<p>Week highlights: new major releases of Blender, Font Manager, DrumGizmo, amSynth, new features in Krita, Olive, new node-based image editor called Cascade.</p>
<h2 id="graphics">Graphics</h2>
<p>A lot of work on <strong>GIMP</strong> last week was plumbing but it was the important kind of plumbing. File plugins now begin to use new program-wide API for saving metadata instead of using their own code that has variations and inconsistencies among themselves.</p>
<p><strong>Krita</strong> got a new gradient editor:</p>
<p><img src="sw-krita-gradient-editor.jpg" alt="New gradient editor in Krita"></p>
<p>The <em>Mesh</em> mode of the <em>Transform</em> tool now has spinboxes to set rows and columns, and a checkbox to show/hide control points. Also, the <em>Similar Color Selection</em> tool can now work on either all layer or all layers with labels, not just the current layer.</p>
<p>There&rsquo;s a new node-based image editor called <strong>Cascade</strong> around. It&rsquo;s all GPU-side processing based on Vulkan (save for G&rsquo;MIC in git), 32-bit float per channel precision, Qt-based user interface etc. The latest alpha release only has a Windows binary. It&rsquo;s theoretically possible to build on Linux but I&rsquo;ve had no luck with either the release or the latest code in the git repo. Do <a href="https://github.com/ttddee/Cascade">check it out</a> though. And there&rsquo;s a <a href="https://discuss.pixls.us/t/node-based-image-editing/21400">Pixls thread</a> to talk to the main developer to.</p>

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<p><strong>Font Manager</strong> 0.8.0 <a href="https://github.com/FontManager/font-manager/releases/tag/0.8.0">is out</a> with Google Fonts integration, saving comparison sets, Unicode 13.0 support, and more improvements.</p>

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<h2 id="photography">Photography</h2>
<p>Been a while since I looked at <strong>RawTherapee</strong>. Quite a few improvements merged to the main development branch recently, including a vectorscope and a waveform histogram.</p>
<p><img src="sw-rawtherapee-vectorscope.webp" alt="Vectorscope in Rawtherapee"></p>
<h2 id="3d">3D</h2>
<p><strong>Blender</strong> 2.91 is out. Some of the highlights:</p>
<ul>
<li>a metric ton of sculpting improvements including simulation of cloth crinkles etc.;</li>
<li>custom bevel profiles for curve and text objects;</li>
<li>a new modifier to convert volume to mesh, which is great for stylized fluids, and a convertor of meshes to volume;</li>
<li>Potrace built into Grease Pencil for fast bitmap tracing, and more Grease Pencil goodness;</li>
<li>property search field, great for beginners and, generally, users who hate scrolling around for one checkbox;</li>
<li>complex simulation of rigid bodies collision;</li>
<li>color tags support in the outliner for better organization.</li>
</ul>
<p>For more information, see <a href="https://www.blender.org/download/releases/2-91/">release notes</a> and this video:</p>

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<p>Jeremy Hu keeps doing amazing work with Dust3D:</p>

<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Introduce a new file format: .ds3obj<br><br>Compare to .glb/.fbx, the new .ds3obj file contains not only the result mesh, rig, motions, and textures, but also includes the node, edge and other original infos from the document.<a href="https://t.co/69qJoja1Ud">https://t.co/69qJoja1Ud</a><a href="https://twitter.com/hashtag/Dust3D?src=hash&amp;ref_src=twsrc%5Etfw">#D…; <a href="https://t.co/rSTT44aGII">pic.twitter.com/rSTT44aGII</a></p>&mdash; Jeremy HU (@jeremyhu2016) <a href="https://twitter.com/jeremyhu2016/status/1330423929450557441?ref_src=tws… 22, 2020</a></blockquote>
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<h2 id="gamedev">Gamedev</h2>

