[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Mon Aug 16 03:00:50 CEST 2010


Final report:
* Undo fixes for ptex paint
* Enabled ptex for multires
* Added controls for changing the ptex resolution for individual faces
and showing the texel density
* Anchored and drag dot strokes in ptex paint

I expect I'll be free for at least a few more weeks to work on ptex paint.

-Nicholas

On Fri, Aug 6, 2010 at 10:18 PM, Nicholas Bishop
<nicholasbishop at gmail.com> wrote:
> 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
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> Soc-2010-dev mailing list
>>>>>>>>> Soc-2010-dev at blender.org
>>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2010-dev
>>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> Soc-2010-dev mailing list
>>>>>>>> Soc-2010-dev at blender.org
>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2010-dev
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>


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