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Gimel Studio: Non-destructive, 2D image editor

gimelstudio.github.io

21–30 of 64 posts

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

#22

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?

A node system can do everything a linear system can but also branch or send the same asset down multiple flows and back again without the linear workflow crutches for that (“smart objects”/“symbols”).

Ive been wanting someone to tackle this on the 2D side for a decade now.

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

#24
post #23

What… is the point of node editing? Current image editing is only destructive if you save over the original file? What am I missing? This seems way more tedious than just making the changes like in Lightroom.

Nodal based image editing is the standard in the film industry, though obviously there it’s predominantly used for sequences of images. Nuke is the industry standard, though there are a few others.

I would agree it’s pointless if you just want a simple linear set of image processing operations like Lightroom, but film based compositing is obviously vastly more complex than that.

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

#25
post #23

What… is the point of node editing? Current image editing is only destructive if you save over the original file? What am I missing? This seems way more tedious than just making the changes like in Lightroom.

It is more tedious for simple stuff than layer stacks, but more complex stuff quickly becomes more tedious (or impossible) with layer stacks. Hence, node UIs have become standard with compositing applications that were not designed by Adobe.

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

#27

I've never understood the need for 2d schematic editor when a ordered list of filters would suffice. Do you like to move pixels around that much?

An ordered list of filters would limit the user to providing one input image and producing one output. Using a schematic editor allows for combining multiple inputs and perhaps even producing multiple outputs from one schematic (the gif on the home page doesn't show this so I don't know if they support this).

Of course you don't need a schematic editor for that, you could also use an expression language with variables. But for people not used to programming that tends to be a bit intimidating.

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

#28
post #11

2d image editor aka. node based compositor?

Sounds to me a lot like people that have a narrow and shallow level of experience in the field they are diving into, so they keep bumping into the walls. Dev: I had this great idea of making this new thing because I haven't seen it before Everyone Else: Yeah, it looks like this or this or even that. Have you looked at what other people have done and the pain points they solve or cause? Dev: Nah, this is a totally dif…

As a graphics professional who loves node-based workflows, I find the constant re-invention of the wheel pretty painful. With some coordination of this effort, Blender or Natron could be real open-source challengers to Nuke, but starting from scratch seems always to be more enticing.

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

#29

In the demo, when they add a new node between two existing nodes, they first add the node then disconnect the two other nodes then connect the two others to the new node. As others pointed out it looks similar to the node editor in Blender. I am fairly certain that in Blender you can drag a node onto the connection between two nodes and it will be connected. That makes adding nodes less tedious. Does Gimel Studio sup…

There are so many helpful node workflow conveniences that there really needs to be a standard for them IMO. Otherwise the default is to start with a layer of unnecessary tedium around the flexibility.

Something like an AI coding partner would also be super helpful with nodes, eg "suggested pattern: you're recreating this common image editing filter or one of these variations" and boom, all the connections fall into place.

(Dragging connections across the screen is fun until it's the same lines most of the time...have used a lot of different node workflows over the years)

Also I'm still hoping for a generalized node workflow desktop...but I guess I might settle for a text editor.

For example you see nodes for a timer/cron job to generate the first part of your markdown --> text editor node with your template (into which a markdown highlighting plugin is also plugged) --> Pandoc node --> separate nodes for HTML, LibreOffice output filtering --> (LO as a node would be cool btw) --> SSH file transfer (HTML) and Email (to someone) nodes --> various inputs to those, etc.

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

#30

I've never understood the need for 2d schematic editor when a ordered list of filters would suffice. Do you like to move pixels around that much?

Did you read Dan Margulis books on color correction and photo editing?

Some of his tricks needs forks in processing graph for sure, and is not expressible in Photoshop Layers in non-destructive, configurable way.

Channel extraction and replacement after some processing like blurring and masking, for example. Sometimes in different color models, like replace RGB Red channel with CMYK Magenta one, blurred and masked with Black.

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