Showing posts with label krita. Show all posts
Showing posts with label krita. Show all posts

Tuesday, August 13, 2019

Krita 2019 Sprint: Animation and Workflow BoF

Last week we had a huge Krita Sprint in Deventer. A detailed report is written by Boudewijn here, and I will concentrate on the Animation and Workflow discussion we had on Tuesday, when Boudewijn was away, meeting and managing people arriving. The discussion was centered around Steven and his workflow, but other people joined during the discussion: Noemie, Scott, Raghavendra and Jouni.

(Eternal) Eraser problem

Steven brought up a point that current brush options "Eraser Switch Size" and "Eraser switch Opacity" are buggy, so it winded up an old topic again. These options were always considered as a workaround for people who need a distinct eraser tool/brush tip, and they were always difficult to maintain.

After a long discussion with broader circle of people we concluded that "Ten Brushes Plugin" can be used as an alternative for a separate eraser tool. One should just assign some eraser-behaving preset to the 'E' key using this plugin. So we decided that we need the following steps:

Proposed solution:

  1. Ten Brushes Plugin should have some eraser preset configured by default
  2. This eraser preset should be assigned to "Shift+E" by default. So when people ask about "Eraser Tool" we could just tell them "please use Shift+E".
  3. [BUG] Ten brushes plugin doesn't reset back to a normal brush when the user picks/changes painting color, like normal eraser mode does.
  4. [BUG] Brush slot numbering is done in 1,2,3,...,0 order, which is not obvious. It should be 0,1,2,...,9 instead.
  5. [BUG] It is not possible to set up a shortcut to the brush preset right in the Ten Brushes Plugin itself. The user should go to the settings dialog.

Stabilizer workflow issues

In Krita stabilizer settings are global. That is, they are applied to whatever brush preset you use at the moment. That is very inconvenient, e.g. when you do precise line art. If you switch to a big eraser to fix up the line, you don't need the same stabilization as in the liner.

Proposed solution:

  1. The stabilizer setting are still in the Tool Options docker, we don't move them into the Brush Settings (because sometimes you need to make them global?)
  2. Brush Preset should have a checkbox "Save Stabilizer Settings" that will load/save the stabilizer settings when the preset is selected/unselected.
  3. The editing of these (basically) brush-based setting will happen in the tool option.

Questions:

  • I'm not sure if the last point is sane. Technically, we can move the stabilizer settings into the brush preset. And if the user wants to use the same stabilizer settings in different presets, he can just lock the corresponding brush settings (we have an special lock icon for that). So should we move the stabilizer settings into the brush preset editor or keep it in the tool options?

Cut Brush feature

Sometimes painter need a lot of stamps for often-used objects. E.g. a head or a leg for an animation character. A lot of painters use brush preset selector as a storage for that. That is, if you need a copy of a head on another frame, just select the preset and click in a proper position. We already have stamp brushes and they work quite well, we just need streamline workflow a bit.

Proposed solution:

  1. Add a shortcut for converting the current selection into a brush. It should in particular:
    • create a brush from the current selection, add default name to it and create an icon from the selection itself
    • deselect the current selection. It is needed to ensure that the user can paint right after pressing this shortcut
  2. There should be shortcuts to rotate, scale current brush
  3. There should be a shortcut for switching prev/next dab of the animated brush
  4. Brush needs a special outline mode, when it paints not an outline, but a full colorful preview. It should be activated by some modifier (that is pres+hold).
  5. Ideally, if multiple frames are selected, the created brush should become animated. That would allow people to create "walking brush" or "raining brush".

Multiframe editing mode

One of the major things Krita's animation still lack is multiframe editing mode, that is ability to transform/edit multiple frames at once. We discussed it and ended up with a list of requirements.

