144 karma · joined November 11, 2024
Rubber is a hard thing to get right imo, I was trying to paint it for one of the brush thumbnails of a rubber stamp (https://www.mediafire.com/view/46tten5kkzh2i99/Stamp_Diamond...) - and it was really difficult, I still don't think I got it quite right xD So I can't imagine how tough it would have been to try and create that texture using only CSS and JS back then
by the way, there are other softwares like Rebelle that try to truly simulate traditional mediums - bordering on a whole-ass physics engine that works completely different in the backend from PSD/Krita. Unfortunately its a paid software so yeah :s
Long optional explanation:
I say that because I think Memileo sculpted the actual brushstroke in Blender (https://krita-artists.org/uploads/default/original/3X/5/7/57...) and rendered lighting at different angles, and exported each as an image.
Each rendered image becomes 1 frame of the "animated brushtip", with the option that each frame matches "direction" rather then being "incremental", and thats how you get the faux-light!
The cool thing is that you can extract and edit the animated brushtip in Krita e.g. this one "https://github.com/Draneria/Metallics-by-Draneria_Krita-Brus..."
Which means theoretically, you could use photo editing to change the height I think!
So there's nothing being generated or created while drawing, its just that some very smart people have coded Krita for the "brushtips" to do more as a baseline.
Not every software works exactly the same ofcourse! This is just my beginner level understanding of it all, I hope that helps