This video exhibit some custom tools, infos panels, floating winodws & UI to Debug & Profile BlackInk whitout any development environement.
This is very usefull to track performance leack in a live sessions on user platform.
You can also save a profiling session for later analysis…
Bonus : you can also see the new layer panel who will be added in the next release of BlackInk
Layers are on the way
I currently worked on layers for BlackInk
This is the number one Uber priority feature who everyone request.
The engine is already shipped on the public version but the feature is not exposed because there’s still some work on the interface.
Today I just finished the implementation of the proprietary file .BKD ( for BlackInk Document ). Who will contains all layers datas ( who can’t be preserved in simple .png file ).
I don’t have the time for the moment to handle a real .PSD file but it’s an option for the futur.
To test the current layer functionality I did this little painting using a reference image, different brushes on different layers. Nothing special except the colors who are more vivid than ever ( compared to BlackInk prior version 0.111, ).
Black Ink New Rendering engine
it’s been almost 2 months I work on a new brush rendering engine for BlackInk.
I spend most of the time to rewrote the way I do the AntiAliasing for brush primtives, the way I store the tiles of the canvas ( I compress it in real time in memory to keep the possibility to brush on 10K canvas in 32bits ) And I have added the support for Layers & 64bits color ( 16bits by component ).
Its was a big refactor work who nearly come to an end.
Here a sample of what I can do with the new version of BlackInk :
Here come my first picture made thanks to the new Controller Editor
Flower
made by u2bleank
The controller editor is enriched by new operators ( the list on the bottom left of the picture )
The user can define precisely the behavior of each parameter of his brush.
Here Benoit Onillon has made a Ghost dog in few second after he create a custom behavior for the default brush.
I’ve added more operators in the Controller editor of Black Ink.
I can now save and restore the graph and Undo/Redo all operations.
But there’s still some missing operators and features for a public release
Another sample of our block system who will be used in the next version of BlackInk
Work in Progress of Controller Editor integration in Black Ink.
The controller editor will allow the user to fine tune each parameter of his brush thanks to “block” programming.
We choose to avoid nodal programming with curved line for a better readability.
Black Ink on Steam GreenLight
Steam has opened the last week GreenLight to non gaming software.
It’s a great opportunity for us to put Black Ink on a great app store.
So if you have a Steam account upvote for us ;)
Now that we have released the public Beta of BlackInk I can share with you the user interface of the Application. It’s was a lot ( and still is ) of work and effort to do. All is custom made and I hope you see the difference if you try the application.
FleurVoile with BlackInk User interface
made by u2bleank
Julia
made by u2bleank
Perfume Project LightShafts
someone ask me how the LightShafts was done in this video
So here the explication from my memory :
- I just compute a Shadowmap of every cloud found in the scene and then I compute a sort of Lightshafts frustrum from the Sun to the BoundingBox

Lightshafts compute process for one cloud
-Then I sort the CloudVolumes and LightShaft volumes and draw it with correct blending ( multiply for lightshaft ).
The LightShaft volume is a simple ShadowMap with a distance attenuation so I just need to store a 2D texture for it.

lightshafts only on a clear sky
The release of the public bet of BlackInk approach. Here’s a sample of what you can do with it.
Silure
made by u2bleank











