[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Jul 24 07:22:48 CEST 2010


... and 10 hours later, video is ready:
http://vimeo.com/13581943

-Nicholas

On Fri, Jul 23, 2010 at 2:57 PM, Nicholas Bishop
<nicholasbishop at gmail.com> wrote:
> Status report for July 17 - 23:
> * Finished merging from trunk, although there are still some weird
> issues to track down.
> * Multires vpaint is working:
> * * Note that most of this work is not committed yet, I need to check
> over it first
> * * I had to do some rethinking of the CustomData / Multires data /
> CCGDM data interaction; what made sense for paintmasks did not
> entirely work for colors. So mcuh of the work was just figuring out a
> better design there, once that was done multires vpaint fell into
> place pretty quick.
> * * Overview of how I changed things:
> * * * Instead of using CustomData to store multires disps for masks
> and colors, I added a small CustomDataMultires struct. It's similar to
> CustomData, but very very cut down and restricted to just what
> multires needs. This avoids making lots of small changes to
> CustomData, and clarifies the code.
> * * * Made it possible to turn multires on and off for individual
> CustomData layers. This is needed for memory reasons; e.g. a user
> might want to sculpt a multires model but leave vertex colors at the
> base level (not multires editable.)
> * * * In order to keep everything in sync between CustomData,
> CustomDataMultires, and the grid data, I've started using
> CustomDataLayer type and name as a unique key.
> * * Right now things are still sort of hacky, and multires vpaint is
> limited in what it can do, but the basics are in place now.
> * * Most importantly, new video! http://vimeo.com/13581943 (Vimeo is
> apparently dealing with a large backlog today, but hopefully the video
> will appear eventually.)
>
> Plans for next week:
> * Continue working on vpaint.
> * * Multires vpaint needs the other brush types still (just mix working atm)
> * * Enable partial redraw for vpaint, should be fairly easy since it
> works same as sculpt
> * * Continue enabling features for vpaint, like textures, symmetry, masking...
>
> -Nicholas
>
> On Sat, Jul 17, 2010 at 9:38 PM, Nicholas Bishop
> <nicholasbishop at gmail.com> wrote:
>> Status report for July 10 - 16:
>> Not a huge amount of work finished this week:
>> * Fixed some new vpaint/sculpt bugs
>> * Brought back some vpaint features for pbvh vpaint
>> * Currently working on merging up to latest trunk; there's a lot more
>> conflicts to deal with due to the recent merge of Jason's branch to
>> trunk.
>>
>> Next week:
>> * Finish dealing with conflicts from trunk
>> * Continue working on vpaint, mostly the same list of things to fix:
>> * * Partial redraw
>> * * Multires
>> * * Blur
>> * * Normals/Spray
>> * * 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
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
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>>>>>> Soc-2010-dev at blender.org
>>>>>> http://lists.blender.org/mailman/listinfo/soc-2010-dev
>>>>>>
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>>>>
>>>
>>
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