- User Since
- Jul 8 2015, 4:33 PM (214 w, 5 d)
Nov 28 2017
Excellent initiative, and thanks much David for sharing your icons :)
I'd gladly share mine, but there are fewer and they're a different style. But I'll definitely keep creating brushes in the future, and gladly contribute assets if I can switch back to this approach. The ability to set the icons to a fixed size + simplifying brush creation like this could be enough to fix the issues I've had so far.
Is this tool based on python by any chance?
Oct 17 2017
Oct 12 2017
There is one area that is really taking up a lot of space that would be neat to do for this next patch. The texture portion (you can see that in the first screenshot). That is the main obstacle right now with making the brush editor any smaller.
Oct 3 2017
@scottpetrovic You did an outstanding job! You seem to render the stroke at a pretty large resolution. I'm not sure the ability to interact with the preview was necessary considering the viewport's small, and once you zoom in it only shows you part of the stroke. It's more that there's a little bit of lag already, and with textured + stacked brushes in the future, the preview may take .x s to update.
Sep 26 2017
Sep 24 2017
Excellent! Looking good already. To me, a curved stroke going linearly from 0% to 100% pressure, that updates ideally while you tweak a curve or a parameter is perfect. This way it can give a preview of direction, angle, opacity, flow, texture, size, spacing, scatter, mirror... a great tool to design brush presets faster.
Jul 18 2017
@kamathraghavendra : The page is ready if there's no extra request. But it's not linked from anywhere in the docs, as I'm waiting for some feedback first, at least.
Regarding the server error, wait for a bit and try again. As the error says, it's linked to youtube's servers.
Jul 17 2017
Jun 14 2017
It's common to resize from different anchors, as a more precise alternative to cropping (which currently doesn't support snapping or fine-tuning of the size). When you apply resize canvas in batch, that's what it becomes: your crop tool. Cropping images in batch isn't so common, but it is something you'll use in games/web/graphic design every now and then. You probably won't need it for painting/comics though.
May 19 2017
When developing games, they often need to combine multiple grayscale "channels" (hightmaps, textures, lighting) into one RGBA image to pass to the game engine. This combining is very custom and it is an ideal target for being implemented as a script. And it is also a nice target for showing raw data access.
Mar 25 2017
The page is up! It's very simple in the end. What do you think of the content? Do you think I should add some banner images? As there are none in the docs, I preferred to wait for your feedback. So in the end, I'll just try and curate tutorials on Youtube directly.
Jan 25 2017
Oh right, you'll have tags assigned to the palettes themselves, is that so? I understand now.
Seems good! Instead of having the "add color to group" entry in the color edit popup, how about sticking to drag and drop? Or having something like cutting and pasting colors? This would be closer to cutting/pasting layers.
Also, will it be possible to select a range of colors? With a main selected color and a selection, a bit as with the layers and frames in the timeline, this would make the whole system intuitive and revolve a bit more around gestures/dragndrop.
If you have groups, palettes, the ability to search by name, what will the tags be for? Have you thought of some predefined tags to get a sense for their use? Palette dockers are so much simpler in other programs I can't imagine what to use them for. Is it just like the paintoppresets?
Jan 17 2017
Ah, sorry for that, it's still KisSelectionMask here in 3.1.1, didn't know you already changed it. Thanks!
A tiny suggestion: rename the layer added by the show Global Selection Mask option - it's called KisSelectionMask / Global Selection Mask would be clearer, and maybe a color tag would be nice to distinguish it from the rest of the stack.
Jan 2 2017
Makes total sense, and you're the one who can access the stats, I didn't even ask whether or not people do check the page from mobiles - after all, Krita is a desktop program.
I'll just create a new page in the docs and submit it here for review as soon as it's ready. Probably gonna take me a few days before I can get to it, so i'll let you all know.
Also, the first page users stumble upon when they click on "Tutorials" in the manual is this one, which is automatically generated and hard to navigate: https://docs.krita.org/Category:Tutorials (by the way, the divs aren't aligned horizontally, it's not using the styles provided by bootstrap - would be an opportunity to change that)
How about replacing it altogether with one page with the text-based tutorials at the top, so the visitor would still see the official content first, and the videos under it? Would be simpler, easy enough to maintain.
A quick structure example:
Dec 2 2016
Right click is used to input values on a slider in Krita. However, in the brush editor, it sometimes sets the value like you would with left click, plus it often fires up the following context menu:
Dec 1 2016
+1 for adding a transform mask automatically. There is the same issue with the Clone layer, and it could benefit from the same solution.
Nov 25 2016
Sounds good! There are 3 params that feel like they could also be merged or moved around:
- source and painting mode don't have a checkbox like other params, so maybe they could go along with the performance section. Either all 4 params together in a "rendering" section, or just both in a "painting mode" section
- the airbrush is only 1 slider, and on top of that it only works with the mouse (at least doesn't work on both tablets I use).
Nov 24 2016
Nov 17 2016
The use of icons is always welcome, and the compact look is quite appealing. Basic and advanced options... I prefer parameter categories the way they exist now. Maybe they could be better organized (i.e. airbrush is currently in the "color" parameter category), but on your mockup, the full parameters list looks cluttered.
Nov 14 2016
Similar to the current UX, but would save quite a bit of trouble. Especially the ability:
May 26 2016
I just noticed that the grid subdivision parameter doesn't subdivide grid cells: it actually groups cells together and changes the look of intermediate lines. I.e. if you create a 64*64 grid and set the subdivision to 3, the main grid lines will be 192 pixels away from one another. I'd expect it to work the other way around. That's how it is in Photoshop, which just places the subdivision lines at regular intervals (even if some end up on sub-pixel positions, in the example 21.3px away from one another).
May 16 2016
@alexeyost : You're talking about adding a looping list of parameters (new type of UI element) and to control menu elements with gestures (currently only used for the brush size, directly on the canvas). Yes, this is new UX.
@alexeyost: but nonexistent in Krita. In itself, it's not a bad idea per se, but in the context of a complex program like Krita, it's not a great idea to add a new, local UX. This only makes the program harder to learn.
I don't even think this would be faster to edit sliders using gestures than clicking on the sliders. As this menu is right on the canvas, where you paint, you have little mouse travel to tweak parameters, and you're working with the exact same sliders you have everywhere in Krita.
May 6 2016
@woltherav : A great suggestion. Actually, I started working with the stabilizer always on, and I just drag the slider all the way to the left to almost negate the effect whenever I'm sketching. I don't know about other people, but to me, a single slider that would go from 0 to 100% smoothing (and keeping the other values internal) would do the job. And that kind of slider would definitely fit on such a GUI. That's a bit of a different story I'm telling, but it's something I've had in my Krita notes for a little while now.
Mar 24 2016
Mar 14 2016
Feb 22 2016
Feb 19 2016
Feb 10 2016
Locking prevents painting, layer selection from the canvas and operations like transforms/moving things around.
However @dkazakov , none of the operations you listed should be affected by layer locking. And they should all be available on invisible layers. That's how it works in PS at least.
Dec 7 2015
I second the both of you - in traditional animation, you almost never want previous frames to be kept. It's only useful with modular animation.