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Gimel Studio: Non-destructive, 2D image editor

gimelstudio.github.io

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Re: Gimel Studio: Non-destructive, 2D image editor

#2
Interesting! I've done some visual node based editors in the past. One design principle I might suggest: develop a DSL and have the editor just be editing programs in that DSL. You might be able to use Racket—not sure—but alternatively you could copy what I've done here (https://ohayo.computer) and design a Tree Language (https://jtree.treenotation.org/designer/).

It makes the problem simpler IMO, as then you get to iterate on the language and capabilities independently of the UI.

Re: Gimel Studio: Non-destructive, 2D image editor

#3
I once tried to make something similar, I used OpenCL for performance. But either my knowledge wasn't sufficient or the architecture wasn't properly designed, so on complex node trees the performance was pretty bad; if I remember correctly - because there was too much data being copied between RAM and VRAM back and forth and the engine was designed to be too flexible (for example, an arbitrary number of color channels) it harmed the performance. Eventually my enthusiasm faded and I abandoned the project. The original idea was to replicate Foundry Nuke's flow. Back then it supported GPU only for some of the operators.

Re: Gimel Studio: Non-destructive, 2D image editor

#5
post #4

This looks really similar to Blender's node editor. Is there a relationship?

Hi DoctorOW, nicely spotted!

The original creator, Noah, has posted a short introduction in the community chat[1] where he highlights the influence of Blender 3D and the node-based workflow for the app

[1] Gimel Studio community chat (Zulip, needs sign-in) -- https://gimelstudio.zulipchat.com/#narrow/stream/320145-intr...

Re: Gimel Studio: Non-destructive, 2D image editor

#6
Simplicity? Well, if you're used to GNU Radio maybe ;)

The graph view on top will be very off-putting to normal users. It's even off-putting to me and I'm a huge nerd.

I'd rather hide the non-destructive nature in a normal graphical editor UI people are used to. So people can edit away and when they're happy with a version of the file they can just flag it. And then they can jump between those flagged versions or browse the whole history with instant revision switching.

I've done something similar with an audio editor.

Re: Gimel Studio: Non-destructive, 2D image editor

#8

Simplicity? Well, if you're used to GNU Radio maybe ;) The graph view on top will be very off-putting to normal users. It's even off-putting to me and I'm a huge nerd. I'd rather hide the non-destructive nature in a normal graphical editor UI people are used to. So people can edit away and when they're happy with a version of the file they can just flag it. And then they can jump between those flagged versions or bro…

Graph editors are fairly normal in the design world. See Blender, Houdini FX, Substance Designer, Unreal Engine, etc. So maybe as a huge nerd you’re not a normal user.

Personally, I love graph editors and find them intuitive and easy to work with.

Re: Gimel Studio: Non-destructive, 2D image editor

#9

Simplicity? Well, if you're used to GNU Radio maybe ;) The graph view on top will be very off-putting to normal users. It's even off-putting to me and I'm a huge nerd. I'd rather hide the non-destructive nature in a normal graphical editor UI people are used to. So people can edit away and when they're happy with a version of the file they can just flag it. And then they can jump between those flagged versions or bro…

Graph editors are fairly normal in the design world. See Blender, Houdini FX, Substance Designer, Unreal Engine, etc. So maybe as a huge nerd you’re not a normal user. Personally, I love graph editors and find them intuitive and easy to work with.

Forgive my ignorance, but what is the point of a graph editor in this 2D workflow, as opposed to a simple list of operations?

Graphs imply branching and recombination, while this product home page just shows a linear series of operations.

Is there branching so you can apply different sets of operations, and then recombination happens with blending operations?

Re: Gimel Studio: Non-destructive, 2D image editor

#10

Earlier quoted context omitted.

Graph editors are fairly normal in the design world. See Blender, Houdini FX, Substance Designer, Unreal Engine, etc. So maybe as a huge nerd you’re not a normal user. Personally, I love graph editors and find them intuitive and easy to work with.

Forgive my ignorance, but what is the point of a graph editor in this 2D workflow, as opposed to a simple list of operations? Graphs imply branching and recombination, while this product home page just shows a linear series of operations. Is there branching so you can apply different sets of operations, and then recombination happens with blending operations?

I would guess combining pieces of two images is a simple place where the graph could become non linear. Agree that if that is the case they should indicate it in their gifs tho
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