[Soc-2017-dev] vertex paint project - ply exporter

Darshan kadu darsh7807 at gmail.com
Wed Aug 2 16:21:14 CEST 2017


I hit the bug, vertex selection is not working, I will be working on it.

On Wed, Aug 2, 2017 at 4:19 PM, Darshan kadu <darsh7807 at gmail.com> wrote:

> Hello, Mr. Howard.
>
> I have extended the color layer to 64 and set the new layer to be the
> default one rather than copying previous one.
>
> I got the mail from GSoC for final submission guidelines. Should I start
> doing that now if yes how?
>
>
> Thank you.
>
>
>
> On Wed, Aug 2, 2017 at 12:14 AM, Darshan kadu <darsh7807 at gmail.com> wrote:
>
>> Hello, Mr. Howard,
>> I didn't give time for work it's been hectic past week.
>> I will be back on work from tomorrow.
>>
>> Darshan
>>
>> On 01-Aug-2017 11:07 PM, "Howard Trickey" <howard.trickey at gmail.com>
>> wrote:
>>
>>> Hi Darshan,
>>>
>>> Any progress to report?
>>>
>>> On Thu, Jul 27, 2017 at 12:05 PM Darshan kadu <darsh7807 at gmail.com>
>>> wrote:
>>>
>>>> Thank you, Mr.Howad,
>>>>
>>>> I will take the tasks one by one.
>>>>
>>>> As you said, increasing the color layer is the task which I will do
>>>> next.
>>>>
>>>> As far as replying on thread is concern, I will do it one by one
>>>> probably from the next week.
>>>>
>>>> Thank you,
>>>>
>>>> On Thu, Jul 27, 2017 at 12:32 AM, Howard Trickey <
>>>> howard.trickey at gmail.com> wrote:
>>>>
>>>>> Darshan,
>>>>>
>>>>> Yes, it now appears to work with subdivision surfaces too.
>>>>>
>>>>> Do you know what to work on next? You have basically finished
>>>>> everything (and more!) in your GSoC proposal except for the gradient
>>>>> feature and the part of vertex alpha that would have it affect rendering.
>>>>> So perhaps you should interact with the user community again to figure out
>>>>> what the most desired extra features would be, and also to try to encourage
>>>>> more testing to uncover bugs.  Combining known requests with the remainder
>>>>> of your proposal, we have these ideas so far:
>>>>>
>>>>> 1) gradient as a source of color
>>>>> 2) have vertex alpha affect rendering.  I think it might already work
>>>>> by using nodes, but you (or I) should check to see that the alpha value
>>>>> properly comes out of the vertex color node and can be an input to other
>>>>> nodes.
>>>>> 3) soften tool (post #15 in the BA thread
>>>>> <https://blenderartists.org/forum/showthread.php?427686-GSoC-2017-Vertex-Painting-Improvement>
>>>>> )
>>>>> 4) random colors (post #15, #25)
>>>>> 5) cleanup tool (post #15)
>>>>> 6) more than 8 layers (post #15, #40)
>>>>> 7) paint multiple layers at the same time
>>>>> 8) take brush strength into account for alpha too (post #68)
>>>>>
>>>>> An easy one to do next would be more than 8 layers (current suggestion
>>>>> is: 32).
>>>>> Another fairly easy one would be random colors.
>>>>>
>>>>> There are also some unaddressed questions / reports in the BA thread
>>>>> that you might want to answer / address. E.g.,
>>>>> post #8 re new layer contents
>>>>> post #14 re numeric entry to change certain vertices
>>>>> post #23 re occlude mode and symmetry
>>>>> post #51 re mesh resolution brush
>>>>> post #52 re polyfill/uvfill brush
>>>>> post #82 re artifacts with dyntopo
>>>>> post #86 re importing fbx
>>>>>
>>>>>
>>>>> On Wed, Jul 26, 2017 at 12:27 PM Darshan kadu <darsh7807 at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> I changed the sub surface modifiers for alpha. you can test now.
>>>>>> I don't think there is any other part which needs to be changed like
>>>>>> this.
>>>>>>
>>>>>> --Darshan
>>>>>>
>>>>>> On Wed, Jul 26, 2017 at 5:23 PM, Darshan kadu <darsh7807 at gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Yes, I understood the problem I will work on the subdivision
>>>>>>> modifier for the alpha!
>>>>>>>
>>>>>>> --Darshan
>>>>>>>
>>>>>>> On Wed, Jul 26, 2017 at 4:57 PM, Howard Trickey <
>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>
>>>>>>>> Hi Darshan,
>>>>>>>>
>>>>>>>> Thanks for the video, that explained it well.  And I agree, baking
>>>>>>>> the vertex colors to image is working to save the correct alpha, as
>>>>>>>> desired! So nothing for you to do in terms of baking.
