[Soc-2010-dev] Status report for multires

Tom M letterrip at gmail.com
Sat Jul 3 21:29:43 CEST 2010


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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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