This is at the end a quadratic curve. You just specify the start and end point like in the line tool (click and drag) but the next pointer interaction sets the middle control point instead of making a new line. In theory is a faster way of making simple curves.
Nono, it is a quadratic bezier curve. In the first interaction you set the start and end control points, like in the line tool. In the second interaction you set the middle control point (quadratic bezier curves just have one middle control point instead of two like cubic beziers).
Do note that there are thus many ways to draw such curves input wise, incl. options to add/ remove points (or CVs as they are called) by preserving curvature. It can lead to opening a can of worms, which is what I am saying. So the scope would need to be set up clearly up front, is my advise.
I create line drawing diagrams for needlework, the Bezier curve tool is too slow and awkward to use for the amount of curved lines that I need to draw. I have attached a picture to show how I use the curved lines.
If there are no plans for a quick and easy to draw curve, please can you recommend other art programs that use it, I did see that clip studio does but I might only use the art program a few times a year so the monthly fee is too much
With the brush tool selected and using the keyboard shortcut 'v', I'm able to create straight lines whose fill takes into account both the pressure applied by my Wacom tablet pen as well as the selected brush type. I would like to replicate this behaviour with circles and curves.
AFAIK there no equivalent shortcuts, so I manually select these tools, i.e. ellipse tool and bezier curve tool and draw. The created lines don't take into account the pressure I applied with my pen (darkest line possible), however the brush is used.
There are assistant tools to help you confine your brush stroke to a shape like physical rulers. The Assistant tool is denoted by a triangular set square like this . Activate the assistant tool and go to the Tool Options docker. There select either Ellipse or Concentric Ellipse.
Draw your assistant on the canvas. Choose the brush that you want to use to make the circle. Now go to the Tool Options docker and check "Snap to Assistants" option. This will snap your brush stroke to the assistant that you have drawn.
Thanks for the reply. No, I mean like a clipping mask where a bezier curve forms the outline/mask of a layer. But the points can be edited later and the outline/mask of the layer changes accordingly. Thanks.
Add a Paint Layer on top of it.
Paint on the paint layer, turn on the alpha inheritance [middle icon α]
You can add more layer on top of it and just turn on the alpha inheritance if you want them all to clip to the bottom most layer.
Sharaf Zaman's Google Summer of Code project has landed in this release! Compatible with Inkscape, Krita now provides the second independent implementation of SVG Mesh Gradients. Mesh gradients are used on vector objects and can deliver really natural looking results:
But the gradients are not the only mesh related feature! This release also sees the first iteration of the mesh-transform. Like the gradient mesh, the mesh transform consists of bezier patches that can be individually shaped to create precise transforms, especially useful for rounded objects. Not shown in the above screenshot: you can optionally show the handles of each bezier curve making up the mesh for even more precision and control!
Deif Lou added a new gradient fill layer type, this one will make it easy to quickly create a variety of gradients non-destructively. With it, he also made an important usability fix: Gradients in Krita could be either segment type, or stop type, with different features each, and different editors each. That could get quite annoying if you were working on a gradient, but you realized you had the wrong type! This is now fixed, as both gradient types can now be edited by the same editor, which also converts between the two.
A small feature that allows you to only paste the style of the copied vector shape onto other selected vector shapes. This feature can be found under the edit menu, or assigned a shortcut in the shortcut settings.
But too many people pressed the shortcut by accident and were then confused and thought Krita had gone crazy... So we removed the shortcut, but now nobody could find it anymore. That's why in this release, we have added a button to the toolbar that activates wraparound:
If you're using the portable zip files, just open the zip file in Explorer and drag the folder somewhere convenient, then double-click on the krita icon in the folder. This will not impact an installed version of Krita, though it will share your settings and custom resources with your regular installed version of Krita. For reporting crashes, also get the debug symbols folder.
This time, the Android releases are made from the release tarball, so there are translations. We consider Krita on ChromeOS and Android still beta. There are many things that don't work and other things that are impossible without a real keyboard.