>>>>>>>>
>>>>>>>> What do you want to work on next?  One thing that is left over from
>>>>>>>> the work to make alpha visible in the 3d view (besides trying to figure out
>>>>>>>> what is going on with those backfaces), is to also make it work when you
>>>>>>>> add a subdivision surface modifier (which is different than hitting the
>>>>>>>> subdivide function in edit mode). Alpha is not displayed there because a
>>>>>>>> different derived mesh file is used to draw in that case (I told you about
>>>>>>>> this in an earlier message).
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Jul 26, 2017 at 5:49 AM Darshan kadu <darsh7807 at gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> I attached the video in the previous mail so its under moderation,
>>>>>>>>> but here is the link of gdrie. https://drive.google.com/file/
>>>>>>>>> d/0B3ZxL0OKDmc7R3Z6NUZBSlo0QnM/view?usp=sharing
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Jul 26, 2017 at 2:56 PM, Darshan kadu <darsh7807 at gmail.com
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>
>>>>>>>>>> I have attached the video for the previous instruction.
>>>>>>>>>>
>>>>>>>>>> Thank you.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Tue, Jul 25, 2017 at 11:11 PM, Darshan kadu <
>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>
>>>>>>>>>>> I can't create video now(the internet is too slow to download
>>>>>>>>>>> software for that and upload video),
>>>>>>>>>>> I did this to bake vertex color to PNG.
>>>>>>>>>>> -->set  mode as UV editing
>>>>>>>>>>> --> select the mesh in edit mode, press<space> select mark seam.
>>>>>>>>>>> -->press<U> select unwrap
>>>>>>>>>>> -->in render tab go to bake select bake mode to vertex color
>>>>>>>>>>> -->bake color
>>>>>>>>>>> -->come back to UV you will get color on uv.
>>>>>>>>>>> -->save it as png file
>>>>>>>>>>>
>>>>>>>>>>> One thing I Notice if I use this png file then to bake vertex
>>>>>>>>>>> colors then the alpha was properly assigned,
>>>>>>>>>>> but if I use the other png file which I took from the internet
>>>>>>>>>>> alpha was not getting properly assigned.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Jul 25, 2017 at 5:24 PM, Howard Trickey <
>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Darshan,
>>>>>>>>>>>>
>>>>>>>>>>>> I'm sorry, I'm not figuring out how you did that (baking vertex
>>>>>>>>>>>> color to a PNG file).  Could you explain the steps your followed in detail
>>>>>>>>>>>> or maybe make a video showing how you did it?
>>>>>>>>>>>>
>>>>>>>>>>>> On Tue, Jul 25, 2017 at 6:35 AM Darshan kadu <
>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>
>>>>>>>>>>>>> I tried bake to vertex color,  I applied color to vertex color
>>>>>>>>>>>>> from transparent PNG file, it took alpha properly and was showing it in 3d
>>>>>>>>>>>>> view.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I then bake vertex color to PNG file, i got the transparent
>>>>>>>>>>>>> image.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I think this shows that the bake color is working properly
>>>>>>>>>>>>> with the alpha also, and don't need any modification what do you think?
>>>>>>>>>>>>>
>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Mon, Jul 24, 2017 at 7:00 PM, Howard Trickey <
>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I will have to look more about baking to see if there is
>>>>>>>>>>>>>> another way, but glad you found one way.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Interesting about the backface culling. I was suspecting that
>>>>>>>>>>>>>> the artifacts we were seeing were due to backfaces. But as you say, culling
>>>>>>>>>>>>>> them is not really the best fix here. Still, a good clue.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> As discussed in IRC, I did the steps to the Builder to build
>>>>>>>>>>>>>> your branch. It seemed to work.  Some builds are building now. For the
>>>>>>>>>>>>>> record, here's what I did
>>>>>>>>>>>>>> git checkout experimental-build
>>>>>>>>>>>>>> git merge master
>>>>>>>>>>>>>> git merge --squash soc-2017-vertex_paint
>>>>>>>>>>>>>> git commit -a
>>>>>>>>>>>>>> git revert HEAD
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> noted that commit for the place where your code is merged in
>>>>>>>>>>>>>> is: de3ee9f7bb
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sun, Jul 23, 2017 at 11:08 AM Darshan kadu <
>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hello, Mr, Howard,
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I had a hard time in understanding how does the bake to
>>>>>>>>>>>>>>> vertex color works, but I figured it out.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I did the following steps:
>>>>>>>>>>>>>>> 1) I set the texture are the random image.
