Olive Roadmap (May 2019)

Hello everyone, I apologize for not writing here much but I want to thank you all again for showing support for this project. It means a lot and will allow me to spend more time working to create the best editor possible. I’d also like to provide an update of sorts.

You may have noticed Olive released 0.1.0 a little while ago and are wondering what this means. Contrary to what it may seem, it’s not exactly an indicator of things being “complete” as much as it is an indicator of where things are going. Some deep structural changes are coming to Olive and it felt appropriate to tag off the codebase there in case any old project files are incompatible with the new pipeline. But it’s all for a good reason, look forward to the following features coming soon in Olive:

  • Color management through OpenColorIO. If you work with log footage, HDR/10-bit/12-bit, CG visual effects, etc. you probably already know how important this is. But even if you don’t, color management will help everyone using Olive create the best images possible for their projects. Olive’s next release will composite in scene linear, an approach to blending that models how light works in the real world, allowing for much more realistic results. This will also pave the way for powerful and accurate color correction/grading down the road. The pipeline will also support 16- or 32-bit float compositing for high image fidelity when working with images.
  • Cached playback engine. Olive’s current playback performance is decent, but can easily get overloaded with resource intensive video (e.g. 4K/60+) or even several quick edit (especially a lot of one-frame cuts). A new, much more intelligent playback engine is currently being designed to make the most of your system’s resources and deliver much smoother playback and export, even with resource intensive video.
  • Node-based structure/effects. If you’re familiar with compositors like Nuke/Natron, you’ll know how powerful nodes can be for creating effects. It’s hard to explain all the possibilities in one paragraph, but suffice to say this will make the effects pipeline incredibly flexible and versatile. The nodes will still be GLSL-based, but using nodes it will be possible to construct custom effects without writing any code at all.
  • Masking. This has been a frequent feature request and I’ve wanted to include it for a very long time. While the other three don't "depend" on this feature, this feature will benefit immensely from the others, which is why it makes the most sense to work towards it after the changes are made. These will of course allow bezier paths and feathering as people are accustomed to with masks. If this doesn't make the next release, it will certainly make the one after.

I sometimes get asked about the Olive roadmap, and for the next few months this is it. This can probably be considered the goals for version 0.2.0 and I’m incredibly excited to see it all realized. I hope you all are too!

Tier Benefits
Recent Posts