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Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

krita.org

71–80 of 197 posts

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#71
post #54
post #32

Earlier quoted context omitted.

Gimp and Inkscape are both extremely sub-par apps... Paint.NET beats Gimp in usability, Photoshop in both features and stability. Last time I tried to use Gimp for anything mildly complex (heavy usage of cage distort on a high res pic with quite a few layers) it crashed every 10min (though I was told it was the fault of the Ubuntu packaged, it's not acceptable to make a clusterfuck of the versions targetting the most…

> 2. a good vector graphics app Check out Scribus. I'd describe it as more of a serious publishing app, where Inkscape may be more for artists. Scribus uses less resources and supports multipage documents. I've also had issues with the cage transform in Gimp, but it's fixed now, so if you're on Ubuntu, just add a PPA with the latest version of Gimp. > 1. a good raster photo editor with non-destructive editing capabil…

TL;DR: A program needs either (a) features + good UX/I or (b) rock-solid stability + amazing performance characteristics to compensate for anything else lacking. Gimp has neither, it's some kind of "middle ground" thingy that annoys everyone.

> give up your freedom for a few extra features

Not really, I use like 10% max of Photoshop's features I guess. But those features simply feel perfectly implemented, they just f work. Heck, I even use it for vector graphics sometimes because it "just works" and feels more natural than Illustrator.

And I'm not just used to PS. I actually liked Corel Photoshop more back in the day.

And Inkscape has the same natural/intuitive feel to it after you use it a bit. Starts to crack once the complexity grows, but for starter it just works. Blender has a learning curve, but afterwards it also feels "natural" and "well built".

Gimp is just bad at... everything: (1) performance feels horrible, like doing everything in slow mo compared to anything else (2) UI feels very inconsistent and has very weird concepts about the relationship between layers and selections and stuff like that (like "wtf is a 'floating selection' thingy doing in my layers panel? ...you get used to it, but boy it's weird), keyboard shortcuts don't work in all contexts (sometimes it feels like they randomly stop working) and (3) there's no easy way to reversibly do things like ad an adjustment/effect layer, turn effect on and of on a layer or some groups from the layers panel etc.

I don't care about color space support or even mildly advanced features. And I could put up with a "weird" UI if I could find some logic or intuition for it. But at least stellar performance and stability would be requirements. If you can do things fast enough and things don't crash at 30 huge layers, even non-destructive edits cease to be a "must have" since you can just clone stuff like crazy and always have multiple "versions" of the "same" layer in the same doc. That's how lots of professional graphic designers use PS anyway. I was once handed a 20GB "trashcan psd" from a designer, and I hated every second of touching it, but it miraculously worked, relevant content was extractable, and the job got done.

Honestly, its hard to say what's wrong with Gimp, because I can't figure out anything fully right about it. Even the fact that I'm comparing with Adobe Photoshop, a program itself known for horribly beginner-hostile and unintuitive (but in a weird way "learnable" and "natural") UI is a sign of how off things are.

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#72
post #4
post #2

While it looks very powerful, does anyone know if the miserable light gray on medium gray UI can be changed? I despise this modern trend (Pixelmator drives me nuts too) as I have difficulty reading text with such low contrast. This is terribly unfriendly to people with vision difficulties.

Yeah, Krita has themes/skins, here is a few: http://www.davidrevoy.com/article124/themes-for-krita-and-kd... The top one seems darker. Otherwise you can always edit the `.colors` file of your choosing to be even darker.

Cool thanks!

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#73
post #43
post #39

I really want to love Krita, and I sort of do. The only thing preventing me from doing so is the absurd amount of crashes on my macOS machine. Is this just a Mac problem? Has this been addressed in this update? Am I doing something wrong?

This seems to just be a result Apple's poor OpenGL stack. Krita has been very stable on both Linux and Windows for me. From their roadmap page: "We will spend more time on macOS. Even though Apple’s support for the technologies Krita needs, like OpenGL, sucks."

Any hope for support of things like Metal at all maybe?

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#74

Earlier quoted context omitted.

Math.random() * 20 13.10651926269692 Ok, Thirteen it is. 1. Because clicking a link is quicker than `apt-get install krita` 2. Because clicking a link is quicker than: "E: Package 'krita' has no installation candidate" 3. Because clicking a link is quicker than `aptitude search krita`, seeing krita data files, but still no krita 4. Because I apparently have to open up a browser and type "Debian krita" to figure out h…

Browsers don't have a stylus pressure API (nor any stylus API at all). No further discussion needed.

