[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Jun 26 08:16:48 CEST 2010


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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