![]() ![]() If the artist can control features like this, they can greatly improve their own workflow very rapidly and easily, and reduce the amount of work required by Krita developers in creating unique brushes and brush engines to perform unique functions. I could also see this working to make very useful combinations of different selection tool functions, such as selecting a rectangle, and then reducing that selection to only colors below 50% average lightness. Being able to reprogram the color sampler to weigh visible layers differently, for example, selecting color from the top 3 layers with a ratio of 50%, 30%, 20%, or to switch to erase mode if the alpha of the selected pixel is 0, would be very useful to improve workflow, and reduce mudmixing, especially when combined with brushes that can effect multiple layers differently, ie laying down fresher, more saturated color on the top layer, while blending and darkening that color to lower layers. It would also be very cool to be able to do this kind of scripting with secondary brush functions, such as color selection, size change, or even with other tools, like selection tool. More user-friendly brush customization and a more streamlined brush engine would do a lot to make krita more accessible, more flexible, and more powerful. This would be impossible if each brush dumped itself to a different layer, though I do see designating a target layer for the brush result would be valuable in its own way so long as you could disable it ![]() There are a whole bunch of possibilities here that I haven’t thought of! I think it would be a great extension.Īlso I would just mention part of the functionality I envision is successively affecting the same set of pixels, for example blurring and then smudging. A lasso fill with a pixel brush after would allow for both an outline and a fill simultaneously An RGBA brush with a sharpen filter after would probably allow for very nice crisp brush effects Having the texture mask happen in “post” would allow for nice watercolor looking textured washes. A texture brush set to “use this brush to mask previous” would allow for textured brushes with a feeling of a wash texture – currently textured brushes apply per-dab, and so they stack similar to a flow effect rather than opacity. Blur brush before a smudge brush, before an RGBA brush would probably give very natural looking mixing of color. While this is, to some degree, unavoidable, having the ability to sequence brushes or affect previous would enable workarounds or clever extensions that don’t require custom coding for an individual engine. This is partly by design (it wouldn’t make much sense for the lasso fill brush to support ratio, and isolated engines is good) but it is causing a divergence of support and what I would imagine is a fair bit of copypasted code to get parity between engines. Sure, I’ll see if I can describe what I mean: because each brush engine is isolated and has been extended to various degrees, any items in the list of engine outside the smudge brush and pixel brush contain a very limited number of parameters: Bristle engine, sketch, filter, etc, don’t support many of the parms of the more developed brush engines. This has vastly improved the usability of the brush engine, because now you can author your own brushes with super subtle effects that help the brushes feel much more organic and natural.įirstly I’ll just say that this isn’t really a problem with Krita but just an area of improvement I see available to increase the power and versatility of brush engines. In 3DC’s case, you can for example normal-extrude brush, then smooth, then flatten, in the same brush. Their way around this was to make the nugget of what each brush does and isolate it into a module, which can be added as a “step” in an arbitrarily stacked brush which just steps through each action in sequence. 3DCoat also had this issue, but to a very high degree, because every single brush in 3DC was a snowflake brush that did one particular action. Krita is beginning to have several “snowflake” brush engines, which each do one thing, and over time there is a mismatch between parameters on some of the more general brushes (smudge engine, general brush, which have texture and rgba support etc) with some of the more specific or beta brushes like mypaint brush engine or filter brush engine. Hello! I was inspired by a recent update to 3DCoat’s brush engine to talk about this:
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