Krita is a free and open source project. Please consider supporting the project with donations or by buying training videos or the artbook! With your support, we can keep the core team working on Krita full-time.
The sketch was made by taking the basic-opacity brush, drawing a basic pose, then using the adjustment curves to quarter the alpha, then halving the brush size and refining the sketch, rinse and repeat. This is a technique I tend to use if I am unsure about what I am drawing. The result tends towards the somewhat stiff but technically sound side of drawing things.
Similarly, any inking technique that makes liberal use of the eraser is just doing to result in a very difficult to render stroke. Hatching too is easier to deal with in rasters than in vectors, as the number of strokes adds up very quickly.
The usability is wanting, as this tool over-simplifies the input, resulting in lines that often only have one or two points to indicate the size, making many of them indistinguishable from non-power stroked paths. The bezier part of the paths is fine, but the few size-nodes per stroke is not.
Editing the final curves is quite easy, however. The size handles can be easily moved, and the bezier part reuses the bezier editing functionality from the rest of the program, allowing on-canvas dragging of the curves.
The paths produced are very dense. This is noticeable when drawing, as the lines tend to pick up the details of my strokes very nicely. However, this in turn also means they are tricky to edit. The tools given to edit are largely the same ones used to edit the vertices in meshes (like sculpt and rotate/scale/translate of selected nodes), and I suspect this is the primary reason why the grease pencil is a polyline: Blender can then reason about these vertices like it reasons about all other vertices. On top of all this, erasing seems strangely difficult.
Like Blender, their implementation seems to consist of nodes that have certain properties, like size, opacity. Unlike Blender, it seems these implementations use a type of curve that does not use control points, but rather goes through each node smoothly (This might be a K-curve, or something like that, see links at the end for more info). The exact nature of these curves still elude me, but the lack of control points as is usual in bspline and bezier curves must be by choice. Another difference with blender is that the size per node seems to be in percentage to a full stroke size, with tools to adjust the stroke size all together.
These curves store size and angle information per-node, and then tries to generate a path from that information. The path generation is bugged, because it does not understand how to handle sharp angled curves.
I tried solving the save/load problem by refactoring the whole thing to use KisPaintInformation, like our brush engine uses. This sort of worked, but the reason I had to stop is that PaintInfo and friends tends to change too much, meaning my branch bitrotted in a matter of weeks.
Finally, besides the saving, loading, path generation, and general inability to edit the path beyond positioning, the UX of the calligraphy tool is wanting. Most of the options are very obscure, and while I managed to make some headway in this in my branch, I suspect we might be best off to have the freehand brush tool generate these kind of paths when drawing on a vector layer (though this also has draw backs).
Krita can already generate bezier paths, and more importantly, we have generalized UX classes for editing these bezier paths by dragging the paths. This can be useful if we feel that showing these nodes is too complex (mesh transform for example allows turning control handles off as the direct curve editing is enough in most cases). What this means is that we do not directly need to worry about the UI becoming too complicated when choosing bezier curves.
I think we should go for storing the data into the path nodes, as it makes it a lot easier to reason about when deleting nodes, adding nodes and other path operations that flow from this (I recommend looking at the advanced outline link for reasons against this).
The kind of data we store will depend on how we render the result. Stroked paths will be able to do much more than vector paths. I do not think we should store paint-information, rather we should store end-result size/rotation/opacity/whatever we choose. These will be much easier to edit by the user.
Editing itself will also require a potentially new vector object to be written, as the parametric path shapes are designed for circles and rectangles, and not for bezier paths with extra information per-node.
Like I said, I believe using the freehand brush tool on a vector layer might be sufficient. We could then imagine a model where we have a class for these kinds of strokes, which stores per-node size/angle/opacity/whatever. These then get generated by the freehand path tool, using the current brush preset to process the PaintInformation into size/angle/opacity/whatever for each node.
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