Proposed solution:

  1. By default all the editing tools transform the current frame only
  2. The only exception is "Image" operations, which operate on the entire image, e.g. scale, rotate, change color space. These operations work on all existing frames.
  3. If there is more than one frame selected in the timeline, then operation/tool should be applied on these frames only.
  4. We need a shortcut/action in the frame's (or timeline's layer) context menu: "Selection all frames"
  5. Tools/Actions that should support multiframe operations:
    • Brush Tool (low-priority)
    • Move Tool
    • Transform Tool
    • Fill Tool (may be efficiently used on multiple frames with erase-mode-trick)
    • Filters
    • Copy-Paste selection (now we can only copy-paste frames, not selections)
    • Fill with Color/Pattern/Clear

BUGS

There is also a set of unsorted bugs that we found out during the discussion:
  1. On Windows multiple main windows don't have unique identifier, so they are no distinguishable from OBS.
  2. Animated brush spits a lot of dabs in the beginning of the stroke
  3. Show in Timeline should be default for all the new layers
  4. Fill Tool is broken with Onion Skins (BUG:405753)
  5. Transform Tool is broken with Onion Skins (BUG:408152)
  6. Move Tool is broken with Onion Skins (BUG:392557)
  7. When copy-paste frames on the timeline, in-betweens should override the destination (and technically remove everything that was in the destination position). Right now source and destination keyframes are merged. That is not what animators expect.
  8. Changing "End" of animation in "Animation" docker doesn't update timeline's scroll area. You need to create a new layer to update it.
  9. Delayed Save dialog doesn't show the name of the stroke that delays it (and sometimes the progress bar as well). It used to work, but now is broken.
  10. [WISH] We need "Insert pasted frames", which will not override destination, but just offset it to the right.
  11. [WISH] Filters need better progress reporting
  12. [WISH] Auto-change the background of the Text Edit Dialog, when the text color looks alike.

As a conclusion, it was very nice to be at the sprint and to be able to talk to real painters! Face to face meetings are really important for getting such detailed lists of new features we need to implement. If we did this discussion through Phabricator we would spend weeks on it :)



Tuesday, November 20, 2018

Krita Fall 2018 Sprint Results: HDR support for Krita and Qt!

In October we held a Krita developers' sprint in Deventer. One of my goals for the sprint was to start implementing High Dynamic Range (HDR) display support for Krita. Now almost a month have passed and I am finally ready to publish some preliminary results of what I started during the sprint.

The funny thing is, before the sprint I had never seen what HDR picture even looks like! People around talked about that, shops listed displays with HDR support, documentation mentioned that, but what all this buzz was about? My original understanding was like "Krita passes 16-bit color to OpenGL, so we should already be ready for that". In Deventer I managed to play with Boud's display, which is basically one of few certified HDR displays with support of 1000 nits brightness, and found out that my original understanding was entirely wrong :)

Last couple of years the computer display industry has changed significantly. For almost 30 years people expected their monitors to look like normal paper. Displays were calibrated to look like a sheet of white paper illuminated by a strictly defined source of light (D65).

Now, with appearance of HDR technology, the things has changed. Displays don't try to emulate paper, they try to resemble real sources of light! For example, modern displays can show a sun beam piercing through a window not just like "a paper photo of a beam", but just as a real source of light getting directly into you eye! Basically, now the displays have LEDs that can shine as bright as a real sun, so why not use it? :) (Well, the display is only 1000 nits, and the sun 1.6 billion nits, but it's still very bright).

If you look at the original original EXR file you will see how the window "shines" from your screen, as if it were real
By itself, the idea of having a display that can send a sun-strength beam into your eye might be not a lot of fun, but the side effects might of the technology are quite neat.

In the first place, the displays supporting HDR do not work in the standard sRGB color space! Instead they use Rec. 2020, a color space widely used in cinematography. It has different primary colors for "green" and “red” channels, which means it can encode much more variations of greenish and reddish colors.

In the second place, instead of using traditional exponential gamma correction, they use Perceptual Quantizer (PQ), which not just extends the dynamic range to sun-bright values, but also allows to encode very dark areas, not available in usual sRGB.

Finally, all HDR displays transfer data in 10-bit mode! Even if one doesn't need real HDR features, having a 10-bit pipeline can improve both painters' and designers' workflow a lot!

Technical details

From the developer's point of view, the current state of HDR technology is a bit of a mess. It's really early days. The only platform where HDR is supported at the moment is Windows 10 (via DirectX).