Actually there is or was a WacomTabletPlugin for Firefox at least, but I have no idea about the state of that.

In any case, as soon as Qt (with support for threading), eigen3, exiv2, fftw3, expat, fontconfig, freetype, gmic, gsl, iconv, ilmbase, libjpeg, lcms2, libraw, opencolorio, openexr, libpng, poppler, pyqt, python, sip, libtiff, vc and zlib can be built using one of the compile-to-javascript whatevers, we can take a look.

I expect it'll be some time...

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#75
post #56
post #45

Earlier quoted context omitted.

Not sure how serious you were, but AFAIK Rust's ecosystem for GUI programming is extremely immature. (Hopefully this will improve, seeing that the Gnome project is investing in Rust [1,2,3].) [1] https://github.com/GNOME/librsvg [2] https://wiki.gnome.org/Hackfests/Rust2017 [3] https://wiki.gnome.org/Hackfests/Rust2017-2

> Rust's ecosystem for GUI programming One could just use OpenGL like Blender does to great success, maybe add something like Kivy on top. "Native feel" is not really the most desirable feature for a graphics app, especially since both (1) Linux users are used to non-native looking stuff (even Qt in GTK or the other way around is always at least a bit off) and (2) most native-looking apps, especially the GTK ones, ha…

I’m not sure what problem you see OpenGL solving.

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#76
post #50

Earlier quoted context omitted.

I'm not sure what you mean with your question. My point is that Rust's GUI ecosystem is improving due to investment of Gnome.

My point is that Gnome is not interesting for people interested in cross-platform GUIs.

Why would people building cross-platform guis care who funds the work?

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#77
post #36

Based on the app description and homepage I always thought Krita can't replace Photoshop for the few things I need to do for basic webdesign stuff. But reading the comments here made me reconsider. Has anyone used Krita for web stuff (icons, headers, banners, editing screenshots, etc? Since the developers are reading this thread: I saw that you have a simple press page [0], if you want something more detailed, I can…

I have no idea about presskithero... But we can't just use a closed platform for our stuff. As for the first question: we, obviously, use Krita for icons, headers, banners and screenshots, but that's just because we're making Krita. It's not what Krita is made for :-)

And don't even think of trying to make mockups for whole websites in Krita!

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#78
post #29
post #17

Flabbergasting. Krita's development started almost 20 years ago... and it is the first time I ever hear about it.

My impression is that the American software community sometimes doesn't pay much attention to what's coming out of Europe. Have a look at other KDE-based programs if you haven't already - IME KVirc, Kile, KTorrent, and indeed Konqueror and KMail are best-in-class.

[deleted]

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#79
post #36

Based on the app description and homepage I always thought Krita can't replace Photoshop for the few things I need to do for basic webdesign stuff. But reading the comments here made me reconsider. Has anyone used Krita for web stuff (icons, headers, banners, editing screenshots, etc? Since the developers are reading this thread: I saw that you have a simple press page [0], if you want something more detailed, I can…

Krita is not targeted as a photoshop replacement. It was at one time, but 15+ years ago they realized that many people are willing to pay for photoshop and thus Adobe has a large amount of money to throw at developers (at least some of them good) and so they are unlikely to catch up. They then shifted focus to be the best programing for drawing instead, a niche that Photoshop can cover but it isn't what their customers want and so it isn't well served. Photoshop is mostly used by photographers who need to touch up a photo, this is art but a very different style of art from someone who starts with a blank page and draws a picture.

Re: Krita 4.0 – A painting app for cartoonists, illustrators, and concept artists

#80
post #75
post #56

Earlier quoted context omitted.

> Rust's ecosystem for GUI programming One could just use OpenGL like Blender does to great success, maybe add something like Kivy on top. "Native feel" is not really the most desirable feature for a graphics app, especially since both (1) Linux users are used to non-native looking stuff (even Qt in GTK or the other way around is always at least a bit off) and (2) most native-looking apps, especially the GTK ones, ha…

I’m not sure what problem you see OpenGL solving.

https://www.quora.com/What-is-the-GUI-library-used-in-creati... check out this explanation of how Blender's UI is implemented - same approach would make sense (maybe even reuse same "toolkit") here because you'd have "drawing code" in you app anyway, so why not use it to draw parts of the UI too, and you'd also want graphics card acceleration for some operations too
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