[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Jul 10 22:56:29 CEST 2010


Status report for July 3 - 9:
* Added a new operator to update the base mesh from high-res
displacements. This should help with spiky mesh problems, although the
real underlying cause still needs fixing.
* Finally fixed that annoying orange-mesh bug. Was a one-line OpenGL change.
* Last week I said I'd move on to sculpt layers, but I decided instead
to stick with my original schedule and start fixing up vpaint.
* * Most of the changes so far have just been generalizing
sculpt-specific code so that vpaint can use it too.
* * vpaint can now draw using the pbvh, and painting itself is also
accelerated with the pbvh.
* * Early video showing vpaint in action: http://vimeo.com/13198222

Plans for next week:
* Continue working on vpaint.
* In no particular order, here are the main things still do fix for vpaint:
* * Partial redraw
* * Multires
* * Blur
* * Normals/Spray/All Faces
* * Textures
* * Masks
* * Undo

-Nicholas

On Sat, Jul 3, 2010 at 3:45 PM, Nicholas Bishop
<nicholasbishop at gmail.com> wrote:
> Fixed, thanks.
>
> On Sat, Jul 3, 2010 at 3:29 PM, Tom M <letterrip at gmail.com> wrote:
>> permissions are currently private....
>>
>> On Sat, Jul 3, 2010 at 11:24 AM, Nicholas Bishop
>> <nicholasbishop at gmail.com> wrote:
>>> Here's the video:
>>> http://vimeo.com/13060555
>>>
>>> -Nicholas
>>>
>>> On Sat, Jul 3, 2010 at 2:16 PM, Nicholas Bishop
>>> <nicholasbishop at gmail.com> wrote:
>>>> Status report for June 26 - July 2:
>>>> * Fixed lots of bugs, crashers, memory leaks
>>>> * Performance improvements for masks (only updating color buffers, and
>>>> vice versa for regular sculpt brushes)
>>>> * Added a checkbox to enable/disable mask layers
>>>> * Added a 'strength' slider for masks layers, changes how much the
>>>> mask attenuates the brush, and shows the mask onscreen as more
>>>> transparent
>>>> * Added a new operator to convert a texture to a mask using MTex for
>>>> mapping the texture to the mesh. (This one took a while for me to
>>>> figure out, but I think what's there should be pretty robust now.)
>>>>
>>>> Plans for next week:
>>>> * According to my schedule, the time allocated for masks is up! So
>>>> this week I really do move on to new tasks.
>>>> * From the schedule, multires for vertex colors is next, but I'm going
>>>> to work on vertex layers for sculpt first, since it ties into mask
>>>> layers a lot.
>>>> * I'm starting vertex layers today, putting in basic infrastructure
>>>> first (again, similar to mask layers)
>>>>
>>>> I have another screencast to share, but I'm having some trouble
>>>> uploading to Vimeo; I'll send another mail once that's done.
>>>>
>>>> -Nicholas
>>>>
>>>> On Sat, Jun 26, 2010 at 2:16 AM, Nicholas Bishop
>>>> <nicholasbishop at gmail.com> wrote:
>>>>> Status report for June 19 - June 25:
>>>>> * Mask layers committed
>>>>> * * Works with both regular and multires meshes
>>>>> * * Works with sculpt undo
>>>>> * * Has a simple UI
>>>>>
>>>>> Plans for next week:
>>>>> * Make masking better
>>>>> * * First priority is to fix masking bugs that have been reported on the forums
>>>>> * * More options to control layers, such as layer opacity
>>>>> * * Then maybe can move on to coord layers
>>>>>
>>>>> Also, I probably won't be able to make the Sunday meeting this week.
>>>>>
>>>>> -Nicholas
>>>>>
>>>>>
>>>>> On Sat, Jun 19, 2010 at 12:32 PM, Nicholas Bishop
>>>>> <nicholasbishop at gmail.com> wrote:
>>>>>> Whoopsies, fell asleep last night without writing the report :)
>>>>>>
>>>>>> Status reprot for June 12 - 18:
>>>>>> * Brought back mesh hiding. Ctrl+Alt+LMB now hides a rectangular area
>>>>>> of the sculpt mesh, Ctrl+Shift+LMB does the same but hides outside the
>>>>>> rectangle.
>>>>>> * * This works very different from 2.4, now it just rebuilds the PBVH
>>>>>> with some primitives excluded, much cleaner.
>>>>>> * Fixed undo for masks in sculpt
>>>>>> * Committed fixes for various bugs
>>>>>> * Started work on mask layers, this will also create the foundation
>>>>>> for multiple coord layers and such
>>>>>> * * Created a basic UI in the same style as vertex groups and shape keys
>>>>>> * * Started adding support for mask layers on non-multires meshes:
>>>>>> * * * Added operator to create new mask layers
>>>>>> * * * Sculpt's mask brush and the mask_set operator can be used to
>>>>>> independently edit any of the layers
>>>>>> * * * gpu_buffers combines the mask layers additively for display
>>>>>>
>>>>>> Plans for next week:
>>>>>> * Continue working on mask layers
