VectorNode Editor for Testers who love vector graphics

(Update)
Here’s a video of the sort of editor I’m implementing Video Preview.

I’ll be making a node plugin for devs to use to edit layers with as well but the first node tree will be for vector graphics artists.

The nodes I’m planning on implementing first are:

  • Shape Primitives (rect, arc, circle, line, curves, etc.)
  • Attribute
  • Color
  • Math
  • Noise
  • Map Range
  • Group

The goal is to be able to target an output layer for non-destructive, procedural vector graphics creations. I expect to be able to generate some pretty awesome stuff like this and it should also lay the foundation for vector animations as well

(Original)

Hi, I’m looking for a couple artists who love vector graphics to help test a new set of features over the course of the next month or so. I’m off work with a broken arm so I really want to take advantage of this extra time

Bonus points if you’re a blender artist as this project is basically my 2d take on some of their coolest features, but the offer is open to any vector artist who wants to check it out.

I like to make vector art in Krita. I’m not the most experienced but I’ll help if I can.

You can post your progress here or make a new thread explaining your changes and everyone can participate in testing and giving feedback. Rather than contacting only @sooz via private message or email it would be better to keep it in the open.

I hope you will send merge request to krita repository if the change is in the native krita, That way we can request for appimages and nightly builds for people to test your changes

Sounds very interesting. Let’s use this thread so everyone can see what’s happening and more people can volunteer as well.

Newbie mistake sorry. I’ll upload a synopsis in just 30 minutes or so. I assumed I’d have to be seeking out a few individuals. I definitely will try to merge this into the main krita repo. Thanks again guys

No don’t worry and no need to apologise. You can edit your first post to put the details. Let me know if you need any help in the forum.

Pinging @CrazyCatBird so she’ll see your post.

Hey y’all. I’ve updated the post with a link to the sort of thing I’m starting to implement. Keep in mind I’m new to QT and krita development so it may take several days to get organized. The version I showed in the video is just a crappy js version of a tool I previously created for Unity

Hope you like it

Looks interesting, good luck with the first prototype!

I’m not much of a vector artist, but I’ll test it out for you.

If you haven’t already checked out the development IRC channel, go to #krita at libera.chat, and you can ask questions of the developers. There’s more information about that here: Krita IRC for UI discussion and realtime development chat

This is the type of thing I’m very confused by. “Art Of Illusion” (an easy 3D software program that runs on Java) has this in their texture editor and I never could understand it so I avoid it.
What I don’t understand is why and when would I need to put those connector lines from one box to another and which box(es) should be connected? :thinking: :dizzy_face:

In some cases the connection slots are colour lcoded and you connect blue to blue and stuff. If not you just have to know the node a bit in terms what it accepts as a input and what it creates as a output. There are some nodes that are effectively input nodes of some data type like reading a image from file and the output will be a image for other nodes to read a image input.

You basically look at the in- and outputs. So if you create a rectangle, you’ll need a width and height. The rest follows from that logically. So if you know what you are working towards, the process of creating works in the opposite direction.

Well it tickles something creative in us to poke at that sort of curiosity instead of avoid it. Hopefully this helps you understand the reason why it’s a cool thing to learn:

Imagine you have some nice svg of a tree that’s really basic with a few poofs of leaves and a trunk. You also want to use this tree in a game or video but want to make a bunch of variants without having to draw them out individually.

The node editor starts with a layer as an input and will output any procedure you make into a new layer so as not to destroy the original.

You can first use a node to make an array of a bunch of copies of the same tree, then another to grab just the trunk portion of each, then one to introduce some randomness and change the shape a bit, maybe a portion of them you want to tower over the canopy of the others, another node to slightly alter the colors between a certain range etc.

It can be an incredibly powerful tool to generate procedural imagery. One major step forward will be able to address animation frames. In the case of the trees you could make the leaves wiggle by some noise that simulates wind and have it directly linked to the animation sequence.

If you’re interested in learning more, definitely follow the thread because I’ll make a few tutorials as development matures.

Yes I discovered that chat a couple days ago. I’ll definitely update soon when it’s ready to test. I’m currently struggling to get a couple things together but I’ll figure it out. Thanks

I definitely need tutorials! With screenshots. :grin:

I’d be open to test, too!
I’m familiar with Blender’s node editors, as well as some Unity ones, and I do a ton of vector stuff (In Figma, currently)

That’s great to hear! I have a birthday coming up in 2 days and I’m trying to put the first alpha up by then :grimacing: I am going to share a video oof my integration progress probably later today, though it’s currently just the graphical implementation and doesn’t connect to anything.

Hey can someone help me? I’ve updated this post previously, but now when I click on the edit button, it only shows the edit history and I can no longer make changes. I wanted to post this New Update and some info about progress. I will have the first tutorial out hopefully in 5-6 days. I’m finally at the point I just have to start programming individual nodes and later I’ll clean up the ui to make it prettier

I don’t think you’re outside the edit time limit but @raghukamath may be able to help.