Neither Linux nor OSX can handle the hardware in HDR mode currently. Therefore all the text below will be related to Windows-only case.

When the user switches the display into HDR mode, the OS automatically starts to communicate with it in p2020-pq mode. Obviously, all the colors that normal applications render in sRGB will be automatically converted. That is, if an application wants to render an image directly in p2020-pq, it should create a special "framebuffer" object (swap chain), set its colorspace to p2020-pq and ensure that all the internal textures have correct color space and bit depth.

In general, to ensure that the window is rendered in HDR mode, one should do the following:

  1. Create a DXGI swap chain with 10-bit or 16-bit pixel format
  2. Set the color space of that swap chain to either p2020-pq (for 10-bit mode) or scRGB (for 16-bit mode).
  3. Make sure all the intermediate textures/surfaces are rendered in 10/16-bit mode (to avoid loss of precision)
  4. Since the GUI is usually rendered on the same swap chain, one should also ensure that the GUI is converted from sRGB into the destination color space (either p2020-pq or scRGB)
In Krita we use Qt to render everything, including our OpenGL canvas widget. I had to go deep into Qt's code to find out that Qt unconditionally uses 8-bit color space for rendering windows. Therefore, even though Krita passes 16-bit textures to the system, the data is still converted into 8-bits somewhere in Qt/OpenGL. So I had to hack Qt significantly...

Making Qt and Angle support HDR

Here comes the most interesting part. We use Qt to access the system's OpenGL implementation. Traditionally, Qt would forward all our requests to the OpenGL implementation of the GPU driver, but... The problem is that quite a lot of OpenGL drivers on Windows are of "suboptimal quality". The quality of the drivers is so "questionable", that people from the Google Chromium project even wrote a special library that converts OpenGL calls into DirectX API calls and use it instead of calling OpenGL directly. The library is called Angle. And, yes, Qt also uses Angle.

Below is a sketch, showing the relation between all the libraries and APIs. As you can see, Angle provides two interfaces: EGL for creating windows, initializing surfaces configuring displays and traditional OpenGL for the rendering itself.

To allow switching of the surface's colorspace I had to hack Angle's EGL interface and, basically, implement three extensions for it:

After that I had to patch QTextureFormat a to support all these color spaces (previously, it supported sRGB only). So now, if you configure the default format before creating a QGuiApplication object, the frame buffer object (swap chain) will have it! :)

// set main frame buffer color space to scRGB
QSurfaceFormat fmt;
// ... skipped ...
fmt.setColorSpace(QSurfaceFormat::scRGBColorSpace);
QSurfaceFormat::setDefaultFormat(fmt);

// create the app (also initializes OpenGL implementation
// if compiled dynamically)
QApplication app(argc, argv);
return app.exec();

I have implemented a preliminary demo app that uses a patched Qt and shows an EXR image in HDR mode. Please check out the source code here:

Demo application itself:
https://github.com/dimula73/hdrtest/tree/test-hacked-hdr

Patched version of QtBase (based on Qt 5.11.2):
https://github.com/dimula73/qtbase/tree/krita-hdr

The application and Qt's patch are still work-in-progress, but I would really love to hear some feedback and ideas from KDE and Qt community about it. I would really love to push this code upstream to Qt/Angle when it is finished! :)

List of things to be done

  1. Color-convert Qt's internal GUI textures. Qt renders the GUI (like buttons, windows and text boxes) in a CPU memory (in sRGB color space), then uploads the stuff into an OpenGL texture and renders that into a frame buffer. Obviously, when the frame buffer is tagged with a non-sRGB color space, the result is incorrect --- the GUI becomes much brighter or darker than expected. I need to somehow mark all Qt's internal textures (surfaces?) with a color space tag, but I don't yet know how... Does anybody know how?
  2. Qt should also check if the extensions are actually supported by the implementation, e.g. when Qt uses a driver-provided implementation of OpenGL. Right now it tries to use the extensions without any asking :)
  3. The most difficult problem: OpenGL does not provide any means of finding out if a combination of frame buffer format and color space is actually supported by the hardware! A conventional way to check if the format/color space is supported: create an OpenGL frame buffer and set the desired color space. If the calls do not fail with error, then the mode is supported. But it doesn't fit the way how Qt selects it! Qt expects one to call a singleton QSurfaceFormat::setDefaultFormat() once and then proceed to creation of the application. If the creation fails, there is no way to recover! Does anybody have an idea how that could be done in the least hackish way?

