Alternative Photography Hack Chat

Join us on Wednesday, October 2 at noon Pacific for the Alternative Photography Hack Chat with Pierre-Loup Martin!

It seems like the physics of silicon long ago replaced the chemistry of silver as the primary means of creating photographs, to the point where few of us even have film cameras anymore, and home darkrooms are a relic of the deep past. Nobody doubts that the ability to snap a quick photo or even to create a work of photographic genius with a tiny device that fits in your pocket is a wonder of the world, but still, digital photographs can lack some of the soul of film photography.

Recapturing the look of old school photography is a passion for a relatively small group of dedicated photographers, who ply their craft with equipment and chemistries that haven’t been in widespread use for a hundred years. The tools of this specialty trade are hard to come by commercially, so practitioners of alternate photographic processes are by definition hackers, making current equipment bend to the old ways. Pierre-Loup is one such artist, working with collodion plateshacked large-format cameras, pinholes camera, and chemicals and processes galore –  anything that lets him capture a unique image. His photographs are eerie, with analog imperfections that Photoshop would have a hard time creating.

Join us as Pierre-Loup takes us on a tour through the world of alternative photography. We’ll look at the different chemistries used in alternative photography, the reasons why anyone would want to try it, and the equipment needed to pull it off. Photography was always a hack, until it wasn’t; Pierre-Loup will show us how he’s trying to put some soul back into it.

join-hack-chatOur Hack Chats are live community events in the Hackaday.io Hack Chat group messaging. This week we’ll be sitting down on Wednesday, October 2 at 12:00 PM Pacific time. If time zones have got you down, we have a handy time zone converter.

Click that speech bubble to the right, and you’ll be taken directly to the Hack Chat group on Hackaday.io. You don’t have to wait until Wednesday; join whenever you want and you can see what the community is talking about.

A Masterpiece, But Our Maestro Is A CNC Machine

Sometimes we manage to miss projects when they first appear, only to have the joy of discovering them a while later. So it is with [John Opsahl]’s Project Convert To Paint, a CNC painting ‘bot that takes a bitmap image and paints it on canvas as a fine artist would, with a real brush, and paints.

It was first created for the 2017 robotart.org competition, and takes the form of a fairly standard CNC gantry machine. It departs from the norm in its chuck however, as it has what is described as a universal artist chuck, capable of holding a variety of artistic implements. The images are converted from bitmap to vector format, and thence to gcode with the help of a bit of custom Python code.

He’s at pains to say that simply because an image can be converted to a paintable format does not mean that it will produce a good picture. But some of the results are rather impressive, delivering anything from a pointilist effect to a broader brush stroke. We can see that with a bit of experience in the processing it would be possible to create a veritable gallery of masterpieces.

We may have missed this one the first time, but we did catch another drawbot from the same competition.

Color Your World With This CNC Painting Robot

Let’s say you’ve watched a few episodes of “The Joy of Painting” and you want your inner [Bob Ross] to break free. You get the requisite supplies for oil painting – don’t forget the alizarin crimson! – and start to apply paint to canvas, only to find your happy little trees are not so happy, and this whole painting thing is harder than it looks.

[Saint Bob] would certainly encourage you to stick with it, but if you have not the patience, a CNC painting robot might be a thing to build. The idea behind [John Opsahl]’s “If Then Paint” is not so much to be creative, but to replicate digital images in paint. Currently in the proof-of-concept phase, If Then Paint appears to have two main components: the paint management system, with syringe pumps to squeeze out different paints to achieve just the right color, and the applicator itself, a formidable six-axis device that supports tool changes by using different brushes chucked up into separate hand drill chucks. The extra axes at the head will allow control of how the brush is presented to the canvas, and also allow for cleaning the brush between colors. The videos below show two of the many ways [John] is exploring to clean the brushes, but sadly neither is as exciting as the correct [Bob Ross] method.

It looks like If Then Paint has a ways to go yet, but we’re impressed by some of the painting it has produced already. This is just the kind of project we like to see in the 2019 Hackaday Prize – thought out, great documentation, and a lot of fun.

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Creative Limitation And The Super Nintendo Sound Chips

The Super Nintendo recently experienced a surge in popularity, either from a combination of nostalgic 30-somethings recreating their childhoods, or because Nintendo released a “classic” version of this nearly-perfect video game system. Or a combination of both. But what made the system worthy of being remembered at all? With only 16 bits and graphics that look ancient by modern standards, gameplay is similarly limited. This video from [Nerdwriter1] goes into depth on a single part of the console – the sound chips – and uses them to illustrate a small part of what makes this console still worth playing even now.

