2022-3-30 Sculpt/Texture/Paint Module Meeting

2022-3-23 Sculpt/Texture/Paint Module Meeting

Attendees

  • Jeroen Bakker (Developer)
  • Joe Eagar (Developer)
  • Brecht van Lommel (Developer)
  • Daniel Bystedt (Artist)
  • Julien Kaspar (Artist)

Agenda

  • Final review to get sculpt colors patch into Blender 3.2
  • Texture Painting Prototype status

Notes

  • Sculpt vertex color patch review (D12587)
    • All comments have been addressed
    • Vertex paint mode patch that got merged needs to get unmerged again and reviewed separately
      • Campbell & Hans can review sculpt colors patch while Brecht reviews vertex color patch (D14179) to be more efficient
  • PBVH patch (D13897)
    • Depends on sculpt color patch
    • Not planned or necessary for Blender 3.2
    • Can come after unless there’s time to get it in as well
  • Texture Paint Slots (D14455)
    • Got further improvements for any paint slot (Also supports color attributes)
    • Depends on sculpt vertex colors patch. (More info here)
  • Also a design task on pixel support for PBVH (T96710)
    • PBVH leaf nodes & rasterization was further discussed with Jeroen & Joe
  • Tool Icon colors?
    • Currently vertex paint brushes are green in sculpt mode. This helped differentiate them from other tools.
    • For the future Paint mode this might not be necessary
    • We’ll keep it grey in Paint Mode since the target data type can be ambiguous
  • Joe will continue to help Jeroen to implement Texture Paint Toolset
    • Smear & Blur brushes are yet undefined
    • Joe will start working on those with Jeroen in the coming week
  • Tasks from blog post (Sculpt Mode Update Blog)
    • Enhance Details fix would be fast to implement
    • Refactors from sculpt dev could be the main targets for the next release
    • We need a timeline for when to work on the blog features
    • Further talk with Dalai about a timeline
  • Update Workboard
    • Add categories for tasks that are actively being worked on
    • “short term” tasks (Expected for next release)
    • And “long term” (For releases afterwards)
  • Missing Face Set Operators
    • We should further discuss the root cause of why these features are requested
    • Add face sets to the pyhton api for example
    • Improve UV editing and seam tagging tools (outside of this module though)
  • Communicate tasks for module members more clearly
    • Daniel is currently without a task an would like to contribute
    • Planning timeline and workboards need regular updates

Practical Info

This is a weekly video chat meeting for planning and discussion of development related to the sculpting and painting in Blender. Any contributor (developer, UI/UX designer, writer, …) working on these features in Blender is welcome to join and add proposed items to the agenda.

For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.

11 Likes

For me i can say that i would really like face set to face map (or face set to material slot) to be able to work with the quadremesher addon, it would bring us a step closer to the workflow that zbrush has with polygroup.
Now it’s only a workaround until the dev team work on another quadremesher since the one we currently have is unusable.
Also face set to uv seam would be really nice if combined with a live unwrap for fast and intuitive uv editing workflow.

Yes we talked about that. If the face sets would be exposed in the python api then any addon could use them directly instead of first converting them to something else.

For UV unwrapping it’s actually very inefficient to use face sets, even if more features are added to create face sets more quickly. With face sets it’s also impossible to add seams within a UV island. You can only define UV island borders. For example: An unwrapped cube would be a single face set.
It would be much wiser to improve the seam tagging features directly instead of including unrelated features from sculpt mode in the workflow.

2 Likes