This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
Shaderblocks: Block-based image editing
31–40 of 46 posts
Re: Shaderblocks: Block-based image editing
#32Earlier quoted context omitted.
Indeed, it's weird that nobody has brought node-based editing to regular image manipulation before our project, but that's our goal with Graphite. With the equally important goal of making the node aspect optional for users by building such capable tooling that it can abstract away the node graph for all conventional image editing use cases, allowing users to work purely with the WYSIWYG tools that secretly manage th…
I wonder, where do SVG filters fall on the vector/raster spectrum? I really like that I can tune them hands-on in Inkscape (e.g. fractal noise + displacement map), and then use it anywhere that supports SVG. A little interactive demo from a while back: [0]: https://observablehq.com/@dleeftink/svg-workbench#options
Re: Shaderblocks: Block-based image editing
#33Earlier quoted context omitted.
Indeed, it's weird that nobody has brought node-based editing to regular image manipulation before our project, but that's our goal with Graphite. With the equally important goal of making the node aspect optional for users by building such capable tooling that it can abstract away the node graph for all conventional image editing use cases, allowing users to work purely with the WYSIWYG tools that secretly manage th…
I don't think Graphite is the first. Gimel and GIE already exist, and I think there are other more obscure ones.
Re: Shaderblocks: Block-based image editing
#34Earlier quoted context omitted.
https://graphite.rs/ (still early in development) offers node-based editing, you may be interested in trying it.
Could be a Photoshop killer.
Re: Shaderblocks: Block-based image editing
#35Earlier quoted context omitted.
https://graphite.rs/ (still early in development) offers node-based editing, you may be interested in trying it.
Wow, looking at the demos on the website, I am insanely impressed at just how fast the editor loads into them, and just how snappy the procedural editing is, on my mid-range smartphone no less. That's genuinely inspiring! As someone who this week has had the itch to A) learn rust, B) use webassembly for something, and C) pick up Svelte for something, this was a really cool thing to see this morning :)
Re: Shaderblocks: Block-based image editing
#36This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
forgive my ignorance but does what you’re talking about with the “node-based compositing” basically boil down to how blender does it’s editing in a way?
Blender geometry nodes take this approach for modeling. The rest of blender is destructive in that any operation permanently changes the state.
Re: Shaderblocks: Block-based image editing
#37This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
There are actually a number of more-or-less node/graph-based image editors: # chaiNNer Fully node-based image processing. https://github.com/chaiNNer-org/chaiNNer # vkdt Node-based raw and video editor. Sort of the evolution of darktable, by the original developer. https://jo.dreggn.org/vkdt/readme.html # darktable The graph is strictly linear (single input, single output), but you can change the order of the process…
Re: Shaderblocks: Block-based image editing
#38Earlier quoted context omitted.
It's super awesome of you to take the time to provide detailed feedback for a random stranger's project - good on ya! A single suggestion: Try using "the critique sandwich" when commenting on people's hard work - can help them appreciate the effort you've put in rather than feeling too defensive
I don’t really see how Lerc’s comment would benefit from the critique sandwich (more commonly called the “shit sandwich”, in my experience). Lerc was providing thoughtful suggestions for features to add. That’s not a criticism of what’s already in the project.
I agree the feedback was thoughtful (as acknowledged in my reply) and read no ill-will in it and meant none myself
At risk of flogging a dead horse, it can be nerve wrecking to share things (or raise your first real PR, whatever) so I try to respond with that in mind - especially since text-only comms can come off as harsher than intended.
Re: Shaderblocks: Block-based image editing
#39Earlier quoted context omitted.
It's super awesome of you to take the time to provide detailed feedback for a random stranger's project - good on ya! A single suggestion: Try using "the critique sandwich" when commenting on people's hard work - can help them appreciate the effort you've put in rather than feeling too defensive
I thought about it and added something positive to my comment which was more of a bug fix than a feature request. Maybe it was an open face sandwich.
This is gold :chefkiss:
Re: Shaderblocks: Block-based image editing
#40I move blocks around. Some blocks I can attach to the bottom of "run this program" block and they clearly run. But I was unable to add any more blocks that did anything.
The screen is two dimensional so I was expecting to be able to put processing blocks anywhere. Sure I can but they do nothing.
What's missing (for me at least) is an explanation of the user interface.