Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-28 Thread Souichi TAKASHIGE
Hi,

 No, it's only destructive if we have no way of regenerating the cache as 
 needed.
 With GEGL, we can cache just at the newest node in the graph. Stroke
 information can be fully stored in the node.

I'm confused.
From my understanding, if stroke information is stored in the node,
then the stroke can be regenerated, and that operation will be
non-destructive since the cache can be regenerated. I think David says
about non-destructive brush operation.
I saw source code of gegl-paint. It seems that gegl_vector stores the
information of the path, so I think it is also about non-destructive
brush tool.

On the other hand, Øyvind says that we can implement destructive
brush. I think being destructive implies that there's no way to
regenerate the stroke since being able to regenerate the stroke means
that the cache is regeneratable, so the operation must not have any
path information.
My concern is about this case.

Let's say, If the following operation sequences are executed, how can
we undo and redo the brush operation (C) and (D)? And what will happen
if we change the prarameter of the operation (B)?
(A) load an image from external resource.
(B) do filter operation, non-destructive.
(C) do brush operation, destructive.
(D) do another brush operation, destructive.
(E) do filter operation, non-destructive.

If my assumption is wrong, please let me know.
--
Souichi TAKASHIGE
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-28 Thread David Gowers
Hi,
On Tue, Jul 29, 2008 at 12:17 AM, Souichi TAKASHIGE [EMAIL PROTECTED] wrote:
 Hi,

 No, it's only destructive if we have no way of regenerating the cache as 
 needed.
 With GEGL, we can cache just at the newest node in the graph. Stroke
 information can be fully stored in the node.

 I'm confused.
 From my understanding, if stroke information is stored in the node,
 then the stroke can be regenerated, and that operation will be
 non-destructive since the cache can be regenerated. I think David says
 about non-destructive brush operation.
I was only addressing what you said So it can't be non-destructive
unless we save
 that cache forever., by indicating why little caching is needed for
the non-destructive case -- the actual parameters of the operation are
kept.

 I saw source code of gegl-paint. It seems that gegl_vector stores the
 information of the path, so I think it is also about non-destructive
 brush tool.

 On the other hand, Øyvind says that we can implement destructive
 brush. I think being destructive implies that there's no way to
 regenerate the stroke since being able to regenerate the stroke means
 that the cache is regeneratable, so the operation must not have any
 path information.
 My concern is about this case.

 Let's say, If the following operation sequences are executed, how can
 we undo and redo the brush operation (C) and (D)? And what will happen
 if we change the prarameter of the operation (B)?
After a destructive operation, you cannot change parameters of earlier
steps -- the information necessary to do so no longer exists.
Therefore, after C happens, changing B is meaningless -- B no longer
exists in any sensible way.

I think this is a subject where it is very easy to find yourself
confused. (I certainly am confused!)

I personally believe that destructive editing doesn't have merit by
itself, it doesn't save time or improve the responsiveness of a
program.
Rather, it is worth using as a tool similar to 'clear undo history' --
in GEGL, it is like collapsing a branch of the graph into a single
leaf.

I also think it's important to keep in mind, when working fully with
GEGL, undo and redo would be implemented by modification of the GEGL
graph. I admit I do not understand how there can really be any
destructive operation, in that framework; unless you allow old graph
modifications to expire (and turn that branch into a GeglBuffer)

 (A) load an image from external resource.
 (B) do filter operation, non-destructive.
 (C) do brush operation, destructive.
 (D) do another brush operation, destructive.
 (E) do filter operation, non-destructive.

 If my assumption is wrong, please let me know.
 --
 Souichi TAKASHIGE

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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-28 Thread Souichi TAKASHIGE
Hi,

2008/7/29 David Gowers [EMAIL PROTECTED]:
[...]
 I was only addressing what you said So it can't be non-destructive
 unless we save
  that cache forever., by indicating why little caching is needed for
 the non-destructive case -- the actual parameters of the operation are
 kept.

I see. Thank you for your explanation.