I would really love to hear your questions and feedback on this topic! :)

Saturday, August 2, 2014

Krita: illustrated beginners guide in Russian

Some time ago our user Tyson Tan (creator of Krita's mascot Kiki) published his beginners guide for Krita. Now this tutorial is also available in Russian language!

If you happen to know Russian, please follow the link :)


слайд

Monday, July 14, 2014

Notes from Calligra Sprint. Part 2: Memory fragmentation in Krita fixed

During the second day of Calligra sprint in Deventer we split into two small groups. Friedrich, Thorsten, Jigar and Jaroslaw were discussing global Calligra issues, while Boud and me concentrated on the performance of Krita and its memory consumption.

We tried to find out why Krita is not fast enough for painting with big brushes on huge images. For our tests we created a two-layer image 8k by 8k pixels (which is 3x256 MiB (2 layers + projection)) and started to paint with 1k by 1k pixels brush. Just to compare, SAI Painting Tool simply forbids creating images more than 5k by 5k pixels and brushes more than 500 pixels wide. And during these tests we found out a really interesting thing...

I guess everyone has at least once read about custom memory management in C++. All these custom new/delete operators, pool allocators usually seem so "geekish" and for "really special purposes only". To tell you the truth, I though I would never need to use them in my life, because standard library allocators "should be enough for everyone". Well, until curious things started to happen...

Well, the first sign of the problems appeared quite long ago. People started to complain that according to system monitor tools (like 'top') Krita ate quite much memory. We could never reproduce it. And what's more 'massif' and internal tile counters always showed we have no memory leaks. We used exactly the number of tiles we needed to store the image of a particular size.

But while making these 8k-image tests, we started to notice that although the number of tiles doesn't grow, the memory reported by 'top' grows quite significantly. Instead of occupying usual 1.3 GiB, which such image would need (layers data + about 400MiB for brushes and textures) reported memory grew up to 3 GiB and higher until OOM Killer woke up and killed Krita. This gave us a clear evidence that we have some problems with fragmentation.

Indeed, during every stoke we have to create about 15000(!) 16KiB objects (tiles). It is quite probable that after a couple of strokes the memory becomes rather fragmented. So we decided to try boost::pool for allocation of these chunks... and it worked! Instead of growing the memory footprint stabilized on 1.3GiB. And that is not counting the fact that boost::pool doesn't free the free'd memory until destruction or explicit purging [0]

Now this new memory management code is already in master! According to some synthetic tests, the painting should become a bit fasted. Not speaking about the much smaller memory usage.

Conclusion:

If you see unusually high memory consumption in your application, and the results measured by massif significantly differ from what you see in 'top', you probably have some fragmentation problem. To proof it, try not to return the memory back to the system, but reuse it. The consumption might fall significantly, especially is you allocate memory in different threads.



[0] - You can release unused memory by explicitly calling release_memory(), but 1) the pool must be ordered, which is worse performance; 2) the release_memory() operation takes about 20-30 seconds(!), so there is no use of it for us.



Sunday, July 13, 2014

Notes from Calligra Sprint in Deventer. Part 1: Translation-friendly code

Last weekend we had a really nice sprint Deventer, which was hosted by Irina and Boudewijn (thank you very much!). We spent two days on discussions, planning, coding and profiling our software, which had many fruitful results.

On Saturday we were mostly talking and discussing our current problems, like porting Calligra to Qt5 and splitting libraries more sanely (e.g. we shouldn't demand mobile applications compile and link QWidget-based libraries). Although these problems are quite important, I will not describe them now (the other people will blog about it very soon). Instead I'm going to tell you about a different problem we also discussed — translations.

