The new layout of YouTube added a background random-noise which I like very much, having seen almost exactely the same effect on other sites, so I plan to use the same technique in my webpage prototypes, or at least have this "trick" in my toolbox for future use.
The image is like this (taken from .html):
Now Youtube accomplishes the (embarrassingly identical) same effect by embedding the image in source code:
(on Youtube main page, right click background to display it, then right click the image and "display image properties" [ffox]):
data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJUAAACVCAAAAAB0....lotsofdata
I tried to discover where this line of code is in the source code, but due to the dynamic creation, I couldn't.
So, my question is: "Is there a way to apply a tiled background to a page, using a png image generated algorithmically CLIENT-SIDE?" (preferrably with javascript)
I am very beginner in webdev and javascript, but I like to base my learning around defined problems to be solved, so this would be a nice way to learn something
Thanks for reading!
UPDATE:
For anyone interested in tile texture generation using javascript, I found this, which seems very interesting:
/
.js
The new layout of YouTube added a background random-noise which I like very much, having seen almost exactely the same effect on other sites, so I plan to use the same technique in my webpage prototypes, or at least have this "trick" in my toolbox for future use.
The image is like this (taken from http://g.raphaeljs.com/barchart.html):
Now Youtube accomplishes the (embarrassingly identical) same effect by embedding the image in source code:
(on Youtube main page, right click background to display it, then right click the image and "display image properties" [ffox]):
data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAJUAAACVCAAAAAB0....lotsofdata
I tried to discover where this line of code is in the source code, but due to the dynamic creation, I couldn't.
So, my question is: "Is there a way to apply a tiled background to a page, using a png image generated algorithmically CLIENT-SIDE?" (preferrably with javascript)
I am very beginner in webdev and javascript, but I like to base my learning around defined problems to be solved, so this would be a nice way to learn something
Thanks for reading!
UPDATE:
For anyone interested in tile texture generation using javascript, I found this, which seems very interesting:
http://somethinghitme.com/projects/canvasterrain/
http://somethinghitme.com/projects/canvasterrain/js/canvasTerrain.js
Share Improve this question edited Dec 20, 2011 at 20:07 heltonbiker asked Dec 20, 2011 at 19:00 heltonbikerheltonbiker 27.6k30 gold badges149 silver badges267 bronze badges 5- Hmm, you have to look very closely, but the image is indeed not a solid gray color. – Kirk Woll Commented Dec 20, 2011 at 19:02
- Yeah, put it on a tiling pattern, and you end up with something that seems "paperish" natural texture. I wonder if the same effect could be obtained with a much smaller-sized square. – heltonbiker Commented Dec 20, 2011 at 19:07
- algorithmically generating the image seems like overkill. You need it to be different on every page load or something? – Mike Ruhlin Commented Dec 20, 2011 at 19:36
- Here's a webapp you can use to convert your own images into a base64 representation. greywyvern.com/code/php/binary2base64 You could re-implement it in javascript easily enough, but why bother? – Mike Ruhlin Commented Dec 20, 2011 at 19:38
- 1 Add my name to the list of people who thinks this is a bad idea. Generating a PNG image is a CPU-intensive task, and should not be done on every page load. It should be done once and then saved as a png file (better for page load speed over a slow connection, especially with large images), or embedded with base64 (better for page load speed over a fast connection, especially with small images). – Abhi Beckert Commented Dec 20, 2011 at 19:46
4 Answers
Reset to default 6To generate image client-side, I suggest you to have a look to HTML5 canvas element.
You can draw on a canvas with Javascript (even if the canvas element is hidden), and so generate anything you want (including a simple noise tile).
Resource to learn Canvas drawing : https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas
After that, you can export your canvas as URL with the method toDataURL (a string like "data:image/png;base64....") which is interpreted by browsers like a traditionnal url for an image, so you can set it as css background for your body element.
Warning 1 : Canvas is supported by all modern browsers and you can emulate it on IE with ExplorerCanvas - but I don't know if ExplorerCanvas support .toDataURL()
Warning 2 : Canvas is resolution-dependant, so I suggest you to generate a little tile (32*32, or 64*64) and repeat it
Edit : An example of tiled background : http://jsfiddle.net/SfzPc/12/
Edit 2 : An completed example with a noisy background : http://jsfiddle.net/SfzPc/14/
You can use CSS to display this image:
#someimageselector {
background: white url('data:image/png;base64,iVBOR...lots of data') repeat scroll left top;
}
You can change the initial color of your background by editing the value white
.
To set CSS with JavaScript, set the background
property of an element:
document.getElementByID("someimageselector").background = 'white url(data:image/png....';
There are two jQuery plugin libraries that do exactly what you are looking for: NoiseGen and Noisy. Haven't used either yet but they both look pretty good.
NoiseGen: http://primegap.net/2011/10/20/noisegen-generate-background-noise-with-jquery/
Noisy: https://github.com/DanielRapp/Noisy
Fyi: Base64 is binary data represented as a string. Most likely the original image still came out of Photoshop and was later encoded into Base64. This technique helps having less http-requests per page view, as the actual image data can be saved and cached inside the css or html document.