 Let's say, If the following operation sequences are executed, how can
 we undo and redo the brush operation (C) and (D)? And what will happen
 if we change the prarameter of the operation (B)?
 After a destructive operation, you cannot change parameters of earlier
 steps -- the information necessary to do so no longer exists.
 Therefore, after C happens, changing B is meaningless -- B no longer
 exists in any sensible way.
[...snip...]
 I also think it's important to keep in mind, when working fully with
 GEGL, undo and redo would be implemented by modification of the GEGL
 graph. I admit I do not understand how there can really be any
 destructive operation, in that framework; unless you allow old graph
 modifications to expire (and turn that branch into a GeglBuffer)

I think so too. So I wonder how can I manage non-destructive and
destructive operations together without corrupting its non-destructive
semantics.


 I personally believe that destructive editing doesn't have merit by
 itself, it doesn't save time or improve the responsiveness of a
 program.
 Rather, it is worth using as a tool similar to 'clear undo history' --
 in GEGL, it is like collapsing a branch of the graph into a single
 leaf.

I have no idea when to use non-destructive feature as for painting
work with a brush tool. It's more natural and more intuitive to make
new strokes on top of existing one to modify the part of the existing
strokes rather than to modify the parameters of existing path. So
current implementation is enough.
Replacing brush tools with a non-destructive one has little merit, and
it has a risk to be slower and more memory consuming in certain
situations for painting artists.

Making a brush tool non-destructive itself is a great work, so I think
it's better to separate destructive layers from other non-destructive
operations. Painters may use destructive layer to avoid the risk to be
slow, and others may use non-destructive one.

I think it is a GIMP's design matter rather than the implementation
problem of the GEGL.
--
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-28 Thread pippin
On 7/28/08, Souichi TAKASHIGE [EMAIL PROTECTED] wrote:
 Hi,

 No, it's only destructive if we have no way of regenerating the cache as
 needed.
 With GEGL, we can cache just at the newest node in the graph. Stroke
 information can be fully stored in the node.

 From my understanding, if stroke information is stored in the node,
 then the stroke can be regenerated, and that operation will be
 non-destructive since the cache can be regenerated. I think David says
 about non-destructive brush operation.
 I saw source code of gegl-paint. It seems that gegl_vector stores the
 information of the path, so I think it is also about non-destructive
 brush tool.

It is, right now that test program is destructive in that it forces a 
save/merge-down of the stroke as a temporary workaround until cache management 
in GEGL becomes better.

 On the other hand, Øyvind says that we can implement destructive
 brush. I think being destructive implies that there's no way to
 regenerate the stroke since being able to regenerate the stroke means
 that the cache is regeneratable, so the operation must not have any
 path information.

The task of the painting operation is to provide the rendered result for a 
series of input events/coordinates, as well as a configuration for how it 
should be rendered. The code is written in a manner that makes it possible to 
append to the path and recompute a minimal region (semi working, but has some 
visual artifacts). All the things GIMP currently do can
be expressed using this. It can also be easily extended to store line width and 
opacity varying along the stroke.

When it comes to implementing more destructive like buffer access for 
performance reasons one could implement an operation that operates on a 
GeglBuffer in-place. It would still be possible to replay it from history, but 
there wouldn't be valid caches for each operation, and the replay would be much 
more expensive. We could add a smaller undo stack for the buffer though adding 
support for undo tiles for GeglBuffers has existed in the past and could be 
resurrected. Such a smaller undo stack might be useful, but that is probably 
something to keep in mind later after purging of caches, and copy on write 
works better.

I am not actively pursuing experimenting with this at the moment, but there is 
enough proof of concept code that it should be possible to start porting the 
current GIMP tools to such an infrastructure. This would also be the moment 
that the GIMP tools gain higher bitdepth retouching capabilities, initially it 
would make sense to port it in such a manner that it works, but is perhaps 
slow. Then to optimize as needed. How it makes sense to store this in a graph 
in GIMP probably should wait until the projection of the layer stack in GIMP 
has been ported, then it would be possible to add the strokes as a layer group 
or similar.

/Øyvind K.
-- 
«The future is already here. It's just not very evenly distributed»
 -- William Gibson
http://pippin.gimp.org/http://ffii.org/

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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-28 Thread Souichi TAKASHIGE
Hi,

2008/7/29  [EMAIL PROTECTED]:
 It is, right now that test program is destructive in that it forces a 
 save/merge-down of the stroke as a temporary workaround until cache 
 management in GEGL becomes better.
[...snip...]
 The task of the painting operation is to provide the rendered result for a 
 series of input events/coordinates, as well as a configuration for how it 
 should be rendered. The code is written in a manner that makes it possible to 
 append to the path and recompute a minimal region (semi working, but has some 
 visual artifacts). All the things GIMP currently do can
 be expressed using this. It can also be easily extended to store line width 
 and opacity varying along the stroke.