The point is, when using i18n() macro, it is quite easy to make mistakes which will make translator's life a disaster, so we decided to make a set of rules of thumb which developers should follow for not creating such issues. Here are these five short rules:

  1. Avoid passing a localized string into a i18n macro
  2. Add context to your strings
  3. Undo commands must have (qtundo-format) context
  4. Use capitalization properly
  5. Beware of sticky strings
Next we will talk about each of the rules in details:

1. Avoid passing a localized string into a i18n macro

They might be not compatible in case, gender or anything else you have no idea about

// Such code is incorrect in 99% of the cases
QString str = i18n(“foo bar”);
i18n(“Some nice string %1”, str);


Example 1

// WRONG:
wrongString = i18n(“Delete %1”, XXX ? i18n(“Layer”) : i18n(“Mask”))

// CORRECT:

correctString = XXX ? i18n(“Delete Layer”) : i18n(“Delete Mask”)
 

Such string concatenation is correct in English, but it is completely inappropriate in many languages in which a noun can change its form depending on the case. The problem is that in macro i18n(“Mask”) the word "Mask" is used in nominative case (is a subject), but in expression "Delete Mask” it is in accusative case (is an object). For example is Russan the two strings will be different and the translator will not be able to solve the issue easily.

Example 2

// WRONG:
wrongString = i18n(“Last %1”, XXX ? i18n(“Monday”) : i18n(“Friday”))

// CORRECT:
correctString = XXX ? i18n(“Last Monday”) : i18n(“Last Friday”)

This case is more complicated. Both words "Monday" and "Friday" are used in the nominative case, so they will not change their form. But "Monday" and "Friday" have different gender in Russian, so the adjective "Last" must change its form depending on the second word used. Therefore we need to separate strings for the two terms.

The tricky thing here is that we have 7 days in a week, so ideally we should have 7 separate strings for "Last ...", 7 more strings for "Next ..." and so on.

Example 3 — Using registry values

// WRONG:
KisFilter *filter = filterRegistry->getFilter(id);
i18n(“Apply %1”, filter->name())

// CORRECT: is there a correct way at all?
KisFilter *filter = filterRegistry->getFilter(id);
i18n(“Apply: \”%1\””, filter->name())

Just imagine how many objects can be stored inside the registry. It can be a dozen, a hundred or a thousand of objects. We cannot control the case, gender and form of each object in the list (can we?). The easiest approach here is to put the object name in quotes and "cite" that literally. This will hide the problem in most of the languages.

2. Add context to your strings

Prefer adding context to your strings rather than expecting translators reading your thoughts

Here is an example of three strings for blur filter. They illustrate the three most important translation contexts

i18nc(“@title:window”, “Blur Filter”)

Window titles are usually nouns (and translated as nouns). There is no limit on the size of the string.

i18nc(“@action:button”, “Apply Blur Filter”)

Button actions are usually verbs. The length of the string is also not very important.

i18nc(“@action:inmenu”, “Blur”)

Menu actions are also verbs, but the length of the string should be as short as possible.

3. Undo commands must have (qtundo-format) context

Adding this context tells the translators to use “Magic String” functionality. Such strings are special and are not reusable anywhere else.

In Krita and Calligra this context is now added automatically, because we use C++ type-checking mechanism to limit the strings passed to an undo command:

KUndo2Command(const KUndo2MagicString &text, KUndo2Command *parent);

4. Use capitalization properly

See KDE policy for details.

5. Beware of sticky strings

When the same string without a context is reused in different places (and especially in different files), doublecheck whether it is appropriate.

E.g. i18n("Duplicate") can be either a brush engine name (noun) or a menu action for cloning a layer (verb). Obviously enough not all the languages have the same form of a word for both verb and noun meanings. Such strings must be split by assigning them different contexts.

Alexander Potashev has created a special python script that can iterate through all the strings in a .po file and report all the sticky strings in a convenient format.

Conclusion

Of course all these rules are only recommendation. They all have exceptions and limitations, but following them in the most trivial cases will make the life of translators much easier.

