Option 28: watercolour. A small pigment simulation runs on paper. Water spreads and evaporates, pigment drifts to drying edges (the dark "coffee ring"), settles into the paper grain, and blooms when new water hits a damp wash. "Paint it" paints the bot stroke by stroke; "Living wash" lets it hop and leave stains. Tap the paper to drop water. **This is simulated, not filtered.** Each cell of a 200×150 grid tracks water, floating pigment and settled pigment, plus the height of the paper grain. Water spreads and evaporates. Pigment rides the water, then settles as it dries. **Colours mix like real paint.** Each pigment absorbs light, and layers multiply, so blue over rose makes violet, never grey mush. **"Paint it" follows a painter's order in about 10 seconds:** Shadow wash on the bot; the paper's white is the bot's white **"Living wash":** the bot hops across a pre-painted sheet, leaving shadow stains that shift colour (ultramarine → rose → yellow → green) and slowly fade. **Tap the sky while it's still damp.** You get a bloom (a "cauliflower"): the new water pushes pigment outward into a frilly dark ring. Painters fight these; artists also use them on purpose. **Untick "Edge darkening," then New sheet.** Washes dry flat and digital. The dark rim is what makes it read as watercolour. **Granulation 100%.** Pigment clumps into the paper's valleys, giving a speckled texture. Real ultramarine and sienna do this; smooth dyes don't. **Wetness 2.0×.** Paint stays wet longer, spreads further and bleeds into the bot's edges. **The dark rims are physics.** Water evaporates fastest at the edge of a puddle, so water flows outward to replace it and carries pigment along. Coffee rings form the same way. **Watercolour has no white paint.** Every highlight is untouched paper, which is why painters plan in advance. **The wet sheen is real.** Wet areas render slightly darker, just as damp paper looks darker, then lighten as they dry. That's why painters wait before judging a colour. **Pigments are absorption recipes.** "Ultramarine" is just "absorb lots of red, some green, little blue." Mixing adds absorptions: subtractive colour, like layered coloured filters. **One cell's life** ``` brush ─► water ↑ floating pigment ↑ each step: water spreads, evaporates floating pigment flows toward drier cells (edge darkening) some settles: faster as it dries, more in paper valleys (granulation) colour = paper × e^−(settled + floating absorptions) ``` **Why rims form (side view)** ``` wet wash: ~~~~~~~~~~~~~~ evaporation fastest at edges flow: → → → → →│ water (and pigment) move outward dry result: ░░░░░░░░░░░░░▓│ dark rim at the edge ``` **Glazing vs mixing** ``` rose glaze + ultramarine glaze (dried layers) → luminous violet (light passes both) rose + ultramarine mixed wet → softer violet, granulates ``` **Critical thinking:** watercolour's "flaws" (blooms, hard edges, granulation) are what make it beautiful, and the simulation needs extra code to create them. Is imperfection a feature you should design into digital tools? **Lateral thinking:** coffee rings, river deltas, salt flats and tea stains all come from particles carried by evaporating water. Could your bot be "painted" by spilled coffee, tea or ink on a tablecloth? **First principles:** why does mixing light (screens) move toward white while mixing pigment moves toward black? What is physically happening to the light in each case? - Can this export a high-resolution painting to print? - How do tools like Rebelle or Procreate simulate watercolour?
F. Painting and fine art