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
- Time: Wednesday 6pm CET
- Next Meeting: August 3, 2022
Attendees
- Joe Eagar
- Julien Kaspar
- Daniel Bystedt
Agenda
Needs Commit
Blender 3.3 Bcon3 has started. New features are now landing in Blender 3.4
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D14272 Port SculptVertRef refactor to master
- Joe will commit tomorrow once 3.4 branch is open
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D15077 Cleanup: Remove unused sculpt vertex color functions and operators
- Can this be committed for Blender 3.4?
- Will poke Brecht if ther are any objections
-
D14734 Fix: add attribute with empty string name crash
- Joe accepted it and will commit soon
-
D11880 Expose Sculpt Symmetrize Merge Threshold Property In UI
- We’ll try to still commit this for 3.3
-
D15197 Cleanup: Simplify arguments to sculpt draw functions
- Joe accepted today and will commit for 3.4
High Prio Bugs
Needs to be a priority in the coming weeks for Bledner 3.3 release.
Any remaining color attribute bugs need to be hunted down and reported.
These bugs all rely on PBVH Draw Cleanup to be fixed?:
-
T99288 Color attributes of index above 7 deletes after entering edit mode
- Will ask Hans if he can look at this for 3.3
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T99282 Regression: Object invisible in Sculpt Mode when using >8 color attributes
- Likely won’t get fixed for 3.3 because it heavily relies on PBVH drawing cleanup
-
T98889 Regression: Sculpting on a linked copy of an objects crashes Blender
- Joe will look into a fix for 3.3
Other:
-
T96810 Regression: Shading artefacts in sculpt mode
- Will poke Hans again
In Review
-
D14970 3D Texturing: Fix seam bleeding.
- Still needs review
- What happens when extended UVs are less than 2px wide?
- What if extedned UVs are overlapping with other UV island?
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D15502 Support gradient color mode in sculpt paint brush
- Joe will accept this
- He’ll commit it asap to get this fix into 3.3
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D15344 Fix T99294: Voxel Remesher text is resized based on object scale.
- No word from Campbell
- Joe had concerns about the implementation
- He’ll comment on it
-
D15298 Support Automasking For Texture Paint
- Needs review from Jeroen
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D14900 PBVH Texture Paint Node Splitting
- Needs updated review from Jeroen
-
D15025 Expose Face Sets In Python API
- Needs updated review from Campbell
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D14733 Color Attribute: Add convert color attribute operation
- No word from San Rin
- Ramil added this to his to-do list
-
D15501 Weight Paint: use coordinates from normal evaluated mesh if same topology.
- Joe argued for this patch
- This would add needed support for weight painting for geo nodes
- No more workarounds by using color attributes
- Rigging tasks would also be better supported then
- Joe will add an example of a use case to the comments to showcase what this patch will solve
- Then we review and commit this
Without a maniphest task:
-
D15428 PBVH Draw Cleanup
- Joe will comment to Brecht
- We missed 3.3 deadline so the aim is for 3.4
- Poke Kevin and Clement again to review it
-
D15496 Sculpt Attribute API
- Needs new review from Brecht
- Will poke him in chat
In Progress
-
T96225 PBVH image texture painting implementation
- Nothing new
-
T98383 Sculpt Mode Cavity Masking
- Nothing new for now
-
T98593 Paint Mode: Backface Occlusion
- Joe added occlusion support
- Julien shared feedback
- Replace Occlusion with Area Normal auto-masking in pie menu
- Make Occlusion a sub-setting of view normal auto-masking
- Implement a way to use limit and falloff settings for occlusion?
- Joe also suggested that we can add blur propagation steps like in cavity auto-masking
- This might already give the minimal required results
- We might want to add that in general since regular view/normal auto-masking can also lead to hard edges
- Could also use cotangent weights for vertex painting to calculate limit and falloff
- Texture painting needs its own solution
- We’ll talk with Brecht and Jeroen if they have suggestions
Next To Do’s
- Joe
- High prio bugs
- Review patches
- #99983 - Store PBVH GPU Batches In Intermediate Nodes - blender - Blender Projects for normal automasking
- Ramil
- Gradient patch review
- Julien
- Testing patches
- Daniel
- Ping him for testing patches and give feedback
New Tasks
Other Topics
-
Daniel asked when do we expect layered sculpting
- That feature will rely on the new texture painting code, so that has priority for now
- Multires will also need work, since layered sculpting will need to use tangent space ptex from multires code
- All of these improvements will lead into layered sculpting eventually
-
The hair project team is suggesting using geo nodes for custom operators/tools
- For example:
- Custom menu operators based on geo node
- Custom Filter types based on geo nodes
- Custom brushes based on geo nodes (Insert mesh, Geo/Arrays along stroke, etc)
- Could be marked as assets and reused
- Ideas will be discussed further and prototypes
- Could be tackled with the future brush management project
- For example: