Krita Meeting 2010 – Day 1

Today was the first real day of the Meeting, we met again in the basement of the Church to be in a place without any possible distraction, and to discuss the vision of Krita, and what we want Krita to be.

We decided to focus on painting, sketching, comic books and texturing. As well as making an application for high-end painters. The question of how much the digital painting should mimick real-world painting, and based on our experience of watercolor in 1.6 that was so advanced that it would simulate the drying itself, we decided that real world should be an inspiration, but that there is no point to make digital painting exactly like real world, if you want real world, you can just take a real brush and paint. But it does not mean that we should take inspiration in real physics, when it makes sense, like for color mixing.

In the end, it took us more than two hours to define the following vision:


Krita is a KDE program for sketching and painting, offering an end–to–end solution for creating digital painting files from scratch by masters.

Fields of painting that Krita explicitly supports are concept art, creation of comics and textures for rendering.

Modelled on existing real-world painting materials and workflows, Krita supports creative working by getting out of the way and with snappy response.

It does not mean you cannot use Krita for something else, or develop plug-ins that solve a problem that does not fit the vision. But it means that we are going to be focused on implementing that vision, and that the default of the application will be oriented toward that vision. And when we have to make choices, we will look at the vision and see which decision makes more sense for the vision.

After the lunch, we took a digestive walk in Deventer streets:

Then we discussed about finding GSoC ideas, that would help to implement our vision, and concluded that a new transform tool and a good UI to access ressources was the two main ideas we needed. Then everybody went back to his computer, to fix bugs, to discuss UI ideas, and just to make Krita “the best application ever” (Vera’s tm).

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7 Responses to Krita Meeting 2010 – Day 1

  1. m4v says:

    Great vision! :D

  2. enkithan says:

    Though focusing on texturing is a bit like saying focusing on everything :p. Because a texture can be made from photos, filters, or painting tools, depending of the wanted style. That also means a huge use of masks and layers, more non-destructives tools,… If that’s the case, krita will be usable for any use cases anyway ^^.

    For me, the most needed features for concept-art & painted textures are :
    - ability to change the diameter/scaling of bitmap brushes.
    - bitmap brush tip creation (the workflow would be : paint something, select it, menu>add to brush tips).

  3. It is refreshing to _finally_ see audience-centric design and vision in our culture.

    I can only hope that you start the research, then the design as opposed to diving back immediately into code.

    The few projects in our culture that make the baby steps in the right direction often just stop and start repeating the very same mistakes.

    Who is a “high-end painter” as defined in the vision? Are there examples to help flesh out the vision and make it clear to involved participants?

    What are the needs of the audience? Are your needs based on research across several of those artists or worse, general guesses and conjecture? Is it possible to have the team watch a selection of the artists during work?

    What role does the application play in the audience’s production pipeline? What deliveriables are common? What formats require consideration? Does linear colour play a role for output? For uptake?

    What is the preferred input and output context of the intended audience? If it is a tablet for input, are there design decisions that could be made that more greatly add to the workflow? What if those decisions detract from alternate forms of input such as mice?

    I sincerely hope the Krita team can set a benchmark for application design. There are complex and difficult decisions to be made. May you have the strength and persistence of vision to see them through and provide a compelling choice to the intended audience.

  4. Cyrille Berger says:

    I am afraid, I am going to disappoint you at least partially, since we are clearly diving back in code, at least in the short term. Simply, because Krita has many bugs that need to be fixed, in the back-end area. On the other hand, during this week-end we have work with an interaction architect (Peter Sikking who also work on the GIMP/OpenPrint UI) on some aspect of our UI, and we hope to keep working on that on the future. But you also have to consider that we are mostly “developers”, we are not trained in UI design, so I think we should be concentrated on what we are good at, in other word, for the research/ui design we would need people that are trained on those aspect to come and work with us.

    As for the high-end question, we have a set of real artists that we want to turn into full KDE users, but when we say “high-end” we means people who work 20 to 30 hours a week with Krita. As for the research on artists, for a while we have being working with a few artists that compile Krita/trunk on a regular basis to have early feedback on our changes, we would like to have more of them, and of course to be able to observe them if possible.

    When it comes to delivrable, we have decided to stop to files, so no printing (other than desktop, no industrial painting). And Krita should be able to work with mouse and tablet.

    Finally, we are new to that, not trained in those area, and do not expect a revolution, but evolution.

  5. n-pigeon says:

    “We decided that real world should be an inspiration, but that there is no point to make digital painting exactly like real world, if you want real world, you can just take a real brush and paint”

    Yes, it’s very good statement :)

    Best wishes :)

  6. Hi Troy,

    Yes, we are in contact with some artists who don’t hesitate to tell us what they need, and we’ll, for instance, visit the blender studios this Thursday to see real artists engaged in real work. Peter was insistent we shouldn’t just listen to one artist telling us what he needs, but to extrapolate to the real, underlying, shared need for particular types of work. We’ll have a lot of learning to do, but the energy this focus gives me is exhilarating!

    As for the input, yes — we’re heavily focussed on tablet input. Most Krita developers have access to tablets, and for painting, it really is the way to go.

  7. Aman says:

    No doubt that with slight improvements,Krita will rule the painter’s world.
    Krita 2.5.9 has mainly only one problem:The lasso tool.I want it to be as precise as in Adobe photoshop.Some Krita developers have revealed that they want to consider my request in next Krita versions regarding improvement in Lasso tool.I believe that they might have a better lasso tool in next versions comming somewhere in Jan 2013,as heard.
    other than that its the best Painting app you can get.Krita Desktop is a bit difficult to use when it comes to Brush Dynamics but if you are a professional artists,then these Brush dynamics adjustments is for you.Go get Krita,ask for better lasso tool and after that,don’t buy expensive softwares like Artrage,Howler PD,etc.

    If you are looking something for fun and something lightweight but a balance of mid-professional software and fun to use software,then there is a new Krita category software called the Krita Sketch.Sketch has accomodate a maximum canvas size of 10000 * 10000 pixels.Whereas Krita Desktop goes further than Photoshop(Unthinkable canvas size).

    If Lasso tool is improved,then there are negligible reasions why not to use only Krita as a panting application.Krita is mainly a sketching and painting app,not a Photoediting app.Krita is impressive.You can rarely get any other painting or sketching software,so good,so wonderful,so professional,like this for free as of now.

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