[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Jul 3 21:24:12 CEST 2010


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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