In the next part of my notes from the sprint I will write how Boud and me were hunting down memory fragmentation problems in Krita on Sunday... :)

Wednesday, June 18, 2014

Krita: "Edit Global Selection" feature

Our Kickstarter project is over 50% of the goal now! To say "Thank you!" to our supporters we decided to implement another small feature in Krita: editing of the global selection. Now you can view, transform, paint and do whatever you like on any global selection!

To activate the feature, just go to main menu and activate Selection->Show Global Selection Mask check box. Now you will see your global selection as a usual mask in the list of layers in the docker. Activate it and do whatever you want with it. You can use any Krita tool to achieve your goal: from trivial Brush tool to complex Transformation or Warp tool. When you are done, just deactivate the check box to save precious space of the Layers docker.

Add usual global selection

Deform with Warp Tool and paint with Brush Tool

This feature (as well as the Isolated Mode one) was a really low hanging fruit for us. It was possible to implement due to a huge refactoring we did in the selections area about two years ago, so adding it was only extending existing functionality. It is really a pity that the other features from the Kickstarter list cannot be implemented so easily :) Now I'm going to dig deep into the Vanishing Points and Transformations problem. Since Saturday I've been trying to struggle through the maths of it, but with limited success...

Next Windows and Krita Lime will have this feature included!

And don't forget to your friends about our Kickstarter!

https://www.kickstarter.com/projects/krita/krita-open-source-digital-painting-accelerate-deve




Monday, June 16, 2014

Krita team starts implementing features declared for the Kickstarter!

During the first week of our Kickstarter campaign we collected more than 6500 eur, which is about 43% of the goal. That is quite a good result, so we decided to start implementing the features right now, even though the campaign is not finished yet :)

I started to work on three low-hanging fruits in parallel: perspective transformation of the image basing on vanishing points, editing of the global selection and enhanced isolate layer mode.

It turned out that the vanishing point problem is not so "low-hanging" as I thought in the beginning, so right now I'm in the middle of my way of searching the math solution for it: to provide this functionality to the user the developer must find right perspective transformation matrix basing only on points in the two coordinate systems. This problem is inverse to what everyone is accustomed to solve at school :) This is quite interesting ans challenging task and I'm sure we will solve it soon!

Until I found the solution for maths task, I decided to work on small enhancements of our Isolate Layer mode. We have this feature already for a long time, but it was too complicated to use because the only way to activate it was to select "Isolate Layer" item in the right-click menu. Now this problem is gone! You can just press Alt key and click of the layer or mask in the Layers docker. This enables many great use cases for artists, which now can be done with a single Alt-click:
  • Show/Edit the contents of a single layer, without other layers interferring
  • Show/Edit the masks. This includes Selection Masks, so you can edit non-global selections very easily (modifying global selections will be simplified later)
  • Inspect all the layers you have by simply switching between them and looking into their contents in isolated environment

A comic page by Timothée Giet

There are several more things we are planning to do with the Isolated Mode like adding a bit of optimizations, but that is not for today :) 

The next packages in Krita Lime will include this new feature. They are now building at Launchpad and will be available tonight!

And don't forget to spread the word about our Kickstarter!

https://www.kickstarter.com/projects/krita/krita-open-source-digital-painting-accelerate-deve

Tuesday, June 10, 2014

Krita Lime is updated again!

It was about a month when we last updated Krita Lime. And it is not because we had leisure time and did nothing here ;) In reverse, we got so many features merged into master so it became a bit unstable for a short period of time. And now we fixed all the new problems so you can see a nice build of Krita with lots of shiny features!

Wacom Artpen rotation sensor improved

If you are a happy owner of a Wacom Artpen stylus, now you can use its rotation sensor efficiently: now it works on both Linux and Windows, and more, it works exactly the same way on both operating systems! For those who are not accustomed to work with drivers directly it might come as surprise, but the direction of rotation reported by the Windows and Linux drivers are opposite, not speaking about an offset by 180°. The good news: now it is gone! Just use it!

