2022-6-29 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.


  • Joe Eagar (dev)
  • Julien Kaspar (art)
  • Daniel Bystedt (art)


Needs Commit

High Prio Bugs

In Review

In Progress

  • :anchor: T96225 PBVH image texture painting implementation

  • :anchor: T98383 Sculpt Mode Cavity Masking
    Support for baking the auto-masks was added.
    The immediate feedback is to rather create single mask operators to create cavity and normal orientation masks instead of baking from the auto-masks.
    We can add a toggle to use the cavity auto-mask settings for the operator but this should be optional.
    Adding the curve to the adjust last operation panel might be a challenge. Joe will investigate.

    Joe added two separate blur types for testing. So far the “blur mode 2” gives much more desirable results. The only issues are that it has an undesirable sharpening effect that results in higher contrast, and that poles are masked too much on flat surfaces. These issues will be investigated further if they can be fixed.

    The cavity auto-masking also has performance issues at the moment. Mostly the performance is directly tied to the VRAM so it’s unclear if it can be generally improved.
    One idea is to cache the auto-mask to an attribute while the geoemtry stays unchanged. But this might still lead to lag or slowdown.
    But in that case the user might as well create a regular cavity mask.

    We also noticed that the mask brush is way too strong when used in combination with the cavity auto-mask. This might be a bug and Joe will investigate further.

  • :anchor: T98593 Paint Mode: Backface Occlusion
    Still needs feedback adjustments. Pie Menu integration is also still missing.
    We also need to test this again with regular sculpting brushes and filters.
    Apart from the the only big missing part is occlusion. This will need to be tested.

  • :anchor: T97959 Color Filter: Sliding UI
    Will ask for update from Ramil.

Next To Do’s

  • We might want to prioritise :anchor: T97957 Sculpt Mode Painting for the next release.
    This involves some minor shortcut changes and implementing the Canvas Picker UI from the experimental sculpt texture painting. Will check with Jeroen if this is still possible for 3.3.
    Joe also mentioned an improved color sampler in sculpt-dev. We’ll investigate this for T98589.

  • We should also prioritise :anchor: T98731 Vertex Paint mode can edit only 8 color attributes
    Should be fairly simple. Will set to high priorty for 3.3. Will cehck with Joe & Clement on implementation.

  • Joe

    • Some high priority bugs
    • Cavity & normal auto-masking & operators
    • Will share UV island code with Jeroen
  • Jeroen

    • Still working on seam bleeding
  • Daniel

    • Will test patches when pinged
  • Julien

    • Will keep working on designs and testing

New Tasks

Other Topics

  • :anchor: T98676 Paint Mode: Brush Radius VS Brush Size
    We could change the way the size is shown to the user: Diameter float. The brush radius needs to be changed to a float internally too. We also need to support single pixel wide brush
    Joe can work on the RNA code for this.

  • Voxel Remesher UI
    The text is scaled and squashed based on object scale. We should report this and treat it as a bug.
    Should be doable by inverting object scale matrix for text.


Would like to add more intuitive layers, canvas flip, more direct image addressing, ○ and □, ai edge masks.

1 Like

A further 2k working environment with no lag at all, 4k base brushes basically smooth and :crazy_face:

It is very, very laggy indeed, many people bake and then go to third party 2D software (ps krita) to paint, even if they don’t use third party pbr painting such as Substance.