- Verrtex paint mode has been refactored into C++ templates.
It now works with both byte and float colors and point
& corner attribute domains.
- There is a new API for mixing colors (also based
on C++ templates). Unlike the existing APIs byte
and float colors are interpolated identically.
Interpolation does happen in a squared rgb space,
this may be changed in the future.
- Vertex paint now uses the sculpt undo system.
Reviewed By: Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D14179
Ref D14179
The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
This patch contains an initial pixel extractor for PBVH and an initial paint brush implementation.
PBVH is an accelleration structure blender uses internally to speed up 3d painting operations.
At this moment it is extensively used by sculpt, vertex painting and weight painting.
For the 3d texturing brush we will be using the PBVH for texture painting.
Currently PBVH is organized to work on geometry (vertices, polygons and triangles).
For texture painting this should be extended it to use pixels.
{F12995467}
Screen recording has been done on a Mac Mini with a 6 core 3.3 GHZ Intel processor.
# Scope
This patch only contains an extending uv seams to fix uv seams. This is not actually we want, but was easy to add
to make the brush usable.
Pixels are places in the PBVH_Leaf nodes. We want to introduce a special node for pixels, but that will be done
in a separate patch to keep the code review small. This reduces the painting performance when using
low and medium poly assets.
In workbench textures aren't forced to be shown. For now use Material/Rendered view.
# Rasterization process
The rasterization process will generate the pixel information for a leaf node. In the future those
leaf nodes will be split up into multiple leaf nodes to increase the performance when there
isn't enough geometry. For this patch this was left out of scope.
In order to do so every polygon should be uniquely assigned to a leaf node.
For each leaf node
for each polygon
If polygon not assigned
assign polygon to node.
Polygons are to complicated to be used directly we have to split the polygons into triangles.
For each leaf node
for each polygon
extract triangles from polygon.
The list of triangles can be stored inside the leaf node. The list of polygons aren't needed anymore.
Each triangle has:
poly_index.
vert_indices
delta barycentric coordinate between x steps.
Each triangle is rasterized in rows. Sequential pixels (in uv space) are stored in a single structure.
image position
barycentric coordinate of the first pixel
number of pixels
triangle index inside the leaf node.
During the performed experiments we used a fairly simple rasterization process by
finding the UV bounds of an triangle and calculate the barycentric coordinates per
pixel inside the bounds. Even for complex models and huge images this process is
normally finished within 0.5 second. It could be that we want to change this algorithm
to reduce hickups when nodes are initialized during a stroke.
Reviewed By: brecht
Maniphest Tasks: T96710
Differential Revision: https://developer.blender.org/D14504
This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.
Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.
In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.
A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.
{F12953989}
In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).
Reviewed By: brecht
Maniphest Tasks: T96709
Differential Revision: https://developer.blender.org/D14455
color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
This adds a new Add brush for the new curves object type in sculpt mode.
The brush is used to insert new curves (typically hair) on the surface object.
Supported features:
* Add single curve exactly at the cursor position when `Add Amount` is 1.
* Front faces only.
* Independent interpolate shape and interpolate length settings.
* Smooth and flat shading affects curve shape interpolation.
* Spherical and projection brush.
This also adds the `surface_triangle_index` and `surface_triangle_coordinate`
attributes. Those store information about what position on the surface each
added curve is attached to:
* `surface_triangle_index` (`int`): Index of the internal triangle that a curve
is attached to. `-1` when the curve is not attached to the surface.
* `surface_triangle_coordinate` (`float2`): First two numbers of a barycentric
coordinate that reference a specific position within the triangle.
Ref T96444.
Differential Revision: https://developer.blender.org/D14340
This adds the boilerplate code that is necessary to use the tool/brush/paint
systems in the new sculpt curves mode.
Two temporary dummy tools are part of this patch. They do nothing and
only serve to test the boilerplate. When the first actual tool is added,
those dummy tools will be removed.
Differential Revision: https://developer.blender.org/D14117
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
From investigating T95185, it's important the normal returned by
SCULPT_vertex_normal_get always match the PBVH normal array.
Since this is always initialized in the PBVH, there is no advantage
in storing the normal array in two places, it only adds the possibility
that changes in the future causing different meshes normals to be used.
Split out from D13975.
From an error in rBcfa53e0fbeed, the vertex normals in `SculptSession`
seem to be used, but in the case when no "pbvh" is used, the value of
the pointer is never assigned.
Normals were not generally dirty before this "ensure" function with
regular sculpting operations, so this addition shouldn't have any cost.
Differential Revision: https://developer.blender.org/D13854
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
Two issues addressed here:
I) `asset_type_info` is sub-data, not a callback. Therefore, move it
before the callbacks in the `IDTypeInfo` struct.
