# Pressure Brush Stroke Renderer > Render textured pressure strokes as SVG and editable Flipline drawings. Turn normalized points and pressure samples into graphite, ink, marker, pigment-wash or airbrush strokes. Download a deterministic SVG, reusable brush recipe and editable Flipline project. Part of usefulweb.app (https://usefulweb.app/). Results are deterministic calculations from the inputs and the listed assumptions; the API returns exactly what the web page shows. ## Use it - Human interface: https://fliplinebrushstroke.usefulweb.app/ (interactive tool at https://fliplinebrushstroke.usefulweb.app/tool) - JSON API: POST https://fliplinebrushstroke.usefulweb.app/api/v1/calculate with a JSON object of inputs (schema: https://fliplinebrushstroke.usefulweb.app/api/v1/tool) - OpenAPI: https://fliplinebrushstroke.usefulweb.app/openapi.json - MCP (Streamable HTTP): https://fliplinebrushstroke.usefulweb.app/mcp - tool `flipline_brush_stroke` ## Inputs - points (textarea): Stroke points: x y pressure (0–1, one point per line) - width (integer): Canvas width (px) - height (integer): Canvas height (px) - size (number): Brush width (px) - kind (select): Brush style - color (text): Ink HEX color - background (text): Paper HEX color - opacity (number): Pigment opacity (%) - flow (number): Pigment flow (%) - texture (number): Brush texture (%) - pressure (boolean): Use pressure samples - seed (integer): Texture seed ## Method - Accept 1–256 points with normalized x/y and optional pressure in 0–1. Missing pressure is 1. Canvas dimensions are 32–1600 px and at most 2 MP. - Resample by pixel arc length using brush spacing, at most 1024 centers per stroke. Linear interpolation carries pressure between samples. Brush width and pigment respond to pressure when enabled. - Five authored stamp styles use a seeded linear-congruential generator for texture. At most four ellipse dabs per center. Opacity and flow multiply per dab; overlap accumulates pigment. - The SVG and browser use the same ellipse geometry. Pigment wash is a layered stamp approximation, not wet-paint physics. sRGB canvas compositing can vary slightly across renderers.