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Krita

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Krita
Krita
Wolthera van Hövell tot Westerflier and Timothée Giet for KDE · Public domain · source
NameKrita
DeveloperKDE
Released1999 (as KImageShop)
Programming languageC++, Qt
Operating systemMicrosoft Windows, macOS, Linux, Android, ChromeOS
GenreRaster graphics editor, digital painting
LicenseGNU General Public License

Krita is a free and open-source raster graphics editor oriented toward digital painting, concept art, texture and matte painters, and illustration. Originating from a project tied to the KDE community and evolving through contributions from independent studios and educators, Krita emphasizes customizable brush engines, non-destructive workflows, and a painterly user interface. It has been adopted by artists in entertainment, academia, and hobbyist circles and is actively maintained by a global community of developers, testers, and patrons.

History

Krita traces roots to a late 1990s initiative associated with the K Desktop Environment and early KDE applications like KImageShop and Karbon. The project received momentum through associations with organizations such as the KDE e.V. and individual contributors from the Open Source ecosystem. During the 2000s development intersected with projects like Calligra Suite and benefited from mentorship initiatives including programs related to Google Summer of Code and partnerships with studios similar to Blender Foundation collaborators. Funding and visibility increased through campaigns that engaged patrons on platforms reminiscent of Kickstarter and Patreon, while code contributions came from entities comparable to Intel, AMD, and independent digital studios. Over time the application integrated technologies influenced by Qt toolkits and graphics frameworks associated with companies like The Qt Company.

Features

Krita provides a range of painting-focused capabilities influenced by practices in studios such as Pixar Animation Studios, Industrial Light & Magic, and Weta Digital. Key features include a versatile brush engine competing with tools from Corel Painter and Adobe Photoshop, color management interoperability with standards akin to International Color Consortium, and support for layered, non-destructive editing similar to workflows used at Ubisoft and Electronic Arts. The application supports pressure-sensitive input from hardware vendors like Wacom, Huion, and Apple devices, and integrates animation features comparable to those in TVPaint and OpenToonz. Advanced features include wrap-around mode used by texture artists for Unity Technologies and Unreal Engine pipelines, vector and text layers suitable for studios such as ILM, and resource management that parallels asset handling in companies like Autodesk.

Development and Community

Development is organized through infrastructure comparable to GitLab and collaborative channels resembling IRC, Matrix (protocol), and community forums akin to Reddit and Discord (software). Contributors include volunteers, employees from corporations similar to KDE e.V., and artists affiliated with schools like Savannah College of Art and Design and Rhode Island School of Design. Community initiatives mirror programs run by organizations such as Mozilla Foundation and The Linux Foundation for outreach, documentation, and mentorship. Localization and translation efforts involve communities similar to Transifex contributors and open localization projects in the manner of GNOME translators. The project participates in events like FOSDEM, Libre Graphics Meeting, and artist conferences comparable to SIGGRAPH where developers and studios exchange workflows.

Releases and Versioning

Release management follows semantic and calendar-driven patterns observed in projects like Firefox and LibreOffice, with numbered releases and experimental builds analogous to beta and nightly channels used by Chromium (web browser). Major milestones have been announced alongside industry events similar to GDC and SIGGRAPH, and notable version updates introduced features inspired by research shared at venues like ACM SIGGRAPH papers. Binary distributions are packaged for ecosystems resembling Flathub, Snapcraft and platform-specific channels analogous to Microsoft Store and Apple App Store.

Platforms and System Requirements

Binaries and source distributions target operating systems comparable to Microsoft Windows, macOS, and Linux distributions such as Ubuntu, Fedora, and Arch Linux. Mobile and portable implementations have been explored on platforms akin to Android and ChromeOS with hardware acceleration leveraging drivers and APIs in the style of Vulkan, OpenGL, and vendor SDKs by NVIDIA and Intel. Recommended system requirements for professional use align with hardware profiles from vendors like Intel and AMD for CPUs, and GPUs from NVIDIA and AMD to support high-resolution canvases and real-time compositing.

Reception and Use in Industry

Critics and practitioners have compared the application to proprietary tools like Adobe Photoshop and Corel Painter, often noting its competitive brush engine and focused painting workflow used by professionals at studios reminiscent of Disney Animation and freelance illustrators associated with publishers like Dark Horse Comics and Image Comics. Educational institutions similar to Savannah College of Art and Design adopt it for curriculum alongside commercial software. It has been used in independent game projects that ship on platforms similar to Steam and in animation shorts presented at festivals comparable to Annecy International Animated Film Festival. Awards and recognitions have come from communities similar to Linux Journal and open-source showcases that highlight software impact.

Licensing and Funding

The software is distributed under the GNU General Public License and relies on a funding model that blends donations, sponsorships, and commercial services similar to patronage systems on Patreon and support programs offered by communities like KDE e.V.. Corporate contributions have come in fashions comparable to grants from technology firms such as Intel and Google via programs like Google Summer of Code. Commercial avenues include paid builds on stores analogous to Microsoft Store and Apple App Store as well as paid training and consulting services from studios and organizations similar to Wesnoth contributors and independent contractors in the digital art sector.

Category:Graphics software