II) More important, initialize this new attribute in *ALL* `IDTypeInfo`
instances. No member of this struct should ever be left implicitely
uninitilazed, ever.
Aftermath of rBa84f1c02d251.
This was not really useful, and added estra useless steps in case and ID
should not actually be written.
Further more, it prevented clearing the usercount on write, which can be
cause a false positive 'chanhged' detection in undo/redo case.
Avoid computationally expensive copying operations
when only some settings have been modified.
This is done by adding support for updating parameters
without tagging for copy-on-write.
Currently only mesh data blocks are supported,
other data-blocks can be added individually.
This prepares for changing values such as edit-mesh auto-smooth angle
in edit-mode without duplicating all mesh-data.
The benefit will only be seen when the user interface no longer tags
all ID's for copy on write updates.
ID_RECALC_GEOMETRY_ALL_MODES has been added to support situations
where non edit-mode geometry is modified in edit-mode.
While this isn't something user are likely to do,
Python scripts may change the underlying mesh.
Reviewed By: sergey
Ref D11377
Using EEVEE (as well as some other actions like saving the file or
tweaking mesh parameters) can cause a PBVH rebuild. The different sculpt
tools can store PBVH nodes or other related data in their caches, so
this data becomes invalid if the PBVH rebuilds during evaluation. This
ensures that the PBVH does not rebuild while the cache of Expand is
being used, like it already happens for brushes and filters.
Reviewed By: JacquesLucke
Maniphest Tasks: T86422
Differential Revision: https://developer.blender.org/D10675
Expand is a new operator for Sculpt Mode which is intended to be the main
tool for masking, Face Set editing, interacting with the filters and pattern
creation.
The fundamentals of the tool are similar to the previous sculpt.mask_expand
operator. It shares the same default shortcuts and functionality, making
the previous operator obsolete.
The shortcuts to execute the operator are:
- Shift + A: Expand mask
- Shift + Alt + A: Expand mask by normals
- Shift + W: Expand Face Set
- Shift + Alt + W: Resize current Face Set
The main changes compared to the previous sculpt.mask_expand operator are:
- Modal keymap, all operator options can be changed in real time while the
operator is running.
- Supports creating Mask, Face Sets and Sculpt Vertex Colors.
- Much better code, new features can be easily integrated.
Limitations:
- All Mask operations are supported for Sculpt Vertex colors, but not exposed
by default as their support is still experimental.
- Dyntopo does not support any Face Set or Sculpt Vertex Colors. functionality
(they are not implemented in general for Dyntopo).
- Multires does not support any feature related to geodesic distances.
- Multires does not support vertex colors.
- Multires does not support recursions.
- In Multires, Face Sets snaping does not initialize all current enabled Face
Sets when toggling snapping.
- In Multires, Face Sets are created at base mesh level (works by this by
design, like any other tool).
- Unlike the previous mask_expand operator, this one does not blur the mask
by default after finishing Expand as that does not fit the new design.
The mask can still be blurred by using the mask filter manually.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10455
This concerns currently only collections (`master_collection` of scenes)
and root node trees. It removes the matching type-specific helpers
(`BKE_collection_master_scene_search` and `BKE_node_tree_find_owner_ID`).
No functional change expected here.
NOTE: Current implementation of `owner_get` is far from optimal, we
could probably do it better, see {T69169}.
NOTE: While it could also have it, shapekeys IDTypeInfo was left out of
this change for now. Mainly because it sould not be used currently, and
we ultimately want to demote shape keys from ID status anyway.
The edge preview data of the boundary needs to be freed with the
boundary data created for the brush. Also, all data for the
ScultpSession preview that is used to render the cursor needs to be
freed with the ##SculptSession##.
Found by Jacques Lucke
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10173
Currently this is needed to properly tag PointCache's for info update
(fixes an issue reported in T82503).
Suspect we may need this in more cases in the future though, RNA
assign/update processes are not always 100% enough to deal with
complicated corner cases.
'Caused'/revealed by rBd29a720c45e5: Operators that fully re-create the
mesh would previously rely on `sculpt_update_object` called from update
code to get required sculpt-specific data layers re-added to the new
mesh.
Now instead put all code adding data to orig mesh for sculpt purpose
into a new util function (`BKE_sculpt_ensure_orig_mesh_data`), and call
that function when entering sculpt mode, and from voxel remesher code.
This is contonuing effort to more clearly separate orig data from evaluated
data handling/usage in sculpt code.
TODO: there are likely other code paths that would need to call that
new function?
Reviewers: @sergey, @pablodp606
Subscribers:
This fixes the main issue there (essentially a followup to
rB90e12e823ff0: Fix T81854: crash when undoing switch between sculpt and
edit mode).
We basically remove more (hopefully all the remaining!) modifications of
orig mesh from `sculpt_update_object`, as those done here will not be
immediately available in the evaluated data (that specific bug happened
because masking data was added to orig mesh there, but not flushed to
depsgraph evaluated one).
