Workshop: Generative Embroidery with PEmbroider

This is the written version of an embroidery workshop in the CCI, and can either accompany the live workshop or be worked through by itself. As we go through the exercises, it's a good idea to have the PEmbroider Cheat Sheet open in a tab for reference. These notes are also heavily adapted from the cheat sheet. This workshop is based on Carpentries format, which means that participants should code alongside whoever is running it.

Copies of the files used for each of the exercises that can be downloaded here, but I'd recommend trying to generate the files yourself where possible.

1. Hello World: Drawing a Line

Follow the instructions here to set up PEmbroider on your computer. You will need Processing 4. The first thing we will do in PEMbroider is draw a single line, which we can also use to test everything is working correctly.

Template File

All files in PEmbroider have a similar structure, and the cheat sheet helpfully provides a template, which I've adapted slightly to match the file format we use in the CCI. We'll be using this as the basis for all the files in the workshop. This file draws a single line, but we can change that to anything we like.

// Example PEmbroider program
import processing.embroider.*;
PEmbroiderGraphics E;

void setup() {

  // Starting up:
  size(600, 600);
  E = new PEmbroiderGraphics(this, width, height);
  // change this line you want a different file type
  String outputFilePath = sketchPath("filename.pes"); 

  // Content goes here:
  E.line(0, 0, 600, 600); 

  // Visualization and export:
  // NOTE: Leave optimize() and endDraw() commented out,
  // until you are ready to export the embroidery file! 
  // Don't forget to un-comment them when you want to export!
  // E.optimize(); // VERY SLOW, but essential for file output! 
  E.visualize(true, true, false);   // Display the embroidery path on-screen.
  // E.endDraw();  // Actually writes out the embroidery file.

In order, this file:

There are some other lines that are 'commented out' (have slashes in front of them) and don't run. These we might use later but for now we don't need to use them.

When you run this file, you should see an output that looks like this (if you don't see this, you will want to check over the setup steps again):

The pink dots represent the ends of stitches, where the needle enters the fabric. Shortly we will experiment with different stitch types and lengths, but for now we are using the default settings.

The first thing we will look at is the structure of the canvas. If you like, you can also try 'commenting out' the content line, to just see a plain canvas.

Exercise 1.1

Drawing lines

The PEmbroider code for drawing a line is:

E.line(x1, y1, x2, y2);

This means that (x1, y1) is the coordinates of the point where the line starts, and (x2, y2) is the point where the line ends. The E.line() part means "use the line function that belongs to PEmbroider, which is represented in our code by the letter E". We call this a 'method' In our code, we get a diagonal line because we draw from the point (0, 0) to the point (600, 600) (the edge of the canvas).

Exercise 1.2

You might find these notes on coordinate grids in Processing helpful here!

2. Playing with shapes

From now on, unless we're changing more of the file, I'm going to list just the 'content' code that we're changing, using ... to represent the rest of the file. In our last exercise, the content was a single line -- the E.line() method -- but it can be more -- the important part is that it goes in the same place in the file each time.

Try changing out the line for a circle:

..., 200, 200);

You should see a slightly off-center circle. In the documentation, the method is listed as:, y, r);

Exercise 2.1

Composite Shapes

PEmbroider also allows us to merge outlines to make composite shapes. This can quickly allow us to create more complex drawings. In this example, we merge together 2 circles:

E.beginComposite();, 250, 200);, 250, 200);

Exercise 2.2

here's one I made earlier:

3. Fills and Hatching

Up until now, all the shapes we've been drawing have been outlines. PEmbroider supports several kinds of fills, which we will experiment with now. The way settings work in PEmbroider (and in Processing!) is that you set a bunch of settings, then draw the thing you want the settings to apply to, and then if you want to draw something with different settings, you change the settings and then draw the thing. For example, the order you'd do things if you wanted to draw a red square and a blue square would be:

> set fill to red
> draw square
> set fill to blue
> draw square

In our case, what this means is that if we add some code that adjusts the fill settings, this needs to go before the part where we draw our shape. Let's try drawing a filled circle:

E.fill(0,0,0);, 300, 200);

Fill Types

There are 6 different fill types in total in PEmbroider. These can each be set using the following lines of code:


Exercise 3.1

Fill Settings

As well as being able to change the type of fill, it's also possible to change the fill settings, namely the spacing of the fill lines, the colour of the fill, and the angle of the fill lines (for satin and parallel fills, where the lines have a prevailing angle).

