2022-4-20 Sculpt/Texture/Paint Module Meeting

Attendees

  • Jeroen Bakker (Dev)
  • Joe Eagar (Dev)
  • Ramil Roosileht (Dev)
  • Brecht van Lommel (Dev)
  • Julien Kaspar (Artist)
  • Kursad Karatas (Dev)
  • Daniel Bystedt (Artist)

Agenda

  • Reviewing community tasks

    • Mention reviewers in the task descriptions
      • These can be added to the patch as reviewer and contacted for any feedback
    • Discuss responsibilities and time frame for reviewing community patches
      • Pablo on design, Hans on technical side could review patches that relate to UI module. Mention this to them if they have time
      • Jeroen can also review or at least commit patches that are approved
    • Who commits the patches once approved
      • Technical dev marked as reviewer
  • Documentation & Manual

    • Discuss responsibilities for release log & manual for the color attribute changes
      • Joe should add all his commits to the release notes soon
    • We need to add a task to the module to document the color attribute changes to the manual
      • Anyone who has time can then contribute to the manual based on these to do’s
    • In the future move resolved tasks first to collumn “Done (Needs documentation)” to add info to release notes & manual first
  • Focusing on high priority bugs related to color attribute to do’s

    • Joe will prioritise these tasks in the upcoming week
  • Progress on PBVH image texture painting implementation
    UV Seams Algorithm/Qualilty should be as we discussed. Needs testing to see where it fails. After that we can finetune the patch.

    • Undo support will be worked on after UV seams are done
    • Then we can make a build and test for more issues
    • Further tasks to follow are in the module workboard under “To Do” in order
  • Joe fixed brush shortcuts not appearing in the toolbar

    • The known issue is still there and need to be discussed
    • For now a good enough solution would be to remove the double shortcut that is not used (Smooth Stroke)
  • Sharpening filter for color attrbiute (T97340)

    • Current fix might be good enough for now
    • Further improvements to fix the remainng bug would need more thorrogh refactor
    • For example LAB conversion code from RGB to properly sharpen
    • Leave it as a to do for now and pick up later
  • Next tasks on the agenda?

  • Priority/state of Revamp Vertex Paint With C++?

    • Brecht & Joe can work on getting it finally reviewed for Blender 3.2
  • PBVH Draw Refactor is also still a good to do for Blender 3.2 (D13897)

  • Update “Vertex Color” options in add menu of shader editor (T97105)

    • Ramil created a patch to fix the issue
    • Would be better to add list for all attributes instead of only supporting color attributes
  • Julien will be short on time in the next couple months

    • Will still organise and write notes for module meetings
    • Pablo V. is also available for UX feedback & general product design
    • Dev talk threads on current design for Paint Mode should still be written and shared openly to get more feedback

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

Hi. I don’t know if this post is relevant in this thread, but Blender Texture Paint tools work correctly, but when I use the Addon developed by @JFMatheu the API to draw does weird things.
The reason why I am including this video is that the tools he’s developed are really needed in the Texture Paint workspace. Having a lasso tool, and polygon tool (all tools almost derive from Grease Pencil) to paint, are really helpful to cover UV space and painting with more precision. Maybe this set of tools can be integrated/fixed for the UV paint editor?

7 Likes

You say ‘tool’, do you mean Active Tool? I think these would be perfectly suited to being Stroke modes, as currently dragdot etc are.
I’d love to see lasso, marquee (rectangular lasso, essentially), polygon, UV island and Texel (pixel brush that snaps to the texels in 3d space), as well as an iteration on the design of the curve stroke mode.

1 Like

Yes in this case we are referring to active tools. Just like in sculpt mode it is far easier to access very different brushes via the toolbar with the current design.
This is planned to change in the future but we don’t have time to make those improvements yet to make all brushes compatible with each other.

3 Likes