Avoid stains on the image when using touch-enabled Wacom device

The most popular advice you get from an experienced artist concerning Wacom touch-enabled usually sounds like: "disable touch right after connecting it". Well, it has some grounds... The problem is that the artist while painting with the stylus can easily tap on a tablet with a finger and soil the image with stains of paint. Yes, most of the taps will be filtered by the Wacom driver (it disables touch while stylus is in proximity), but sometimes it doesn't work. Anyway, now the problem is solved, though only on Linux.

Now Linux version of Krita has a special "hidden" configuration option called disableTouchOnCanvas. If you add line

disableTouchOnCanvas=true

to the beginning of your kritarc file, the touch will not disturb you with extra points on the canvas anymore! Though it will continue to work with UI elements as usual!

OpenColorIO-enabled color selectors for HDR images

This is a very huge and really nice feature, on which we were working hard. There will be a separate article about it soon! Just subscribe to us and wait a bit! ;)

Many small nice enhancements

  •  '[' and ']' shortcuts for changing image size now don't have hysteresis, and scale smoothly with the brush size
  • Zooming, Rotation and Mirroring now have a floating window showing the current state of the operation. This is highly necessary when working in full-screen mode or without the status bar shown.
  • Pseudo Infinite Canvas will not make your canvas too huge. It will grow the image by 100% and no more. Now you can use this feature for doubling any dimension of the canvas with a single click.
  • Added "Scalable Smoothing Distance" feature. When using Weighted Smoothing, the distance will be automatically corrected according to your zoom level, so the behavior of the stylus will not alter with changing the canvas zoom.
  • Made the handles of the Transform Tool easier to click on. Now clickable area is twice wider! Just click!

Kickstarter campaign

And yes, today we started our first donation campaign on Kickstarter! It will last for 30 days only, during which we are going to raise money for 2.9
release!

Direct link: http://www.krita.org/kickstarter.php

Help us, and together we will make Krita awesome!

Monday, June 2, 2014

Some notes from Krita Sprint 2014

Krita people in Deventer:
Sven, Lukas, Timothee and Steven
Almost two weeks have passed since we returned from the sprint, but we are now only beginning to sort out and formalize all the data and notes we did during the meeting. The point is, this time (as well as during the last sprint in 2011) we had three painters with us who gave us immeasurable amount of input about how they use Krita and what can be improved. This is the case when criticizing and complaining was exactly what we needed :)

So after having general discussions about Krita's roadmap on Saturday [0], we devoted Sunday on listening to painters. Wolthera, Steven and Timothée gave us short sessions during which they were painting their favorite characters and we could look at it and notice all the usecases and small inconveniences they face when working with Krita. The final list of our findings became rather long :), but it will surely have immense impact on our future. We saw not only wishes and bugs, we also had several revelations, the things which we could not even imagine before. Here is a brief list of them.

Tablet-only workflow

Yeah, not all the painters have a keyboard! ;) Sometimes a painter can use a tablet with built-in digitizer for painting. In such a case the workflow completely changes!
Two tool bars is too few! More floating toolbars!
  1. The painter may decide to reassigns the two stylus buttons to pan and zoom gestures since he has no access to a usual Spacebar shortcut.
  2. The toolbars! Yes, the toolbars are the precious space where the painter will put all the actions he needs. And there should be many configurable toolbars. The problem we have now is that there can be only one toolbar of a specific type and every action belongs to its own toolbar. The user should be able to create many general-case toolbars and put/group actions however he likes. I'm not sure this is possible to implement within current KDE framework, but we must investigate into it!
  3. Even when using a tablet some painters cheat a bit and use gaming keypads to access most needed actions, like pop-up palette, color picker and others. Steven came to Deventer with his Razer Nostromo device, and it seems he is quite convenient with it.
Razer Nostromo. Not for gaming :)

