[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Aug 7 04:18:25 CEST 2010


Status report for July 31 - August 6:
* Yanked out some multires colors stuff and replaced with ptex
* Lots of fixes related to using ptex, converting tools over to ptex
* Added an image overlay to vpaint which replaces brush color when enabled

Here are some older videos of these features (they've changed a bit
since I committed them, I'll try to do a new video or two soon)
* http://vimeo.com/13812115
* http://vimeo.com/13859283

Plans for final week:
* Continue improving the ptex tools

-Nicholas

On Sat, Jul 31, 2010 at 2:33 AM, Nicholas Bishop
<nicholasbishop at gmail.com> wrote:
> Status report for July 24 - 30:
> * Committed multires vpaint code that I talked about last week
> * Long list of things that now work in vpaint:
> * * Partial redraw
> * * Undo
> * * Layered drawing of multiple vertex color layers, using alpha to
> combine layers
> * * Blur tool
> * * Brush textures
> * * Fast navigation
> * * Paint masks
> * * Symmetry
> * * Most sculpt stroke options (not anchored and drag dot yet)
> * Added alpha brush to vpaint
> * Changed mask brush into a brush option
> * Fixed non-VBO drawing in sculpt/vpaint for vertex colors and paint masks
> * Fixed rendering multires vertex paint
> * Fixed applying multires with vertex colors
> * Some updates to my release notes:
> http://wiki.blender.org/index.php/User:Nicholasbishop/SummerOfCode2010/Release_Notes
>
> Video of vpaint symmetry/brush texture: http://vimeo.com/13776640
>
> Plans for next week:
> * Finish up the tools not yet working in vpaint
> * Handle renaming layers
> * Undo support for adding/removing vertex colors while in vpaint
> * Fix single element coloring (again)
> * And of course more bug fixing
>
> -Nicholas
>
> On Sat, Jul 24, 2010 at 1:22 AM, Nicholas Bishop
> <nicholasbishop at gmail.com> wrote:
>> ... 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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>>>>>>>>
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>>>>>>
>>>>>
>>>>
>>>
>>
>


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