>>>>>> * * Make regular sculpt brushes interact with multiple mask layers
>>>>>> * * Add a way to toggle mask layers on and off
>>>>>> * * Add a delete mask layer operator
>>>>>> * * Make mask layers work with multires
>>>>>> * After that I'll either start working on coord layers or masks for vpaint
>>>>>>
>>>>>> Schedule:
>>>>>> On track.
>>>>>>
>>>>>> -Nicholas
>>>>>>
>>>>>> On Fri, Jun 11, 2010 at 11:49 PM, Nicholas Bishop
>>>>>> <nicholasbishop at gmail.com> wrote:
>>>>>>> Status report for June 5 - 11:
>>>>>>> * Finally have a good base done and committed to build on:
>>>>>>> * Committed the stuff I talked about last week
>>>>>>> * Modified CCGSubsurf so it can subdivide more than just coordinates
>>>>>>> (used currently for masks)
>>>>>>> * Modified multires to support updating masks
>>>>>>> * Mask layer can be filled, cleared, inverted
>>>>>>> * Sculpt brushes now work with masks
>>>>>>> * Added a mask brush to sculpt to edit masks
>>>>>>> * Wrote some basic release notes:
>>>>>>> http://wiki.blender.org/index.php/User:Nicholasbishop/SummerOfCode2010/Release_Notes
>>>>>>> * Not related specifically to my gsoc project, fixed various bugs in trunk.
>>>>>>>
>>>>>>> Plans for next week:
>>>>>>> * I'm looking now at bringing back the mesh hiding feature from 2.4x
>>>>>>> (LMB+Ctrl+Shift).
>>>>>>> ** This time no ugliness with mesh reordering, I plan for it all to go
>>>>>>> through the PBVH and support multires nicely too.
>>>>>>> * Plan to look at undo with masks and saving masks.
>>>>>>> * If there's time, start working on vpaint.
>>>>>>>
>>>>>>> Schedule:
>>>>>>> On track.
>>>>>>>
>>>>>>> -Nicholas
>>>>>>>
>>>>>>> On Fri, Jun 4, 2010 at 11:26 PM, Nicholas Bishop
>>>>>>> <nicholasbishop at gmail.com> wrote:
>>>>>>>> Status report for May 29 - June 4:
>>>>>>>> * Lots of code written, very little committed.
>>>>>>>> * Things that work:
>>>>>>>> ** Building a customdata mask layer for non-multires meshes
>>>>>>>> ** Displaying the mask layer with VBO for both regular and multires
>>>>>>>> meshes (non-VBO still todo)
>>>>>>>> ** Subdividing the original mesh mask layer (for multires)
>>>>>>>> * In progress:
>>>>>>>> ** Updating the multires mask layer so that changes actually stick (as
>>>>>>>> well as subdividing higher levels)
>>>>>>>>
>>>>>>>> Today I also spent some time getting Valgrind to work properly on my
>>>>>>>> machine. It spews millions of errors (literally) due to my graphics
>>>>>>>> drivers, but I mucked about with the suppressions files and now I get
>>>>>>>> relatively sane output. Already found a bug in the VBO code this way
>>>>>>>> :)
>>>>>>>>
>>>>>>>> I feel like I'm making good progress here, but I keep having a-ha
>>>>>>>> moments where I realize I was doing something stupid.
>>>>>>>>
>>>>>>>> Plans for next week:
>>>>>>>> * Continue working on the in-progress item above. This might happen in
>>>>>>>> the next few minutes, or the next few days. Definitely feel close
>>>>>>>> though.
>>>>>>>> * Break apart the work I've done so far and commit in smaller chunks.
>>>>>>>> * If I get both those done, I'll make masks actually have an effect in
>>>>>>>> sculpt mode (very easy, basically just multiply one extra value per
>>>>>>>> vertex/grid point.)
>>>>>>>>
>>>>>>>> -Nicholas
>>>>>>>>
>>>>>>>> On Fri, May 28, 2010 at 6:41 PM, Nicholas Bishop
>>>>>>>> <nicholasbishop at gmail.com> wrote:
>>>>>>>>> Status report for May 24-28:
>>>>>>>>> * Committed only some very basic things like new CustomData types, and
>>>>>>>>> for masks, a test UI and test operator.
>>>>>>>>> * Relearned how the various DerivedMeshes work with modifiers and CustomData.
>>>>>>>>> * Started modifying gpu_buffers to add a color buffer, will be used
>>>>>>>>> first for displaying masks.
>>>>>>>>>
>>>>>>>>> Plans for next week:
>>>>>>>>> * Finish the color buffer code. Once this is done it becomes much
>>>>>>>>> easier to test everything else, since results will be visible on the
>>>>>>>>> mesh.
>>>>>>>>> * Continue work on facegrid CustomData so that it interacts with CCGDM
>>>>>>>>> correctly, and then with MultiresDM.
>>>>>>>>>
>>>>>>>>> -Nicholas
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>> _______________________________________________
>>> Soc-2010-dev mailing list
>>> Soc-2010-dev at blender.org
>>> http://lists.blender.org/mailman/listinfo/soc-2010-dev
>>>
>> _______________________________________________
>> Soc-2010-dev mailing list
>> Soc-2010-dev at blender.org
>> http://lists.blender.org/mailman/listinfo/soc-2010-dev
>>
>


More information about the Soc-2010-dev mailing list