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.
- Upcoming Agenda
- Google Meet
- Module Chat
- Time: Wednesday 6pm CET
- Next Meeting: Mai 25, 2022
Attendees
- Jeroen Bakker (dev)
- Ramil Roosileht (dev)
- Julien Kaspar (artist)
- Daniel Bystedt (artist)
Agenda
Release Notes
- The release notes page needs an update based on feedback from Pablo Vazquez:
- Use default theme for captures
- Avoid long videos (there’s a > 2min video embedded)
- Do not use the Blender logo for demos
- No need for a section called Demos, simply add them next to the tool
- Technical Notes are not usually added to Release Notes, but in any case they should not contain non-technical changes like the Voxel Size units, that’s UI.
- Creating byte or float colors is not a technical note, it’s user-facing
- Smooth Filter has a different heading than Color Filter?
- Node Wrangler changes go in Add-ons
We need to update the notes & replace the visual visual footage. Ramil could do it but needs access from Thomas Dinges. Since Thomas is on vacation, he’ll contact Dalai Felinto
We also need to adjust and add new demo files/videos.
The current one shouldn’t include the Blender logo. We’ll instead mostly leave the walls white to invite users to test brushes on a blank canvas. So this demo file will focus on brush settings in general.
Daniel also showed his creature bust sculpt. This demo file is fantastic for showcasing how to use and previz your asset during the early sculpting process.
It will highlight the voxel remesher reprojecting and how to use multiple color attributes with procedural materials on your sculpt.
Julien will also work on a demo file based on the current Blender Studio open movie Project Heist. This will focus on showcasing the performance with up to 15 million faces in sculpt mode.
New Community/Sub Tasks
-
T93501 3D Cursor overlay should be greyed out if hidden by current mode/tool
This is basically just a small UI papercut. But good to have. -
T98150 Voxel Remesher resizing improvments
The modal keymap in the status bar is a bigger task. That will be separated from the core fix.
Many operators have still single line descriptions in status bar so far. We could collaborate with other modules to create a task of operators that still need to be updated.
New Tasks
-
T98070 Improved Rake functionality
Daniel provided a lot of design mockups & details.
We should definitely make the “roll brush feature” a new setting, not a replacement for Rake
It would be best for the user to have it easily accessible, like a new brush type.
But without brush management that would not be easy to do. Instead of adding a new hard coded brush it’s best to add a new stroke method to give an ideal curated setting (No need to touch a lot of other settings)
In Review
-
T98150 Voxel Remesher resizing improvments
- First part done by Ramil. Needs review
- Modal shortcuts still to do
-
T97961 Tip Roundness: Radius improvement
- Fixes core issue
- Ripped geometry issue needs to be investigated further
-
T90120 Image editor Paint mode brush display bug
- Accepted. Can be committed
-
T98040 PBVH Draw Support for EEVEE
- Still to do from last week notes
-
T97706 Duplicate active color attribute
- Needs a commit for T97106 to get final review
-
T97353 PBVH: Split PBVH Pixels into more nodes.
- Received first reviews
- Splitting it into multiple CPU cores still needs to be done
-
T83697 Rotate sculpting brush may have an incorrect pen pressure behavior
- Got a patch a while ago. Needs review.
- Julien will test it
- Jeroen can commit it afterwards. Code looks fine.
In Progress
-
3D Texture painting
- Undo landed in master [T97479]
- Last Friday Jeroen spent time to get the quality close to what was expected with the current approach. The quality wasn’t sufficient and we decided to use a different approach. The new approach would extract UV islands and dilate the UV island by generating additional geometry. These additional geometry would be extracted by the pixel extractor. Currently still working on the UV Island extractor. [T97352]
-
T97101 Color attribute improvements
- Still need to communicate IO implementations for Blender 3.3
- Update on notes from last week
- Will write with Joe
High Prio Bugs
-
T97408 Converting the color attribute causes undo to fail
- Will poke Joe.
-
T96810 Regression: Shading artefacts in sculpt mode
- Currently in progress.
Next To Do
- Jeroen would continue with the UV Seam fixing. Making sure we got something working, after that we can decide to continue with the new approach. In 1-2 weeks we should be able to see some results.
- Julien
- Demo material
- Write Joe & other devs about current to do’s
- Work on design & to do tasks
- Ramil
- Update release notes and demo file
- Will continue picking up current community tasks
- Daniel
- Work on demo file & videos
Other
-
T98098 Make the Pose Slide widget more generic
- Is the current
ED_util.h
anded_draw.c
working? - Will need more work to be properly implemented
- Ramil can have a look at it
- Is the current
-
T97903 Invert Masking behaviour for Sculpt/Paint Mode
- Ramil made a quick prototype
- Unclear approach for default visibility of sculpt mode
- Unlike Edit Mode, the default visualisation is that nothing is masked (everything is selected)
- Conclusion: Inverting sculpt mode behaviour is unwise and going too much against conversions
- Until a solid design is reached, we’ll focus just on syncing of selections and masks across modes
- “Mask Selection” renaming might also be too much of a change for now. But this can be discussed further on how to make the connection between a mask and selection clear