 When it comes to implementing more destructive like buffer access for 
 performance reasons one could implement an operation that operates on a 
 GeglBuffer in-place. It would still be possible to replay it from history, 
 but there wouldn't be valid caches for each operation, and the replay would 
 be much more expensive. We could add a smaller undo stack for the buffer 
 though adding support for undo tiles for GeglBuffers has existed in the past 
 and could be resurrected. Such a smaller undo stack might be useful, but that 
 is probably something to keep in mind later after purging of caches, and copy 
 on write works better.

Thank you for your explanation.
Now I understand what you mean destructive, and your idea of brush
implementation. Basically brush operations are ready to be
non-destructive in that it has a path information. And we can choose
destructive operations instead of default cache updating algorithm for
better performance as needed. I think implementing undo cache is a
good idea.

My main concern is about the performance of the brush processing both
for speed and memory usage.
I'm anxious about the performance a little yet, but I hope GEGL to
have enough performance in the future.
--
Souichi TAKASHIGE
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-27 Thread Øyvind Kolås
On Sun, Jul 27, 2008 at 4:46 AM, Souichi TAKASHIGE [EMAIL PROTECTED] wrote:
 Sorry, I'm currently working on another program, so I have not
 maintained the patch any longer.

 GIMP will be fully non-destructive editor in the future, but I think
 that is not a good news for users who use GIMP as a painting tool.
 Non-destructive editing is convenient in some situations, but a lot of
 brush painting processes don't need to be non-destructive, and making
 all of them non-destructive is a waste of time and resources.

They do not need to be made fully non-destructive, for the paint core
I have been experimenting with on top of GEGL[1] I have both a
destructive and a non destructive version. The difference between them
being that the destructive one continuously replaces the contents of a
GeglBuffer instead of building a graph. Making things non-destructive
doesn't necessarily imply additional work when creating brush painting
processes if the infrastructure to do so exists. (I've mainly
experimented with the destructive version thus
far when I've had time since it is significantly faster than the
non-destructive one which depends on better automatic cache purging to
be more efficient.

1: http://pippin.gimp.org/tmp/soft-strokes.png

 GEGL and GIMP are great work of cource, it is very powerful photo
 retouching tool. But it's not good for painting images from scratch
 since it lacks a lot of features specialized for painters (like view
 rotation and flipping.)

These are features that might easily be added on top of a GEGL based,
both destructive and non-destructive paint core. At least if using
hardware acceleration  like the ClutterGegl view widget to display the
final composite. At GUADEC this year I showed a mini painting app
embedded in a presentation tool where I could freely rotate the GEGL
paint demo and paint at it at any angle.

 I think being general purpose program is a waste of time: code size
 will grow constantly and the architecture will be more and more
 complex. No one can maintain it. So GIMP should focus on the photo
 retouching, and other programs like Artweaver, Gogh, and MyPaint
 should focus on painting features.

For some things, like natural media simulation using cellular automata
like approaches I tend to agree, this is also one of the few types of
simulations that I think would be difficult to make work in a
non-desctructive fashion. For other types of user empowering painting
features I do think they can belong in GIMP as well, or perhaps in
other applications built on top of GEGL.

/Øyvind K.
-- 
«The future is already here. It's just not very evenly distributed»
 -- William Gibson
http://pippin.gimp.org/ http://ffii.org/
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-27 Thread Souichi TAKASHIGE
Hi,

 They do not need to be made fully non-destructive, for the paint core
 I have been experimenting with on top of GEGL[1] I have both a
 destructive and a non destructive version. The difference between them
 being that the destructive one continuously replaces the contents of a
 GeglBuffer instead of building a graph. Making things non-destructive
 doesn't necessarily imply additional work when creating brush painting
 processes if the infrastructure to do so exists.

I'm very glad to hear that. I think keeping destructive brush tool is
essential for painting tool. I will try to find the way to add
features such as color blending when that code is merged into the svn
tree.

