B = RGB(1) chance = randint(0, 100) if chance < var['grain']['var']: R, G, B = RGB(var['texture']['var']) index = (y * var['width']['var']) + x matrix[index] = data['blnd'][var['blend']['var']]( (var['R']['var'], var['G']['var'], var['B']['var']), (R, G, B)) for y in range(int(var['height']['var'] / var['count']['var'])): for x in range(int(var['width']['var'] / var['stagger']['var'])): R, G, B = RGB(var['line']['var']) chance = randint(0, 100) if chance < var['grain']['var']: R, G, B = RGB(var['texture']['var']) index = ((y * var['count']['var']) * var['width']['var']) + (x * var['stagger']['var']) matrix[index] = data['blnd'][var['blend']['var']]( (var['R']['var'], var['G']['var'], var['B']['var']), (R, G, B)) matrix = overlay_img(matrix) return matrix
def proc_perlins(m): matrix = m data['img_name'] = 'perlins' n1 = noise.Noise(2, octaves=var['octaves']['var'], tile=(var['density']['var'], var['density']['var']), unbias=True, seed=8675309) n2 = noise.Noise(2, octaves=var['octaves']['var'], tile=(var['density']['var'], var['density']['var']), unbias=True, seed=var['seed']['var']) for y in range(var['height']['var']): for x in range(var['width']['var']): index = (y * var['width']['var']) + x mod1 = n1.get_plain_noise(x / (var['scale']['var'] * .1), y / (var['scale']['var'] * .1)) mod2 = n2.get_plain_noise(x / (var['pack']['var'] * .1), y / (var['pack']['var'] * .1)) R = int(var['r']['var'] * (mod1 * (var['strength']['var'] * .1))) G = int(var['g']['var'] * (mod1 * (var['strength']['var'] * .1))) B = int(var['b']['var'] * (mod1 * (var['strength']['var'] * .1))) r = int(var['R']['var'] * (mod2 * (var['texture']['var'] * .1))) g = int(var['G']['var'] * (mod2 * (var['texture']['var'] * .1))) b = int(var['B']['var'] * (mod2 * (var['texture']['var'] * .1))) matrix[index] = (data['blnd'][var['blend']['var']]((R, G, B), (r, g, b))) matrix = overlay_img(matrix) return matrix
def proc_noise(m): data['img_name'] = "noise" matrix = m for y in range(var['height']['var']): for x in range(var['width']['var']): index = (y * var['width']['var']) + x R, G, B = RGB(1) chance = randint(0, 100) if chance < var['grain']['var']: R, G, B = RGB(var['texture']['var']) matrix[index] = data['blnd'][var['blend']['var']]( (var['R']['var'], var['G']['var'], var['B']['var']), (R, G, B)) matrix = overlay_img(matrix) return matrix
def proc_gradient(m): data['img_name'] = "gradient" matrix = m for y in range(var['height']['var']): for x in range(var['width']['var']): index = (y * var['width']['var']) + x i = (y / (var['density']['var'] * .1)) + 1 R, G, B = RGB(i) chance = randint(0, 100) if chance < var['grain']['var']: R, G, B = RGB(var['texture']['var']) matrix[index] = data['blnd'][var['blend']['var']]( (var['R']['var'], var['G']['var'], var['B']['var']), (R, G, B)) matrix = overlay_img(matrix) return matrix
def proc_skin(m): data['img_name'] = "skin" matrix = m count = 0 for y in range(var['height']['var']): for x in range(var['width']['var']): index = (y * var['width']['var']) + x R, G, B = RGB(1) chance = randint(0, 100) if chance < var['grain']['var']: R, G, B = RGB(var['texture']['var']) if y % var['count']['var'] == 0 and count % 2 == 0: R, G, B = RGB(var['line']['var']) count += 1 if count > var['stagger']['var']: count = 0 matrix[index] = data['blnd'][var['blend']['var']]( (var['R']['var'], var['G']['var'], var['B']['var']), (R, G, B)) matrix = overlay_img(matrix) return matrix
def proc_perlin(m): matrix = m data['img_name'] = 'perlin' n = noise.Noise(2, octaves=var['octaves']['var'], tile=(var['pack']['var'], var['pack']['var']), unbias=True, seed=var['seed']['var']) for y in range(var['height']['var']): for x in range(var['width']['var']): index = (y * var['width']['var']) + x mod = n.get_plain_noise(x / (var['density']['var'] * .1), y / (var['density']['var'] * .1)) R = int(var['r']['var'] * (mod * (var['strength']['var'] * .1))) G = int(var['g']['var'] * (mod * (var['strength']['var'] * .1))) B = int(var['b']['var'] * (mod * (var['strength']['var'] * .1))) matrix[index] = data['blnd'][var['blend']['var']]( (var['R']['var'], var['G']['var'], var['B']['var']), (R, G, B)) matrix = overlay_img(matrix) return matrix