[Bf-modeling] Bf-modeling Digest, Vol 25, Issue 1

Rohan Rathi rohanrathi08 at gmail.com
Sun Aug 20 18:06:29 CEST 2017


In response to Alberto, thanks for the feedback.
I had made a lot of the suggested changes beforehand, and have made more UI
related changes.
In response to the additional remarks:
- There is a way to rotate or edit just a single normal currently which
requires multiple selection modes. Its available in the documentation, as
the first topic headlined.
- I have made changes to copy/paste with a single XYZ box taking all input
even for add/multiply.

I see 2 major problems right now:
- Binary Weighting: I'll work to make the working of the modifier similar
to YAVNE, I did try it today, but a lot of work needs to be redone and
storing the face related data for the modifier is something that needs
figuring out.
- Split tool: I understand the importance of the split tool and see many
use cases. The split tool is incomplete.
These 2 items are my top priority, but I need to spend time on reports and
documentation.

I'd say that I'll finish these items after evaluation is over. I'll try to
see how much work is possible in the next few days, but I need to shift
priority.

Thank you,
Rohan

User Documentation(Incomplete):
https://wiki.blender.org/index.php/User:RohanRathi/GSoC_2017/User_Documentation



On Fri, Aug 18, 2017 at 3:33 PM, <bf-modeling-request at blender.org> wrote:

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> Today's Topics:
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>    1. Custom Normal GSOC feedback (Alberto Vel?zquez)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 17 Aug 2017 23:17:29 +0200
> From: Alberto Vel?zquez <alberto3d.1984 at gmail.com>
> To: bf-modeling at blender.org
> Subject: [Bf-modeling] Custom Normal GSOC feedback
> Message-ID:
>         <CAGH+7W-QVu1+6M1g99zNzXGKFOgL0wsU0gnecMLipV
> Ox+K8R5g at mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> Hi
>
> I want to thank Rohan by the work in the gsoc about custom normals tools,
> he heard all the feedback from users in Blender Artist and made a great
> Job. I would also send a last feedback for devs about the tools of gsoc,
> that feedback have been writed with the tips of other artist and all that
> are a personal opinion thinking in a in-depth feedback. Like I tell in the
> email the work from Rohan Rathni is great and we are really happy with the
> tools.
>
> I don?t respond to the original mail form rohan because I sign up in the
> mail list later. Sorry for my english.
>
> *UI*
> Actually the UI have some problems.
>     - The old tool ?Set from faces? from Shading panel should be inside
> Normal Tools.
>     - Normal Tools panel would be named to ?Custom Normal Tools? to not
> confuse with shading panel.
>     - The Average references would be ?weight? and ?Weight by? to make
> clear the tool, average sound more like ?shade smooth?. The modifier is
> more logic in this topic.
>     - The Average tools are hard to understand, custom normals? are not all
> custom normals?
>     - People ask why weight go from 1 to 20 value, instead of 1-100 or 0-1,
> that sound with more logic from a UX vision.
>
> *The Binary Weights*
> Binary weights has limitations and problems that in a first moment was hard
> to see. I didn?t see it when I talked with Rohan, mainly that people have a
> lot of problems to understand this mode and workflow.
>
> The first problem is the solution of binary weights, it don?t make smooth
> faces ?weak?, only erase completely of the solution the selected faces.
> Giving them a shade smooth solution, instead of give to that faces a
> weighted solution but with no effect over the rest of faces. This will give
> problems with some situations because you needs adjacent faces with ?weak?
> solution but with weighted solution, not only smooth.
>
> The binary solution workflow is good in the modifier, but in the edit mode
> is hard to use. You must clean the custom normal data, select smooth faces
> and then use average tool and activate binary weights. It?s really hard to
> use in this mode.
>
> The good solution is a three weights solutions like YAVNE (yes, I know, we
> talk a lot of this addon, sorry). These groups are all weighted, only that
> the Strong group is not affected by weight of medium group and this is not
> affected by the weak group. The problem with this is the implementation,
> specially in the modifier, of the way to make faces strong, normal or weak.
> Rohan talked about vertex groups way to implement but imo it won?t work and
> it is not the best way to implement this function. To see the problem for
> example, if you have three loops of faces and the center loop is strong and
> the lateral loops weak with vertex groups the three loops are weak, or
> viceversa if the exterior loops are strong and center loop weak. And the
> user won?t know how to make faces. From an artist pov face data is the
> solution.
>
> *Edit mode tools and missing tools*
> - The split normal still working in a bad way, It must use the edges to
> split, not split all vertex. From a user point of view it don?t have sense.
> If he want split all edges he will select all of them. Also actually cut by
> vertex or edge depending of situation (bug).
>
> - Rotate each normal of a vertex separately: Actually the tool to rotate
> normals is really good, with snap, axis,? but we don?t have a way to rotate
> only one of the normals. A way to implement this would be with the mouse
> wheel to change the normal that you edit or the + or - keys. I think that
> it?s a important feature actually.
>
> - Would be perfect put in directly the normal direction that you want in a
> text-box of XYZ. Actually we have this controls with the ?copy/paste? tool.
> If you paste a normal and then you changes the values in the Tool Panel you
> have this feature. Could be better add this directly to the Normal Tools
> Panel directly? Also a Add and multply normal could be good to implement in
> the same panel. Some users ask for this feature.
>
> - Merged tool, a tool that merged normals of vertex near. Like a ?remove
> doubles? but without merge vertex, only making same normals for near
> vertex. I have used in some projects and help in some situations.
>
> - Full weighted mode. Actually the modifier works so good that it hard to
> find a situation where it?s necessary, but is a option that could be good.
>
> - Also, other things could be good to see in some future, like triangulate
> tool and modifier or LoopCut don?t break the custom normal solution.
>
> Warm regards
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