But then, I have another question about destructive brush tool.
How does the GEGL manage the non-destructive and destructive
operations together? In my understanding, if we modify GeglBuffer
directly with destructive operations, contents of the GeglBuffer can't
be purged because we can't reproduce the brush strokes. That means all
of the non-destructive operations prior to the last destructive
operations can't be non-destructive any more.
One solution is to have one GeglBuffer for each stroke, and combine
them when update the display. But it costs too much memory when we
make a lot of strokes -- and we *DO* make thousand of strokes when we
draw an image -- compared to the current implementation which has a
buffer per each layers.
Another idea is to separate destructive layers from non-destructive
layers. The destructive layer can have only destructive operations,
and GeglBuffer of this layer can be replaced repeatedly with no
matter. I think this idea make sense.

If this question does not related to GIMP at all, I will post a new
question to the GEGL ML. If the GIMP has to solve the problem, please
tell me your idea to mix the destructive and non-destructive
operations.


 These are features that might easily be added on top of a GEGL based,
 both destructive and non-destructive paint core. At least if using
 hardware acceleration  like the ClutterGegl view widget to display the
 final composite. At GUADEC this year I showed a mini painting app
 embedded in a presentation tool where I could freely rotate the GEGL
 paint demo and paint at it at any angle.

Great! I'm looking forward to see these nice features on the GIMP.
--
Souichi TAKASHIGE
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-27 Thread Liam R E Quin
On Mon, 2008-07-28 at 01:19 +0900, Souichi TAKASHIGE wrote:
 [...]

  But it costs too much memory when we
 make a lot of strokes -- and we *DO* make thousand of strokes when we
 draw an image -- compared to the current implementation which has a
 buffer per each layers.

That's something that needs to be measured.

Don't forget that right now, the strokes are stored individually in
the undo history anyway.

Liam

-- 
Liam Quin - XML Activity Lead, W3C, http://www.w3.org/People/Quin/
Pictures from old books: http://fromoldbooks.org/
Ankh: irc.sorcery.net irc.gnome.org www.advogato.org

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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-27 Thread Øyvind Kolås
On Sun, Jul 27, 2008 at 7:34 PM, Souichi TAKASHIGE [EMAIL PROTECTED] wrote:
 2008/7/28 Liam R E Quin [EMAIL PROTECTED]:
 On Mon, 2008-07-28 at 01:19 +0900, Souichi TAKASHIGE wrote:
 [...]

  But it costs too much memory when we
 make a lot of strokes -- and we *DO* make thousand of strokes when we
 draw an image -- compared to the current implementation which has a
 buffer per each layers.

 That's something that needs to be measured.

 I see.
 It takes much memory when we draw brushmarks many times on the same
 area, I think that is very usual situation.
 Perhaps we should study the memory usage for this situation.

 Don't forget that right now, the strokes are stored individually in
 the undo history anyway.

 Yes and no. GIMP copies previous tiles prior to its modification, but
 that is part of previous layer image, not a stroke itself. GIMP can
 forget the undo cache, and do forget the undo cache (on program
 termination for example.)
 On the other hand, GeglBuffers for each strokes should be kept
 persistently. That is a big difference between undo cache and contents
 of GeglBuffer.
 But we can estimate the rough memory usage for the situation above
 from the memory usage of the undo cache.

The situation would be the same for GEGL once the bug in
http://bugzilla.gnome.org/show_bug.cgi?id=502465 gets resolved. Since
the part of the processing graph underneath the top most added stroke
doesn't change, and it can be recomputed from the parameters of the
nodes in the graph there is no need to always persist the actual
pixels. This is a general optimization that also will help other parts
of GEGL. Experimenting with the gegl-paint example in the GEGL sources
will be a natural thing to do when fixing this bug. (The code in there
should be easily modifiable to become full non-destructive again).

/Øyvind K.

-- 
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 -- William Gibson
http://pippin.gimp.org/ http://ffii.org/
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-27 Thread Souichi TAKASHIGE
2008/7/28 Liam R E Quin [EMAIL PROTECTED]:
 On Mon, 2008-07-28 at 01:19 +0900, Souichi TAKASHIGE wrote:
 [...]

  But it costs too much memory when we
 make a lot of strokes -- and we *DO* make thousand of strokes when we
 draw an image -- compared to the current implementation which has a
 buffer per each layers.

 That's something that needs to be measured.

I see.
It takes much memory when we draw brushmarks many times on the same
area, I think that is very usual situation.
Perhaps we should study the memory usage for this situation.

 Don't forget that right now, the strokes are stored individually in
 the undo history anyway.

Yes and no. GIMP copies previous tiles prior to its modification, but
that is part of previous layer image, not a stroke itself. GIMP can
forget the undo cache, and do forget the undo cache (on program
termination for example.)
On the other hand, GeglBuffers for each strokes should be kept
persistently. That is a big difference between undo cache and contents
of GeglBuffer.
But we can estimate the rough memory usage for the situation above
from the memory usage of the undo cache.
--
Souichi TAKASHIGE
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-27 Thread Souichi TAKASHIGE
Hi,

2008/7/28 Øyvind Kolås [EMAIL PROTECTED]:
 The situation would be the same for GEGL once the bug in
 http://bugzilla.gnome.org/show_bug.cgi?id=502465 gets resolved. Since
 the part of the processing graph underneath the top most added stroke
 doesn't change, and it can be recomputed from the parameters of the
 nodes in the graph there is no need to always persist the actual
 pixels. This is a general optimization that also will help other parts
 of GEGL. Experimenting with the gegl-paint example in the GEGL sources
 will be a natural thing to do when fixing this bug. (The code in there
 should be easily modifiable to become full non-destructive again).

Thank you for your comment.
I don't how to recompute the destructive brush stroke yet. Or I might
misunderstanding the meaning of destructive. I thought destructive
means destroy image itself and cannot undo it nor redo it unless we
manage the undo cache. So it can't be non-destructive unless we save
that cache forever.
But maybe it's better to check the source code of gegl-paint first.
--
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-27 Thread David Gowers
Hi,

On Mon, Jul 28, 2008 at 9:39 AM, Souichi TAKASHIGE [EMAIL PROTECTED] wrote:
 Hi,

 2008/7/28 Øyvind Kolås [EMAIL PROTECTED]:
 The situation would be the same for GEGL once the bug in
 http://bugzilla.gnome.org/show_bug.cgi?id=502465 gets resolved. Since
 the part of the processing graph underneath the top most added stroke
 doesn't change, and it can be recomputed from the parameters of the
 nodes in the graph there is no need to always persist the actual
 pixels. This is a general optimization that also will help other parts
 of GEGL. Experimenting with the gegl-paint example in the GEGL sources
 will be a natural thing to do when fixing this bug. (The code in there
 should be easily modifiable to become full non-destructive again).

 Thank you for your comment.
 I don't how to recompute the destructive brush stroke yet. Or I might
 misunderstanding the meaning of destructive. I thought destructive
 means destroy image itself and cannot undo it nor redo it unless we
 manage the undo cache. So it can't be non-destructive unless we save
 that cache forever.
No, it's only destructive if we have no way of regenerating the cache as needed.
With GEGL, we can cache just at the newest node in the graph. Stroke
information can be fully stored in the node.
Ah! I think I might see what you mean! If a stroke is made, then you
modify the brush used when drawing it, the stroke may then look
different.
This is a difficult problem really -- As I see it, we need to be able
to keep brush data in the graph (or as an auxilary data managed by
GEGL+GIMP), or maintain a history of each brush, for an indefinite
length of time. The same would need to apply to palettes, gradients,
patterns etc.

HOWEVER.. If, once a resource was used in the graph, it was marked
unchangeable, that could give a simple solution: then you just
duplicate when you need to change it. Patterns would require a proper
duplicate command, with this (they don't have one currently);
otherwise it seems pretty easy to implement. (it would also require
better memory/resource loading management, in consideration of
large/animated brushes)

 But maybe it's better to check the source code of gegl-paint first.
 --
 Souichi TAKASHIGE
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-26 Thread Bill Skaggs
On Sat, Jul 26, 2008 at 3:28 PM, Theodore Imre [EMAIL PROTECTED] wrote:
 ...

It's unpleasant when people take this sort of angry and demanding tone for free
software  that they haven't contributed to.  It's hard to give a calm response
without feeling like a wimp.

  -- Bill
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-26 Thread David Gowers
Hi Theodore,
On Sun, Jul 27, 2008 at 7:58 AM, Theodore Imre [EMAIL PROTECTED] wrote:
 ...
 is watercolor   (brush color blending mode) going to be avaiable  in
 gimp's development version? I dont see why its not there,while it has
 already been implemented back in 2.4 (Sakaguchi's work)
Sakaguchi? Souichi Takashige is the guy AFAIK.

 http://www.youtube.com/watch?v=SIg8Omew9Ps
 http://www.mail-archive.com/gimp-developer@lists.xcf.berkeley.edu/msg15250.html

 Do you have any idea how badly a graphic artist wants this to be
 avaiable on linux? Havent you heard of applications such as sai paint
 tool,nekopaint, or 4thpaint (all not working correctly in wine) ?
Rhetoric is counterproductive to getting anything implemented, as Bill
says. Work is relevant. Your work. If you want it, take responsibility
for making it happen.


 I would like to ask only two things:
 1.is this going to be avaiable in some of the 2.5 releases, because if
 it is,i'm gonna bug tests it
No, it is not going to be available in 2.5, unless you fix the patch
or persuade Souichi Takashige to do so.
The patch required a lot of tweaking to apply successfully, and must
now account for Alexia Death's new brush dynamics system.
Nobody ever updated it, probably because it was so hard to patch
initially that virtually no-one actually got to try it out.

 2.If not, is it possible for a patch (for gimp 2.5.x) to come out,or
 some way to incorporate it into my gimp,because i want it very badly
 from ages..maybe at gimp-files.org ??
As above, yes if you or Souichi Takashige do it, otherwise no.

 I've been search for a way to get to this brush feature with pressure
 sensitivity on linux for ages,i know lots of other people who do
 too..this is as important as anything else i love gimp for

Importance is a personal thing and GIMP is short on developers, so,
getting any given feature implemented depends mainly on a person
considering it important enough to do the work necessary to implement
it properly.

HTH,
David
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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-26 Thread Liam R E Quin
On Sun, 2008-07-27 at 00:28 +0200, Theodore Imre wrote:
 ...
 is watercolor   (brush color blending mode) going to be avaiable  in
 gimp's development version?

In the short term, the Krita program (part of KDE) does
have some colour mixing.

 Do you have any idea how badly a graphic artist wants this to be
 avaiable on linux?
Different user communities want lots of different things, often
very badly.  Pretty much all of them want more bits per pixel,
and if you did start working with colour mixing you would too, I
expect :-) so that work has to be finished first.  This was also
said in the mail thread.

It's generally better to assume that the developers have at
least a little imagination and knowledge of their area, rather
than suggesting they might not have heard of colour mixing :-)
There are only a few people doing active GIMP programming right
now, though.  Perhaps you could help out?

Liam

-- 
Liam Quin - XML Activity Lead, W3C, http://www.w3.org/People/Quin/
Pictures from old books: http://fromoldbooks.org/
Ankh: irc.sorcery.net irc.gnome.org www.advogato.org

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Re: [Gimp-developer] is watercolor (brush color blending mode)...

2008-07-26 Thread Souichi TAKASHIGE
Hi,

 1.is this going to be avaiable in some of the 2.5 releases, because if
 it is,i'm gonna bug tests it
 No, it is not going to be available in 2.5, unless you fix the patch
 or persuade Souichi Takashige to do so.

Sorry, I'm currently working on another program, so I have not
maintained the patch any longer.

GIMP will be fully non-destructive editor in the future, but I think
that is not a good news for users who use GIMP as a painting tool.
Non-destructive editing is convenient in some situations, but a lot of
brush painting processes don't need to be non-destructive, and making
all of them non-destructive is a waste of time and resources.

GEGL and GIMP are great work of cource, it is very powerful photo
retouching tool. But it's not good for painting images from scratch
since it lacks a lot of features specialized for painters (like view
rotation and flipping.)

I think being general purpose program is a waste of time: code size
will grow constantly and the architecture will be more and more
complex. No one can maintain it. So GIMP should focus on the photo
retouching, and other programs like Artweaver, Gogh, and MyPaint
should focus on painting features.

--
Souichi TAKASHIGE
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