The Creative Suite Linux Never Had - I'm Building It For Omarchy
Omarchy has developers sorted. It has gamers sorted. But there's a gap — a consistent, professional creative suite. So I've been building one. This is an early look at a set of creative applications I've been making for Omarchy…
Omarchy has developers sorted. It has gamers sorted. But there's a gap — a consistent, professional creative suite. So I've been building one. This is an early look at a set of creative applications I've been making for Omarchy, all sharing one interface language, one theme system, and one way of working.
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Amazing premade Omarchy themes here and other cool stuff
https://github.com/HANCORE-linux
Fair warning: these are alpha. Less than beta in places. You'll see bugs, alerts that shouldn't fire, and things I'm still fixing live on camera. But the foundation is there and I wanted to show you where it's heading.
OMARAW — RAW PHOTO EDITING
A Lightroom and Capture One hybrid, built on Darktable underneath but reskinned into something more familiar. Import folders, develop mode with auto white balance, exposure, black levels, curves and colour tools, then output to PSD, TIFF, and the rest. It's Vulkan-based so it handles a 100-megapixel image smoothly — zoom and it rebuilds fast on a 5060 Ti.
THE EDITOR
A full non-linear editor following the flow you'd recognise from Resolve and Premiere, but as a single-panel window with a timeline beneath.
Media — proper ingest with a serious metadata panel. If you're shooting five cameras with takes and tagging, this matters. Proxy generation is built in.
Edit — grid view, drag to timeline, B key to split, effects, transitions, titling.
Colour — a node-based chain, because I'm used to nodes and Resolve and even After Effects support them. Stack your grades along the chain visually.
Audio — tracks, music, effects, mastering, loudness, and ADR recording.
Deliver — presets on the left, render settings on the right, with hardware-accelerated export. I demo an H.265 render live, bugs and all.
Background rendering isn't in yet. Effects integration is the next job — there's a brilliant tool called Natron that just needs a matching skin.
WHY I'M DOING THIS
I go on a bit of a tangent about Final Cut Pro X in this one. Walter Murch cutting Cold Mountain on Final Cut gave the whole industry permission to treat it as professional, and we all moved off Avid. Then X arrived — magnetic timeline, brilliant library handling, genuinely ahead of its time — but you couldn't get an OMF out to the Pro Tools guys. One decision, and a room of 25 editors dropped it overnight. You never finish audio inside your editing app; you export it, the audio team conforms it, you lay it back. No pipeline meant no product.
That's the lesson driving all of this. The tools should never get in the way of the work. People stay locked into Adobe because their living depends on consistency — every new tool you have to learn is friction. What Omarchy gives us is one surface, so a whole creative suite can share the same interface, the same colour system, the same logic. Learn it once.
WHEN AND WHERE
I'm aiming to push these out publicly end of September or October once I've done proper beta testing and optimisation. They'll live at omatools.org, and I'll look at getting them into the AUR too. Each one will get its own deep-dive video and tutorials when they land.
ABOUT THIS CHANNEL
I make videos about Linux, Omarchy, DaVinci Resolve, creative tools, and gaming. Subscribe if that's your thing.
00:00 - Start
00:09 - INTRO BABBLE
04:41 - NEWS
09:51 - CREATIVE TOOLS ON LINUX
10:20 - AUDACITY
11:15 - GIMP
13:16 - INKSCAPE
14:22 - DARKTABLE
21:41 - OMA AUDIO
24:53 - OMA VECTOR
26:30 - OMA IMAGE
26:34 - Marker 11
29:08 - OMA RAW
36:38 - OMA EDIT
41:14 - FINALWORDS