Paint Mode: Design Discussion & Feedback

Not sure what you mean with “facelift”.

To auto mask by UV shells you could create face sets based on UV seams.

The “expand” operator can use some updates yes. For now try to expand based on mesh boundaries. This follows the topology very precisely. Even edges next to hidden faces count as boundaries.

The video has a time stamp with an example.

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A bit of polishing by adding additional operations that could be handy.

The facegroup workaround can work if someone would want to get rid of their existing facegroups which is not always the case. Sometimes it’s preferable to just switch automasking on and off.

Again, this would mean modifying face sets. For character workflows it’s super handy to have a given set of face sets, but when sculpting or texture painting one might need to isolate something quickly just to make a single stroke.

It’s nothing major and no deal breakers either, just things that could be improved cause they might be used more often once paint mode gets in.

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希望CA属性的显示,可分为CRGBA,五种独立通道显示模式。这样会极大的方便绘制其它浮点属性通道.
I hope that the display of CA attributes can be divided into CRGBA, five independent channel display modes. This will greatly facilitate drawing other floating-point attribute channels.
QQ图片20220512115355

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Why autoswitch to attribute paint is not good. Also it not reverts mode after switching back to sculpt.
So why it is not symmetrical?
It should be optional, same way as autoperspective (have same big issue!)

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Good. What about separate alpha and color editing? or alpha-lock / color-lock?

I agree that the auto-switching of the viewport shading option is not the best design decision and certainly not consistent with the rest of Blender.
But it’s important to keep in mind that this is a temporary solution. It’s to ensure that when you paint in sculpt mode you are guaranteed to see the color attribute that you are painting on, without forcing the color attribute shading on the entire sculpt mode by default.

It’s also good to keep in mind that the sculpt painting tools are not designed to be used for geometry nodes and also not for materials. It’s purely meant for coloring your high poly sculpts in the viewport. Eevee and multires support is also of course planned.

But the toolset will be reused and improved for the upcoming Paint Mode, which should be the mode for material texturing.
Attribute Paint mode is also planned for painting and editing of any attribute, but until that happens, Paint Mode should be used for geometry nodes as well.

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In order to handle several active paintings layers from several objects, you have to decide if you modify UI to show them all or continue to show only active layer of active object.

A multi-object painting will be very challenging if painting layers are not of same type.
How would work tools that are behaving differently according to nature of layer, attribute or texture, like masks/selections ? Would multi-object painting be restricted to layers of same type ?
How would work new layer creation ? only for active object or for all objects selected ?
How would work switching to another layer ? Would it be necessary to define a kind of collection of layers through a selection of several objects ?
How would work display in solid flat mode ?
How would work synchronization with Image Editor ?

That is implying a lot of questions.

If a lot of choices made are to keep UI focused on active object ; a way to switch active object similar to transfer mode will probably be inevitable.

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Valid questions. It’s definitely a tricky subject. Could be worth exploring though.

I’d start with sculpt or vert colors and see how it goes. Just something to keep in mind, it’s something you can do to some extent in Mari at least. (I know, different concept, not at all how blender works, etc.)

I would find very useful to have an option to disable modifers in Paint Mode - to maintain good performance. It could work the same way like with disabling modifiers in Edit Mode (or with some even more advanced options, like also disabling modifiers on other objects which use this one as target… but I guess that should be a global option, not just for this specific mode).

Can you elaborate on this? The ability to paint masks on a sculpt to control materials is one of the things I’m looking for, this way colors can be edited in a non linear way in the material, directly painting colors is great but having the full power of the shading editor to me is a huge plus over other sculpting programs

I tried to find a semi-procedural sculpting workflow.

  • sculpting done on a low-res model.
  • painting on a ‘GN Mask’. Its just an image or a color attribute
  • Object has a Subdivide Modifier, and at least one GN modifier (create rough stone patterns) which acts like a filter.
  • The GN Masks are used as inputs for the GN modifiers.

For rendering, subdivision level could be increased.

Trying this kind of workflow with image based GN masks. Geometry updates after stroke. Laggy, distracting.
But, painting on a color attribute, the Geometry updates immediately! Thank you!


Currently there is a way to disable this switching you (Vyach) describe. It only appears in Solid shading mode. Any other (Wireframe, Material Preview, Rendered) works as expected!

Wouldn’t a simple warning in case you select a color, besides black and white, or with saturation, in case you are not in a mode that displays the color suffices? Perhaps with a button to change? I agree that Blender shouldnt change things automatically, it’s very frustrating when yours are not the intended use case

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At least, this switching prevents users to be frustrated, because they paint colors they cannot see. But, I feel like you about this jumping-to-attribute viewport shading mode.
I look forward for the more general Attribute painting mode. Till then, I guess, using lookdev/render view could do the job.

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That’s exactly why a warning should be displayed, what frustrated people is not knowing why something is not working, having a warning on how to fix, and perhaps a fix me button, could aliviarte that, but fighting the system in order to achieve something I believe is much worse frustrating experience

There is no warning needed if mask/selection you paint in paint mode can be stored and used as a float attribute in material.
You will choose to paint a mask instead of a color attribute.

Currently, you can change a color attribute into a float attribute.
There probably should be tools to create a float attribute from a color attribute and keep original attribute.
You can also simply undo your colored stroke and change color of brush before painting.
Default paint brush has white as primary color and black as secondary color.
You can call it BW brush and never change its color.
You can create another paint brush to color.

I think that release of Sculpt Vertex Colors in 3.2 will be very misleading, if they are supposed to disappear in 3.3.
Why allowing to create float attribute, and not allowing painting of attribute of such type in weight paint mode ?
Current situation is confusing users.

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@AndreKlingDavid I’m not sure if I understand the question correctly but the idea is that “masks” will be a different concept from masking off areas in sculpt mode. You create masks with attributes or image textures to mix nodes in your material & geometry.
Paint Mode should be more suitable for that workflow.

If the painting toolset will also stay in sculpt mode or completely move over to paint mode is still under discussion but odds are that we’ll keep basic attribute color painting around in sculpt mode too.
The purpose for the new painting tools shouldn’t be confusing. It has a singular purpose:
Paint your sculpts. That’s it.

Of course the new painting tools will be the base line for future improvements and other workflows but we cannot support everything instantly at the same time. It’s best to release what is already working as intended and have the rest follow.

Yes exactly, what confused me was what you mentioned that masks for geometry nodes or materials shouldn’t be done in this mode, this in my opinion don’t make any sense… After all it’s just a channel you use to mask a node, being able to do it inside sculpt mode while you can paint vertex color should be straight forward force it to be done in a different mode just for convenience of displaying colors on display feels odd…

Hi,
I’d like to share my relevant UX feature proposal here (old but never too late to implement). Probably the proportion of stylus users will grow as these great paint/sculpt features land in Blender.

This could be useful and enhance the UX even for brush size tweak mode, color chooser (gentle pressure means fine grained adjustement, but if you press hard, you could easily jump to like 1000px wide brush…)
I hope someone among devs finds it interesting and useful enough to implement.

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I use vertex color often. Both when painting highpoly sculpts, lowpoly models and using the RGBA channels to assign shader specific properties in game engines.

For painting sculpts I’ve been wanting layers with blending modes for years. It would be really useful to fill a sculpt in a color then paint the AO on a second layer and then set that layers mode to overlay, multiply etc.


Having the ability to have complete control of vertex color channels and alpha is very useful, ATM I use a plugin called Vertex Color Master.

Please do not remove the ability to apply vertex color via vertex and face selection. It’s a much easier system to apply vertex color/alpha to lowpoly models that way.

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