Revelations

Though it might sound funny, but some of Krita features really surprised me! I never knew we could use old-good tools this way.
  1. Experiment Brush. Have you ever thought that this brush might be an ideal tool for creation of shadows on a comic-look pictures? Well, it is ;)
  2. Group Layers + Inherit Alpha layer option. I could never imagine that Inherit Alpha feature can be combined with the Group Layers! If you use Inherit Alpha withing a group, then it'll use only the colors of this group! This can be used for filling/inking the parts of the final image. Just move it into a separate group, activate Inherit Alpha and you can easily fill/outline your part of the image!
  3. Color Picker. This is a trivial tool of course. But if you assign it to the second stylus' button, it becomes an efficient tool for mixing color right on the canvas! Paint, pick and mix colors as if you use a real-world brush.
Well, there were many other issues we found during the sessions. There were also some bugs, but the severity of those was really minor. Especially in comparison to the sessions we did in 2011, when David Revoy had to restart Krita several times due to crashes and problems... We did really much progress since Krita 2.4!

Yeah, it was a really nice and efficient sprint! Thanks Boudewijn and Irina for hosting the whole team in their house and KDE e.V. for making all this possible!


[0] - see Boud's report about it

Wednesday, April 9, 2014

Krita: Russian Translations Updated!

A picture by Georgiy Syptchenko
after a well-known series by David Revoy :)


Thanks to Georgiy Syptchenko from Krita Russian Community [0] Krita's translations into Russian got significantly improved recently!

We have already done three translation updates in Krita Lime repository and there are new changes yet to come!

So if you happen to speak Russian and want to help us with testing our translations, please follow this manual [1] and install updated translation packages!



[0] - http://vk.com/ilovefreeart
[1] - http://dimula73.blogspot.ru/2014/03/krita-lime-localization-support.html

Friday, March 28, 2014

Krita 2.9 (pre-alpha): Updated Fill Tool!


Preface

The Fill Tool was present in Krita since the ancient days. Its was first implemented back in 2004, and since then there were only minor changes to the algorithm it used. Now we are glad to announce a major update of it!

The old implementation used a, though a bit optimized, but still conventional, flood-fill algorithm that iterated through all the pixels recursively using a huge array as a map to store which pixels were visited and which not. It had two obvious drawbacks: it ate your memory (~100MiB for a map for an 10k x 10k image) and it was rather slow. The new algorithm is free from these disadvantages!

Scanline Flood Fill Algorithm

The new algorithm uses larger entities than just a single pixel. It uses "scanlines", which is effectively a chunk of a row of the image. The process of filling looks like a game. Several scanlines traveling throughout the image and checking or filling the pixel data. Each scanline can travel in either upward or downward direction. When two scanlines of opposite directions meet, they eat each other and both disappear! The process continues while there is at least one scanline alive :)

The rules for breeding and eating scanlines are a bit complicated, but they guarantee that not a single pixel will ever be visited twice! And that is without keeping any map of visited pixels, and therefore without oppressing your RAM! The experiments we conducted showed that to flood-fill an image of 10k by 10k pixels one would need only about 1MiB of memory! Just compare that to the 100MiB demanded by the conventional algo!

Real Performance Tests

The tests showed that the performance of the new Fill Tool greatly depends on whether the user needs some complex compositioning or not. That is why we introduced two new modes for the Fill Tool:
  • Advanced Mode — the mode supporting all the features of the tool, such as applying a selection, rendering the result with a user-supplied composite op, growing or feathering the selection area. This mode works about 1.4 times faster than the old implementation;

  • Fast Mode — just fill the area with color! No compositioning or selections are supported, but thanks to these limitations it is capable of up to 2 times better performance than the Advanced Mode. Which is almost 3 times faster that the old conventional algorithm!
And, of course, these speed benefits are nothing in comparison to the economy of memory we achieve!

Conclusion

The new Flood Fill algorithm is already present in Krita master and is available for all the users having Krita Lime [0] installed! Just update and have fun with your painting!

And yes, this work would be impossible without the support from Krita Foundation! Become a sponsor of the Krita Project and help us move the painting world further!

Monthly Donation through Paypal

Krita Development Funding

One-time donation through Paypal

 
[0] -  http://dimula73.blogspot.ru/2013/05/krita-lime-ppa-always-fresh-versions.html

PS:
Thanks Timothée Giet for a nice title image!

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