2022-5-18 Sculpt/Texture/Paint Module Meeting

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.

Attendees

  • Jeroen Bakker (dev)
  • Ramil Roosileht (dev)
  • Julien Kaspar (artist)
  • Daniel Bystedt (artist)

Agenda

Release Notes

  • 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

New Tasks

  • :anchor: 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

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]

High Prio Bugs

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

  • :anchor: T98098 Make the Pose Slide widget more generic
    • Is the current ED_util.h and ed_draw.c working?
    • Will need more work to be properly implemented
    • Ramil can have a look at it
  • :anchor: 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
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