This also goes towards a better separation between handling of evaluated
data and orig one.
Note that modification of orig mesh data can still happen, e.g. values
in some cdlayers, but at least all pointers should now be valid in the
evaluated mesh.
There are still some issues, e.g. we now get an assert/crash in
`multires_reshape_assign_final_coords_from_ccg` when undoing out of the
Sculpt mode, presumably because subdiv_ccg data remains unchanged then
(and hence still has the `has_mask` flag set), while actual mesh data do
not have that cdlayer anymore...
This commit also cleans up/simplifies some code,
`ED_object_sculptmode_enter_ex` was (indirectly) calling
`BKE_sculpt_face_sets_ensure_from_base_mesh_visibility` twice e.g.
Add code preserving scene's toolsettings accross undo.
IDPointers are dealt with special care, we try to keep existing ones for
some (like brushes) when possible.
Note that this covers ToolSettings, Brushes and Palettes currently.
I'm not especially happy about how this new code mixes with existing
'foreach_id' one, in particular in scene. But cannot think of a better,
more generic way to do it currently.
Maniphest Tasks: T71759
Differential Revision: https://developer.blender.org/D9311
This is essentially adding that new callback, and using it only for already
existing Scene's 3DCursor.
Note that the place where this is called has been moved again, after all
have been lib-linked, such that those callbacks may also work on ID pointers.
Maniphest Tasks: T71759
Differential Revision: https://developer.blender.org/D9237
The logic of `BKE_sculpt_update_object_for_edit` was not correct. such
low-level functions should typically never preform depsgraph evaluation
themselves, they should be able to rely on getting a fully evaluated
depsgraph and just get needed data from there.
Supporting that required fixing other broken code higher in the
callstack, namely:
* `ED_object_sculptmode_enter_ex` was freeing evaluated data, for no
valid reason it would seem.
* `sculpt_undosys_step_decode` was ensuring an evaluated depsgraph
**before** calling `ED_object_mode_generic_exit`, which would
invalidate a lot of evaluated data.
Note that it is fairly difficult to track down all code paths leading to
`BKE_sculpt_update_object_for_edit`, so there may be still cases where
this gets called with improperly evaluated depsgraph.
Reviewed By: sergey
Maniphest Tasks: T81854
Differential Revision: https://developer.blender.org/D9270
Previously, all Face Set visibility logic was using mvert flags directly
to store the visibility state on the vertices while sculpting. As Face
Sets are a poly attribute, it is much simpler to use mpoly flags and let
BKE_mesh_flush_hidden_from_polys handle the vertex visibility, even for
Multires.
Now all operators that update the Face Set visibility state will always
copy the visibility to the mesh (using poly flags) and the grids, all
using the same code.
This should fix a lot of visibility glitches and bugs like the following:
- Sculpt visibility reset when changing multires levels.
- Multires visibility not updating in edit mode.
- Single face visibible when surrounded by visibile face set, even when
the face set was hidden.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9175
Better use higher-level code from common ID management when possible.
Helps to de-duplicate logic, and reduces outside usages of more
'dangerous' functions.
Note that we could get rid of many of those `BKE_<id_type>_add`
functions now, but on the other hand several of those take extra
parameters and perform additional actions, so think we can keep them all
for now as 'non-standard ID specific creation functions'.
Those were only shallow wrappers around `BKE_id_copy`, barely used (even
fully unused in some cases), and we want to get rid of those ID-specific
helpers for the common ID management tasks. Also prevents weird custom
behaviors (like `BKE_object_copy`, who was the only basic ID copy
function to reset user count of the new copy to zero).
Part of 71219.
Before this change, when users switch from edit mode to sculpt mode, the
entire mesh would be visible. Even if in the edit mesh mode part of it was
set to invisible.
With this change the visibility is preserved, by creating a separate face set
for the visible and invisible parts of the mesh and setting their initial visibility.
Implementation details: This adds a function to initialize a new Face Set
datalayer taking the current mesh visibility into account which is stored
in the ME_HIDE flag of the vertices.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8901
This removes the limitation of the sculpt overlays not being visible
with modifiers active.
Reviewed By: fclem
Maniphest Tasks: T68900
Differential Revision: https://developer.blender.org/D8673
When entering scultp mode the visibility from the Face Sets is copied to
the base mesh. This steps was considering that if a vertex belongs to a
face with a visibible Face Set ID, it should be visible. As loose
geometry may not have any faces, those vertex were set to hidden.
Now this function check if a vertex visibility should be modified by the
face sets (by checking the loops), avoiding modifying the visibility of
loose geometry unintentionally.
Reviewed By: sergey
Maniphest Tasks: T80771
Differential Revision: https://developer.blender.org/D8899