We can do this using the same principles as before (e.g. putting the settings before the thing we want them to apply to). The methods to adjust the settings are listed below (note that we always need to specify a fill colour, even if it's just black):

E.hatchSpacing(spacing); // sets the density of adjacent runs (in machine units)
E.hatchAngleDeg(angle);  // sets the orientation for SATIN & PARALLEL (in degrees)
E.fill(R, G, B);         // sets your thread color (numbers between 0-255)

Exercise 3.2

Another really important line is the setStitch() property. This sets the length of the stitch. Unlike hatch spacing, setStitch takes 3 arguments:

E.setStitch(minLength, desiredLength, noise);

Exercise 3.3

4. Stroke and Stitch Settings

The final group of settings we're going to look at is modifying the stroke (line) style. Similarly to fills, you need to modify the settings before drawing your line.

There are 2 stroke types in PEmbroider; tangent is the one we've been using by default, but perpendicular can be used to get a thicker, more defined outline.

E.strokeMode(E.PERPENDICULAR);  // Stitches are perpendicular to the stroke
E.strokeMode(E.TANGENT);         // Stitches go in the same direction as stroke

As before, stroke color can be set using RGB values. The other settings are the thickness of the line (stroke weight) and the stroke spacing (e.g. for perpendicular strokes).

E.stroke(R, G, B);         // sets the stroke color, just like Processing.
E.strokeWeight(width);     // sets the thickness of the stroke (in machine units)
E.strokeSpacing(spacing);  // sets the density of the hatching within the stroke

Exercise 4.1

5. Loops and Randomness

Now we have a good idea of what you can do with PEmbroider's API, we can try out some generative code.

For loops

For loops are structures that allow the same piece of code to be repeated multiple times with different inputs. We will have a go with them here, but for a full tutorial it's worth going through this page on for loops in Processing.

We're going to try out a for loop that repeatedly draws lines on the canvas, changing the position of the line each time it draws.

for (int i = 1; i < 10; i++) {
	E.line(50, i*50, 550, i*50);

In this code, we create a number, i, that will go from 1 to 10, increasing every time. The first time the code runs, i is equal to 1, and so i*50=50. The next time, i=2, so i*50=100, and so on, up till i reaches 9. i cannot reach 10 (as the code will only run for i<10) and so the for loop ends.

Exercise 5.1

Random numbers

Another very useful tool for making generative patterns is randomness. Unlike the code we were using before (which used scaled variations where we could predict what the outcome would be), randomness adds an element of chance. In Processing, the function random(50) will return a random number between 0-50. This number will be a decimal (float) rather than a whole number (int), so if we want to use it like a whole number we also need to use the int() method.

for (int i = 1; i < 10; i++) { + i*50, 100, int(random(50)));

Exercise 5.2

Nesting for loops

The last thing we will look at is using 2 nested for loops to create 2D designs. This isn't the only way to achieve this -- remember the grids from exercise 5.1 -- but this will help us a lot.

Before we get there, we could also look at what happens when we nest for loops inside other things, in this case, the composite shapes code from before.

  for (int i = 1; i < 10; i++) { + i*50, 100, 50 + int(random(50)));

By putting the for loop inside E.beginComposite(); and E.endComposite();, it's the same (from the point of view of the computer) as writing 10 separate composite circle lines, but for us it's a whole lot quicker.

and look! A beautiful worm:

We can use the same principle to put one for loop inside another:

  for (int i = 1; i < 10; i++) {
  	for (int j = 1; j < 10; j++) {*50, j*50, 50 + int(random(50)));

Now we get a whole grid of circles!

Exercise 5.3

Here's one I made earlier: