Google Summer of Code and Krita
We welcome students who want to work on Krita for Google Summer of Code. If you want to work on Krita, keep in mind that we would like you to stay with the project, also outside Summer of Code. Summer of Code isn't just a summer job with some mentoring added -- it's a way of becoming part of the team.
If you haven't worked on Krita before, we want you to demonstrate your skill beforehand by fixing bugs or implementing some features. It's a good idea to start on that in January. Here is a list of pre-gsoc ideas:
We really like students who come up with their own project ideas. To get you started, however, here are some ideas we've come up with:
Project: Painting and Separation of 3D Textures
As one of it’s use cases, Krita’s vision statement includes painting textures for 3D. 3D textures are typically comprised of a number of separate black and white, RGB or RGBA images. Thus painting for textures typically requires painting on more than one single layer / channel at a time. For example painting a scratch into a metal surface may require painting black onto the bump channel, another colour on the diffuse channel, and another to the specularity channel (as well as possibly some others such as the displacement channel). All of these are affected simultaneously.
Currently Krita’s painting system is only able to paint onto single layers at a time and brushes have not been designed in such a way as to allow adjusting multiple channels simultaneously as would be needed. This topic would require looking at how Krita’s current painting system could be extended to paint the necessary adjustments to the channels used in 3D rendering, show the textures created in OpenGL and then export those channels for use in 3D applications.
Project: 3D Material Image Maps
3D materials are made up of a bunch of images called image maps. If the user could associate layers as image maps in Krita, and paint on all of them at the same time, artists could paint whole 3D materials - something currently only available in high end 3d apps like zBrush (not even Photoshop / Corel Painter). The trick is that the position of what's painted needs to match on every map/layer, but the colours vary. For example, a scratch on a human characters skin would have a red colour map, a white (=raised) bump map, a light grey (=semi-shiny) specularity map etc, all in the exact same location on the each image map. Traditional methods of trying to create each image from scratch or by manipulating the colour map are very, very slow and painful. A simple version of this could be done as follows:
- Each layer has a toggle in the layers docker called "texture map" or similar. This is turned off by default. When active, the brush paints on *all* layers that currently have "texture map" active.
- When picking a colour, a dropdown lets the user pick "Default" or any active texture map layer. "Default" is just the current behaviour. If the user selects a layer in the dropdown, then the selected colour will be applied to that layer when painting on *any* layer.
- In the file or layer menu is an option "Export texture maps" which saves each texture map layer as an image. The layer name and extension appended automatically to the file name. For example, on a file called character.kra, the layer titled "colour" would be saved as "character-colour.jpg" (or whatever format was selected).
For step 3, a simple, one click / shortcut, method is vital, as artists often have to check their material in their 3d app every few minutes, and wading through saving 10 layers individually, each with manual file naming and confirming file format settings each time is unacceptably slow. For any artist who requires this level of control, they can use Layers menu -> "Save Layer as Image" already in krita.
Allowing artists to paint a single material rather than creating multiple separate image maps by hand, would make Krita formidable for painting 3D textures, and the most advanced open source application for 3D texturing.