[Bf-committers] Uniform displace modifier patch

Campbell Barton ideasman42 at gmail.com
Thu Aug 16 17:11:33 CEST 2012


The reason I kept the mid level is to follow `the rule of least
surprise` for users,
So a blank texture always works the same as a white image and users
dont need to think about mid level's use changing when they set/clear
a  texture.

On Wed, Aug 15, 2012 at 2:38 PM, Tobias Oelgarte
<tobias.oelgarte at googlemail.com> wrote:
> Please keep the mid-value even for this operation. It can be good to
> negate a effect (vertexgroup).
>
> Am 15.08.2012 13:46, schrieb Fredrik hansson:
>> just a little note on something that was removed for the svn commit the mid value.
>> mainly the reason why i didn't have that affecting the strength value without the texture was really that it would mean 2 sliders doing the same thing really.
>> but on the other hand having it default to 0.5 and with a strength of 1.0  would mean that applying a texture would give the same outwards push.
>> not that its a big deal to slide the mid value down to 0 when your there to tweak the strength anyway.
>> what might have been better imo that i didn't do originally is to grey out the mid value slider thus showing that its not used until you apply a texture to it.
>>
>> either way thanks for taking a look at this so quickly and great to see it being added to the trunk :D
>>
>>
>>
>> ________________________________
>>   From: Fredrik hansson<fredrikhansson_12345 at yahoo.com>
>> To: "bf-committers at blender.org"<bf-committers at blender.org>
>> Sent: Tuesday, August 14, 2012 6:27 PM
>> Subject: [Bf-committers] Uniform displace modifier patch
>>
>> last one of the changes i had done for myself (well i do have one fixing some small things for glsl but i am sure i did submit that ages ago).
>>
>> another copy paste:
>> this isn't really a new modifier or anything but just a modification to the regular displace modifier.
>> now
>> the thing this does is that when you don't have any texture loaded in
>> the modifier it just applies the strength value directly to the mesh.
>> works in normal x y z modes but not rgb->xyz (just didn't make any sense to add it to that).
>>
>> now
>> the reason why i made this was really that every time i was going to do
>> some retopology work i would see almost the entire face being inside
>> the highpoly mesh making it really hard to work with it since 90% of
>> what you did was lying under the surface of what was visible.
>> i used to add an empty texture image to the modifier and set the mid value to 1 and the strength to something negative.
>> but it really felt like it was a few to many steps for something so simple as to push the entire mesh outwards a little bit.
>>
>> included an example image of how its useful when retopologizing but i am sure its useful for other things as well.
>>
>> http://projects.blender.org/tracker/index.php?func=detail&aid=32327&group_id=9&atid=127
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-- 
- Campbell


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