[Bf-committers] sculpt mode wireframe display issue and question

Ronan Ducluzeau aka "zeauro" zeauron at gmail.com
Thu Jul 25 18:11:44 CEST 2013


In 2.49, we could display a different level of subdivision for edges 
than the level of subdivision sculpt.
http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Multires#Options

It was useful to keep an idea of geometry at high subdivision level when 
too much edges displayed would overlay OpenGL shading that gives an idea 
of relief.


On 25/07/2013 17:33, Sergey Sharybin wrote:
> Hey,
>
> Well, not sure why one would want to sculpt in wireframe mode, but ok :)
>
> In my opinion, drawing all edges in non-dyntopo mode is the way to go.
> Couple of reasons for this:
>
> - You don't see much details with optimal display, so it's difficult to
> predict what stroke would do.
> - It makes things consistent with dyntopo sculpt.
>
> I could ask couple of artists here who are doing quite reasonable amount of
> sculpting to confirm my expectations about this question.
>
>
> On Sun, Jul 21, 2013 at 11:07 PM, David Jeske <davidj at gmail.com> wrote:
>
>> I'm trying to fix a bug in sculpt mode display and could use some input...
>>
>> User problem...
>>
>> With edges enabled but draw-all-edges disabled, edges between coplanar
>> faces are hidden. In sculpt-mode, as the user-sculpts (no dyntopo), the
>> co-planar status of edges is not re-evaluated. This means that as edges
>> which started hidden remain hidden even as the sculpt brush causes them to
>> no-longer be coplanar. --- This is pretty undesirable, because the user
>> can't see their work without flipping to edit mode and back.
>>
>> Obviously the user can turn on draw-all-edges.
>>
>> If that's the only way sculpt mode visuals work, it probably makes sense to
>> just force draw-all-edges during static sculpt -- like is already done in
>> weight-paint, and dyntopo sculpt.
>>
>> If that's a good enough fix, I'll make a patch, and you can all skip the
>> rest of this email.
>>
>> If not, read on, as I could use some advice..
>>
>> Why it happens and possible fixes...
>>
>> Sculpt mode (no-dyntopo) draws object wireframes with the same rules as
>> object-mode. This means if wireframe is enabled, but draw-all-edges is not,
>> it uses the ME_EDGEDRAW status to show/hide each edge. This (basically)
>> means that coplanar edges are hidden (see bmesh_quick_edgedraw_flag).
>> However, as far as I can see ME_EDGEDRAW is only setup during bulk-convert
>> of a BMesh into a Mesh for display.
>>
>> In theory, I think the "best" solution would be to recalc the ME_EDGEDRAW
>> flag status only for edges of vertices which are moved by a static sculpt
>> brush. However, if I'm reading the code correctly, there isn't (currently)
>> any quick way to correlate the BMEdge edge structure with the MEdge entry
>> that contains the flag... -- am I reading that right?
>>
>> If I got that right, some paths to fix this might be...
>>
>> 1) have static-sculpt build a BMEdge to MEdge hashmap so it can efficiently
>> update edge-draw flags for moved edges and their neighbors (more memory
>> usage, but should be very little performance hit during sculpt)
>>
>> 2) force recalc of the MEdge list when co-planar edges are moved. (only
>> costs something when coplanar edges are moved, but that cost is
>> proportional to mesh size so it could be large)
>>
>> 3) ... and of course, as I mentioned above -- force draw-all-edges during
>> sculpting (more draw cost to draw all edges, depending on model)
>>
>> Thoughts?
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>
>



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