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.
Write us a message in the module chat if you’re interested.
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: Tuesday 6pm CET
- Next Meeting: January 10, 2022
- Module Chat
- Julien Kaspar
- Joe Eagar
- Daniel Bystedt
High Priority Bugs
Only T103454), which Joe will investigate further.
T102889 should also get prioritized. Joe will look into it.
D16414 Sculpt: Stroke Texture Mapping
Seems unrealistic to get into 3.5 before tomorrow.
We’ll give this more time for polish and review.
Hans involved himself in the review process.
Joe will talk it through with Hans and implement a better way of handling stroke curves.
We agree that it’s a best to give this patch more time, as the feature should eventually be used for improved stroke behavior in scene spacing to fix various bugs.
Daniel added the idea using the stroke curves to have multiple strokes seamlessly blend together.
For example: Using a brush → Orbit to another angle → Continue the previous stroke.
This would leave no visible end points between the two strokes. Something that’s not possible in Blender yet.
This will be investigated further.
Feedback from testing the patch is going good.
Overall works great. Mostly just about fixing bugs.
D14900 PBVH Texture Paint Node Splitting
Joe addressed all notes. Jeroen can now give the final review.
D16511 Sculpt Mode: Resolve
Shift Rshortcut conflicts
Asked Aaron if the identifiers should be removed or not. Making these menus still accessible as shortcuts/quick favorites would be good to discuss.
These still need to be looked at:
- D16544 Sculpt Mode: Improvements to operators that rely on cursor position
- D15298 Support Automasking For Texture Paint
- D16330 Sculpt: Fix crash with no active brush data-block
Target for 3.5?
Today is the last day of Bcon1. Roll brush is unlikely to land in master before that.
Focus on auto-masking UI improvements and behavior fixes and bugs.
Upcoming To Do’s
- Wrap up Roll brush feature
- Dyntopo refactor
- Working on Studio tasks
- More manual fixes
- More involved with Hair nodes
Inverted Expand and Auto-Create
D16434 Sculpt Mode: Invert Expand behavior for masking consistency
Was committed but a9cb66b856e8 counteracted the patch.
This needs further fixing or the changes need to be reverted.
Sculpt Mode Painting
Question: Should we keep the automatic viewport color switching?
Current behavior is very intuitive says Daniel.
We should build on top of that.
We should combine D16241 and Jeroens Canvas Picker in experimental to override shading on active object.
We can try them out, combined with the current behavior and then decide if it should be adjusted further.
Image syncing as an explicit action
D16811 Texture paint: sync from Node to Image Editor even if active already
There’s a discussion to make the syncing of images between editors an explicit action, instead of via active selection. This would lead to less accidental syncing.
Both Joe & Daniel approve of this. Julien will make a design tasks to further discuss this with the UI and geometry nodes team.
Incremental PBVH leaf nodes updates for brushes and operators
This could be a focus real soon as it can improve performance in various areas and fix bugs.
For this we need to improve how we handle PBVH tree leaves.
They need to be subdivided more. Then the actual geodesic distances could be used for checking falloffs along surfaces and making sculpting tools more aware of the mesh volume.
In theory it’s possible, but needs investigation. Joe is interested.
This would have various benefits.
It would help avoid sculpting on disconnected geometry within the brush radius on any brush (Not just Grab).
Kelvinlets elastic brushes could be implemented more accurately by properly taking the volume of the mesh into account.
Geodesic expand performance would also be heavily improved.