First of regular meetings with newly expanded Artist Members
Day and Time: 2024-05-30T21:00:00Z
Meeting Link
Present:
- Howard Trickey
- Campbell Barton
- Hans Goudy
- Jonathan Lampel
- Nika Kutsniashvili
Agenda:
- Introductions
- Current Projects - Status
- Howard: Working on new Robust Boolean geometry node and modifier based on Manifold Library
- Given manifold input, will always give manifold output
- Currently have it working for triangulated output and face attributes only.
- Timing on 650k face example:
- Float: 407 ms
- Exact: 1309 ms
- Manifold: 282 ms
- Now part way through code to de-triangulate and propagate vert/edge/corner attributes
- Campbell: Looking at a different triangulation algorithm to scanfill. Needs are different than what a rendering engine needs. Has a working one based on monotonic scans.
- Hans: refactoring drawing mode for meshes (more modern how it is sent to gpu): three to four times faster in tests (better outside of edit mode)
- Nick: made code for images as planes - for drag and drop. Will maybe send a PR soon.
- Howard: Working on new Robust Boolean geometry node and modifier based on Manifold Library
- What to do for code quality project:
- We looked at the 7 high priority bug reports and some of the 634 open bug reports.
- Howard classified the 100 most recent bug reports.
- no huge pattern, though UV, boolean, normals, and snapping seem popular
- artist view: uv and snapping seem important
- also: knife and shear and other real edit operation bugs should get some attention
- many are not technically bugs but remain open because we could do better and/or need to document the current behavior better
- maybe 15% are actually better classified as bugs for other modules
- good code quality project would be to aim to reduce some of these
- Info from developers requested on bugs
- Should BMesh be allowed to create 2 faces identical except normals reversed? bug
- we should not allow these
- How should we treat bug reports re floating point issues? bug
- should we bend over far backwards to deal with these?
- some UI changes over the years have helped hide some of these issues
- canned answer? nice to have something to link to with “here are some typical problems”, and maybe wikipedia is not enough. Every floating point problem is not necessarily a bug, but some may be.
- question: do users just not like the look of things not being what they’d expect if exact math where used, or is it preventing them from doing things they want to do?
- answer: mix of both. More often it is just an aesthetic / clash of expectation thing; but sometimes (say, where there’s a huge range of scale in the scene, or there is some reliance on exact coplanarity) it makes it hard to accomplish what the user wants
- could use doubles for transforms only, but that won’t help if same mesh has huge scale
- other applications store coordinates in doubles, which makes transfer to and from Blender look bad
- Are there expectations on how UV unwrap should work re orthogonality to axes? bug
- probably should be regarded as a bug. We didn’t use to guarantee same results over versions since it is just an operator, but now it is a geometry node…
- Should Add Arc (extra object addon) add one to the number of sides? bug
- should probably be fixed
- How to show transform space in nested situation? bug
- maybe this is not so much a modeling thing? doesn’t seem like a large
- Should BMesh be allowed to create 2 faces identical except normals reversed? bug
- Next meeting?
- Try for cadence of every two weeks, alternating which time zone is favored
- Proposed Next meeting: 2024-06-17T12:00:00Z