The SNES processed sound with two chips, a processing core and a DSP. They only had a capacity of 64 kb, meaning that all of a game’s sounds and music had to fit in this tiny space. This might seem impossible if you’ve ever played enduring classics like Donkey Kong Country, a game known for its impressive musical score. This is where the concept of creative limitation comes in. The theory says that creativity can flourish if given a set of boundaries. In this case it was a small amount of memory, and within that tiny space the composer at Rare who made this game a work of art was able to develop a musical masterpiece within strict limitations.

Even though this video only discusses the sound abilities of the SNES, which are still being put to good use, it’s a good illustration of what made this system so much fun. Even though it was limited, game developers (and composers) were able to work within its limitations to create some amazingly fun games that seem to have withstood the test of time fairly well. Not all of the games were winners, but the ones that were still get some playtime from us even now.

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Reflecting On Margaret Hamilton: 50 Years After Apollo 11

In celebration of the 50th anniversary of the first Apollo moon landing, Google created a 1.4-square-mile portrait of NASA software developer Margaret Hamilton using more than 107,000 mirrors from the Ivanpah Solar Facility in the Mojave Desert, a solar thermal power plant with a gross capacity of 392 megawatts.

The fields of heliostat mirrors (173,500 in total) ordinarily focus sunlight on receivers located on the solar power towers, which subsequently generate steam to drive steam turbines. The facility was first connected to the electrical grid in September 2013 before formally opening in February 2014, during which it was the world’s largest solar thermal power station. Ivanpah was developed by BrightSource Energy and Bechtel, with Google contributing $168 million towards its $2.2 billion in costs. Google no longer invests in the facility, however, due to the decline of the price of photovoltaic systems.

The facility has historically taken steps to avoid disrupting the natural wildlife, which includes desert tortoises. The effect of mirror glare on airplane pilots, water concerns, and collisions with birds has also been addressed by the operators of the installation.

According to Google, the image was larger than Central Park and could be seen a mile above sea level. The mirrors are all attached to a rotating mount that maneuvers the mirrors in order to create lighter and darker shades to make up the image.

The Apollo 11 mission, manned by Buzz Aldrin, Neil Armstrong, and Michael Collins, was the first to bring humans to the moon in 1969. Hamilton‘s role in the team included programming the in-flight software for all of NASA’s Apollo missions. She had also worked on satellite tracking software for the Air Force through Lincoln Lab (started by the Massachusetts Institute of Technology) and later joined the Charles Stark Draper Laboratory. It was, however, her work on creating computer systems to predict and track weather systems for use in anti-aircraft air defenses that made her a candidate for a lead developer role at NASA.

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Neopixels Recreate Pinball Color Wheel That Never Was

With what pinball aficionados pay for the machines they so lovingly restore, it’s hard to imagine that these devices were once built to a price point. They had to make money, and whatever it took to attract attention and separate the customer from their hard-earned coins was usually included in the design. But only up to a point.

Take the 1967 Williams classic, “Magic City.” As pinball collector [Mark Gibson] explains it, the original design called for a rotating color filter behind a fountain motif in the back-glass, to change the color of the waters in an attractive way. Due to its cost, Williams never implemented the color wheel, so rather than settle for a boring fountain, [Mark] built a virtual color wheel with Neopixels. He went through several prototypes before settling on a pattern with even light distribution and building a PCB. The software is more complex than it might seem; it turns out to require a little color theory to get the transitions to look good, and it also provides a chance for a little razzle-dazzle. He implemented a spiral effect in code, and added a few random white sparkles to the fountain. [Mark] has a few videos of the fountain in action, and it ended up looking quite nice.

We’ve featured [Mark]’s pinball builds before, including his atomic pinball clock, We even celebrated his wizardry in song at one point.

Lessons Learned From An Art Installation Build

Art installations are an interesting business, which more and more often tend to include electronic or mechanical aspects to their creation. Compared to more mainstream engineering, things in this space are often done quite a bit differently. [Jan Enning-Kleinejan] worked on an installation called Prendre la parole, and shared the lessons learned from the experience.

The installation consisted of a series of individual statues, each with an LED light fitted. Additionally, each statue was fitted with a module that was to play a sound when it detected visitors in proximity. Initial designs used mains power, however for this particular install battery power would be required.

Arduinos, USB power banks and ultrasonic rangefinders were all thrown into the mix to get the job done. DFplayer modules were used to run sound, and Grove System parts were used to enable everything to be hooked up quickly and easily. While this would be a strange choice for a production design, it is common for art projects to lean heavily on rapid prototyping tools. They enable inexperienced users to quickly and effectively whip up a project that works well and at low cost.

[Jan] does a great job of explaining some of the pitfalls faced in the project, as well as reporting that the installation functioned near-flawlessly for 6 months, running 8 hours a day. We love to see a good art piece around these parts, and we’ve likely got something to your tastes – whether you’re into harmonicas, fungus, or Markov chains.