If '|' is the flatten plane, and > and < represent the attractive force it has on vertexes, and left is above the plane and right is below the plane then:<div><br></div><div>Flatten: > | <</div><div>
Contrast: < | ></div><div>Fill: | <</div><div>Scrap: > |</div><div><br></div><div>Scrap very convincingly and naturally looks like scraping off clay if you have peeks and valleys. Its kinda scary.</div>
<div>Fill does the opposite, it fills in the valleys and leaves the peaks alone.<br><br><div class="gmail_quote">On Fri, May 28, 2010 at 5:43 PM, Nicholas Bishop <span dir="ltr"><<a href="mailto:nicholasbishop@gmail.com">nicholasbishop@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">Nice work here. I particularly like your changes to brush spacing,<br>
using the brush size instead of pixels makes so much sense in<br>
retrospect, good catch there :)<br>
<br>
I'm curious if you could describe more what the differences between<br>
the flatten, fill, and scrap brushes are?<br>
<br>
Thanks,<br>
-Nicholas<br>
<div><div></div><div class="h5"><br>
On Fri, May 28, 2010 at 7:23 AM, Jason Wilkins<br>
<<a href="mailto:jason.a.wilkins@gmail.com">jason.a.wilkins@gmail.com</a>> wrote:<br>
> I focused on three areas this week:<br>
> 1.) Plane brushes - These are brushes that all determine the average plane<br>
> of the vertexes under the brush and then pull or push vertexes relative to<br>
> the plane. These include<br>
> - Flatten - pull vertexes towards the plane<br>
> - Clay - offset the plane above or below the surface then draw vertexes<br>
> towards it<br>
> - Fill - pull vertexes up towards the plane<br>
> - Scrap - pull vertexes down towards the plane<br>
> - Contrast - push vertexes away from the plane<br>
> 2.) Optimization - I've used a profiler to find functions that are taking<br>
> large amounts of time and I optimize those functions (Wash, Rinse, Repeat)<br>
> - eliminated dead code<br>
> - removed unnecessary code<br>
> - simplified overly complicated code<br>
> - removed calls to calloc and memset<br>
> - created multiple versions of a function when the default does too much<br>
> work in some cases<br>
> - however, I have not done any work to improve algorithms<br>
> - I removed OpenMP for now, pending a better understanding of how to use it<br>
> effectively<br>
> - for smaller models (1 million polygons) the bottlenecks are no longer in<br>
> the sculpt code itself, but elsewhere<br>
> - for large models (6 million polygons before my machine croaks), optimizing<br>
> sculpt more would help<br>
> 3.) Brush Spacing - The distance between stamps is now based on the size of<br>
> the brush instead of screen space pixels<br>
> - this improves the consistency of spacing under different perspectives and<br>
> brush sizes<br>
> - the strength of the brush is attenuated according to how much stamps<br>
> overlap<br>
> I'll be taking it easy this weekend starting Friday. I'll be monitoring<br>
> feedback and planning my next move.<br>
> Later,<br>
> Jason Wilkins<br>
><br>
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</blockquote></div><br></div>