Simulating traditional art materials with Claude V2

I shared my oil paint reproduction in this sub before, and since then I've taken it further — I've extended and integrated the implementation to cover watercolor, gold leaf, pastel as a dry medium, and crayon, which is a slight adaptation of the oil paint. I also put a lot of care into pencil, which came up in the feedback on the previous thread, aiming for a finer rendering than other paint apps. Reading papers closely, designing the Paint Field that forms the backbone (managing the fields needed to represent multiple materials), and the big-picture architecture with multiple platforms in mind (I went with Rust + wgpu so it runs on iOS, Android, Web, and Windows) still depend heavily on human experience. But using Claude, I was able to try out a wide range of shaders and make big progress on memory savings and speed, to the point where it runs well even on my own iPhone SE (3rd gen). For every implementation, I started by writing a design markdown that collected my ideas and the reference papers, then sliced the work into tasks of a consistent size. Moving to a new session at each task slice turned out to be the best practice in terms of both speed and accuracy. With this approach, even complex work could be handled almost entirely with Opus, and I rarely needed Fable. I wanted an app that lets you casually touch art materials myself, so I released it as an iOS app. After several rounds of fixes, I updated it to a major version today. apps.apple.com/app/id6806519927 The Android version has been stuck in review forever, but you can also try it in a browser: mignonsketch.com/sketch Going forward, I'm planning to take on areas that haven't been researched much, like ink and etching.I'm interested in reproducing traditional art materials, so if there are any other materials you'd like to see reproduced, I'd love to hear your thoughts.

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