[Soc-2016-dev] Weekly Report #3 PBVH Based Vertex Painting

bitinat2 at isu.edu bitinat2 at isu.edu
Sat Jun 11 08:44:12 CEST 2016


What I did this week:

I looked into how sculpt mode selects vertices within PBVH Nodes. I originally thought I would be writing a cylinder/cone intersection algorithm to select points, but sculpt mode uses a much more simple sphere intersection algorithm. After talking to my mentor, we decided to recycle a couple sculpt methods. I was able to get vertex painting to use a similar method to quickly avoid painting vertices outside the brush region. By using a 3D location sphere intersection comparison instead of a cylindrical intersection comparison, PBVH vertex painting now avoids "splashing" paint, which was one of the features I wanted to add.

I have some adjustments to make over the weekend to get the PBVH painting method feeling a little more natural. Some of the older paint blending techniques need some adapting to work with our newer technique. I'll also be modifying weight paint to do act the same as how I have vertex paint working. 

Side note: I had a bad case of strep throat this week, and although I got my objective done I wasn't able to fully replicate Ray traced vertex painting with PBVH painting this week. I'll probably have a fully functioning prototype next week that I can show to my stakeholders though, so things are looking good so far. 

-Nate


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