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
- Julien Kaspar
- Ramil Roosileht
T99036 Add Color Attribute: hex colors don’t work
We’ll poke Jeroen. If he doesn’t have time, someone else can commit this.
Joe is still working on these issues.
T99288 Color attributes of index above 7 deletes after entering edit mode
This needs a separate fix.
These patches will handle most of the issues:
D15428 PBVH Draw Cleanup
More involved change. Will poke Clement and Kevin for feedback. This is a high priority for bug fixes.
D15368 Remove Color Attribute Limit (and associated refactors)
Easy change for bug fixes.
T96810 Regression: Shading artefacts in sculpt mode
Reopened since the issue since its still present. Will poke Hans in chat.
D14970 3D Texturing: Fix seam bleeding.
Still needs review.
T99294 Voxel Remesher text is resized based on object scale
Joe, Campbell can review this. Joe already shared some concerns with the patch. He’ll comment a proposal for a fix.
T99203 Support Automasking For Texture Paint
Will poke Jeroen.
T97353 PBVH: Split PBVH Pixels into more nodes.
Will poke Jeroen.
T98382 Expose Face Sets In Python API
Still needs feedback adjustments from Joe.
T97106 Options to convert color attributes to other domain and data types
Julien will poke Jeroen or Sin Ran directly.
T96225 PBVH image texture painting implementation
Seam bleeding is now in review. No new updates otherwise.
T98383 Sculpt Mode Cavity Masking
D14272 Port SculptVertRef refactor to master will help with the performance issues. Brecht still needs to update his review.
Joe will look further into Filter support.
We then further discussed how to expose inverted cavity for this patch.
One approach is to expose it as 3 options that are mutually exclusive to the user:
- Enabled Inverted
This would be the most convenient and should be the way to interact with cavity auto masking via the pie menu.
The proposal is to still show the “Invert Cavity” toggle as a sub-setting of the cavity automasking toggle in the options panel.
But in the pie menu they would be exposed as equal options “Cavity” and “Inverted Cavity”.
Choosing Cavity will enable the cavity auto masking and disable inverted cavity.
Choosing Inverted Cavity will enable cavity auto masking and enable inverted cavity.
Only one of the two can be enabled (highlighted) at once in the pie menu.
Choosing any of them them again will disable both.
This would be an unusual solution but potentially the best for the user.
It was also proposed to use nested pie menus. This is not supported by the current design though.
We also discussed the operator to create a cavity mask. As of right now this is implemented as a new tab to bake the current auto masks. That is not ideal. We need to make these distinct operators.
For cavity masks we can make a replacement for the “Dirty Mask” operator in the mask menu simply called “Cavity Mask”. The same could then be done for a “Normal Mask” operator.
These operators would then use the auto mask settings by default when used, but the result can be tweaked further with adjust last operation settings.
T98593 Paint Mode: Backface Occlusion
Joe mentioned that area normal auto masking wouldn’t be supported by filters anyway. So only view normal auto masking could get support.
Sculpting tools support seems to be fixed.
The Occlusion feature still missing.
- High prio bugs
- Automasking modes
- On holiday next week
- Test patches
- Design tasks
T99607 Resolve “Shift R” shortcut conflict
This should be prioritised since the hair curves project is mimicking shortcut conflicts in sculpt mode. This is causing the shortcut conflict to spread.
Alt Rwas the first proposal but is not convenient to press when pressing
Ctrl Rjust before.
Ctrl Shift Ris a better solution but is making common shortcut too complex.
Another solution could be a new shortcut for Repeat Last?
Ctrl Alt Rwould be available and Repeat Last is used a lot to be made more inconvenient.
We need to investigate this further.
T99609 Use Scene Spacing Distance by default
A possible improvement to investigate further. Julien will test the behaviour to try to find more issues. Joe wants to look into one fix: Increase the minimum allowed spacing of stroke points with scene spacing. This could already improve performance.
T99614 Sculpt Mode: Color Picker Gradient
We should prioritise polishing the sculpt mode painting features for the upcoming release.
Joe suspects this might be easy to include. He’ll investigate.
T99615 Sculpt Paint: Smoothing Strength
Pressing issue only due to missing Painting Brush smoothing strength control.
There are further issues that would be good to discuss and add to the design:
- Shift smoothing is copying all brush settings from current smooth brush called “Smooth”
- If Smooth brush is set to surface smoothing or enhancing details, this affects Shfit smoothing
- Shift smoothing will in some cases take stroke settings from currently active brush
Sculpt-Dev uses a single global slider for smoothing strength .We should try to to implement this for mesh, color and mask smoothing, with a shortcut on Alt F.
With further brush engine refactors in the future we can include settings to override the global smoothing strength on each brush. But that would be long term.
- Updated T97957 Sculpt Mode Painting shortcut design
D is off limits because of annotate.
We should compare X for color swap shortcut with other software. It seams like an industry standard, so changing it might not be great.
We also considered to change Draw brush shortcut to V.
Another big project would be to follow other painting and drawing modes, and don’t include any brush shortcuts by default. This would be a bigger topic to discuss.
The advantages would be that users are free to assign shortcuts to brushes they actually use. Different workflows will require different brushes and many users customise brush shortcuts early on.