[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Jul 3 21:45:57 CEST 2010


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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