<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Godot 2D Navmesh Generator Alpha is RELEASED! It (hopefully) allows easy and quick creation navmeshes for your 2D games. Check it out <a href="https://t.co/ZSxBjtLl1d">https://t.co/ZSxBjtLl1d</a&gt; and let me know about issues (I expect there are lots). <a href="https://twitter.com/hashtag/GodotEngine?src=hash&amp;ref_src=twsrc%5Etf…; <a href="https://twitter.com/hashtag/gamedev?src=hash&amp;ref_src=twsrc%5Etfw">#…; <a href="https://twitter.com/hashtag/indiedev?src=hash&amp;ref_src=twsrc%5Etfw">…; <a href="https://twitter.com/hashtag/screenshotsaturday?src=hash&amp;ref_src=tws…; <a href="https://t.co/YoJJ3hqjeU">pic.twitter.com/YoJJ3hqjeU</a></p>&mdash; Sam Bigos (@Calneon) <a href="https://twitter.com/Calneon/status/1333177892788953088?ref_src=twsrc%5E… 29, 2020</a></blockquote>
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<h2 id="cad">CAD</h2>
<p>The Open Compute Project <a href="https://www.opencompute.org/blog/building-a-cad-collaborative-open-sour… CADCloud</a> which is essentially a CAD/EDA files server and a workbench for FreeCAD 0.19+ to access files on that storage.</p>
<p>Dion Moult added a blog to the <a href="https://osarch.org/">OSArch</a&gt; website to cover the topic of using free/libre software for architects.</p>
<p>The schematic editor in <strong>LibrePCB</strong> now supports standalone text items (you can add, modify, and remove them).</p>
<h2 id="video">Video</h2>
<p>Quite a few bug fixes and improvements landed to <strong>Olive</strong>, but also some features:</p>
<ul>
<li>transparency support added to transitions</li>
<li>beginnings of a new record tool (Olive had one in 0.1.x)</li>
<li>undo/redo now available in the text editor</li>
<li>better UI feedback when cancelling a task</li>
<li>better rubberband selection responsiveness.</li>
</ul>
<p><strong>Kdenlive</strong> got some fixes for subtitles.</p>
<p>There&rsquo;s an <a href="https://github.com/tin2tin/VSE_OTIO_Export">OpenTimelineIO exporting add-on</a> for <strong>Blender VSE</strong> by tin2tin available now.</p>
<h2 id="music-making">Music-making</h2>
<p><strong>DrumGizmo</strong> 0.9.19 is out. Here are some of the changes:</p>
<ul>
<li>Default midimaps now read from drumkit file.</li>
<li>Sample selection default values improved.</li>
<li>New powermap feature.</li>
<li>Plugin UI can now be translated into various languages (gettext-based).</li>
<li>Per-instrument voice limit now available.</li>
</ul>
<p><a href="https://drumgizmo.org/wiki/doku.php?id=getting_drumgizmo#section0919">S… here for more info.</a></p>
<p>Hermann Meyer released the first public version of <strong>Fluida.lv2</strong>, a sampler based on FluidSynth. <a href="https://github.com/brummer10/Fluida.lv2/releases/tag/v0.5">Grab the source code tarball here</a>.</p>
<p>Nick Dowell released a new version of <strong>amSynth</strong>. It&rsquo;s been a while since I last looked at it, here&rsquo;s a quick overview of recent changes:</p>
<ul>
<li>Mouse wheel support for controls</li>
<li>UI upscaling for background and controls on HiDPI displays</li>
<li>Presets are now available to be loaded in VST hosts using the generic GUI</li>
<li>Improved HiDPI autodetection and added <code>--force-device-scale-factor</code> command line option</li>
</ul>
<p><a href="https://github.com/amsynth/amsynth/releases">Tarballs are here.</a></p>
<h2 id="tutorials">Tutorials</h2>
<p>Marta Gvozdinskaya, an Inkscape tutorial on creating a fabric layout for better pattern placement and making the most of the fabric:</p>

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<p>Another Inkscape tutorial, from Ahmad Arzaha</p>

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<p>Krita tutorial by Pallab, good luck looking another egg in the face now! :)</p>

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<h2 id="artworks">Artworks</h2>
<p>Totally missed <a href="https://www.artstation.com/artwork/rAJemm">this new series</a> by Ngan Pham, made with Krita:</p>
<p><img src="art-krita-ngan-pham-series.webp" alt="Ngan Pham"></p>
<p>Emilis Baltrusaitis put Google Maps and Blender (as well as some proprietary tools) to an <a href="https://www.artstation.com/artwork/zOWm36">interesting use</a>, see comments in the post for how-to details:</p>
<p><img src="art-blender-emilis-baltrusaitis-osaka-comp-01-v06b.webp" alt="Emilis Baltrusaitis"></p>
<p>New <a href="https://www.artstation.com/artwork/3dZKmD">epic render</a> (Blender) by Rutger van de Steeg with a strong cyberpunk vibe:</p>
<p><img src="art-blender-rutger-van-de-steeg-freerunners-full.webp" alt="Rutger van de Steeg"></p>
<hr>
<p>
Each of my weekly recaps involves researching, building and testing software, reporting bugs, talking to developers, actually watching videos that I recommend, and only then writing. Time-wise, that's between 10 and 20 hours. If you enjoy the work I do, you can support me on Patreon or make a <a href="http://paypal.me/prokoudine">one-time donation</a>.</p>
<p>
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