[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Jul 3 20:16:38 CEST 2010


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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