>>>>>>>>>>>>>>> 2)Set the UV map
>>>>>>>>>>>>>>> 3)in the physics tab get to dynamic paint tab
>>>>>>>>>>>>>>> 4)Add canvas
>>>>>>>>>>>>>>> 5)dynamic output: add paintmap later
>>>>>>>>>>>>>>> 6)dynamic initial color:
>>>>>>>>>>>>>>>    initial color: UV texture
>>>>>>>>>>>>>>>  and then set the texture
>>>>>>>>>>>>>>> 7) go to object modifier tab
>>>>>>>>>>>>>>>    click apply.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> If we subdivide sufficiently we can see the image in vertex
>>>>>>>>>>>>>>> paint.
>>>>>>>>>>>>>>> Here alpha is by default 1.
>>>>>>>>>>>>>>> I followed these instructions: https://blender.
>>>>>>>>>>>>>>> stackexchange.com/questions/26503/how-to-bake-uv-map-texture
>>>>>>>>>>>>>>> -to-vertex-color-selected-to-active/41677
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I just want to know whether is this the correct way to bake
>>>>>>>>>>>>>>> or any other method is there to bake?
>>>>>>>>>>>>>>> This was only for texture to vertex color baking.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Well, I enabled the backface culling in the shading panel on
>>>>>>>>>>>>>>> the right-hand side, the alpha for subdivide was showing properly. But it
>>>>>>>>>>>>>>> doesn't consider the back faces and for things like a plane, it's not
>>>>>>>>>>>>>>> good(as the one side in invisible).
>>>>>>>>>>>>>>> We can set it as default by GL functions, but it won't be
>>>>>>>>>>>>>>> correct, right?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sat, Jul 22, 2017 at 5:36 PM, Howard Trickey <
>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> The channel locks seem to work. Thanks.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> I think bake color is a great next step.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sat, Jul 22, 2017 at 7:03 AM Darshan kadu <
>>>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> I have implemented the color lock and the alpha blend,
>>>>>>>>>>>>>>>>> have a look at it I have pushed the code.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> I am now planning to work on bake color. What do you think?
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Thu, Jul 20, 2017 at 6:15 PM, Howard Trickey <
>>>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Your plan to next work blending alpha according to mode,
>>>>>>>>>>>>>>>>>> and locking color, seems good to me.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Somehow I don't think depth ordering is the issue with
>>>>>>>>>>>>>>>>>> the transparent display.  We'll have to leave this as a background task to
>>>>>>>>>>>>>>>>>> fix while moving on to other things now.  This is only meant at the moment
>>>>>>>>>>>>>>>>>> as a kind of quick hack so the user can see some effect of changing alpha
>>>>>>>>>>>>>>>>>> in Vertex Paint mode, and that much is accomplished.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> The concept of padding is that each C data type takes a
>>>>>>>>>>>>>>>>>> certain number of bytes and is (by default, and by most compilers) aligned
>>>>>>>>>>>>>>>>>> on certain "address boundaries" because machines access them better that
>>>>>>>>>>>>>>>>>> way. On typical machines today:
>>>>>>>>>>>>>>>>>> char, bool - take 1 byte, can go at any address
>>>>>>>>>>>>>>>>>> short - takes 2 bytes, goes on even addresses
>>>>>>>>>>>>>>>>>> int, long, float, pointer - take 4 bytes, go on
>>>>>>>>>>>>>>>>>> multiple-of-4 addresses
>>>>>>>>>>>>>>>>>> double - takes 8 bytes, goes on multiple-of-8 addresses
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> So when you declare a struct, it puts them in order but
>>>>>>>>>>>>>>>>>> if the next address available would not fit the above rules, internal
>>>>>>>>>>>>>>>>>> padding (basically, unused bytes) is inserted in order to make the required
>>>>>>>>>>>>>>>>>> alignment. For more information, read, say
>>>>>>>>>>>>>>>>>> https://en.wikipedia.org/wiki/Data_structure_alignment
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> With some structs in Blender that are to be persisted to
>>>>>>>>>>>>>>>>>> disk, we want the total length of the struct to have size that is a
>>>>>>>>>>>>>>>>>> multiple of 8. If by following the above rules, you end up with a struct
>>>>>>>>>>>>>>>>>> that is not a multiple of 8, you may have to add declaration of some chars
>>>>>>>>>>>>>>>>>> and possibly an int in order to end up with a multiple of 8. Also, it seems
>>>>>>>>>>>>>>>>>> that we explicitly put in pad declarations rather than relying on the
>>>>>>>>>>>>>>>>>> compiler to do it for 'jumps' caused by alignment concerns. I guess this is
>>>>>>>>>>>>>>>>>> to make it easy for a program to do size calculations when looking at the
>>>>>>>>>>>>>>>>>> struct defs in the makesdna directory.  E.g., see the ID and PreviewImage
>>>>>>>>>>>>>>>>>> struct defs in makesdna/DNA_ID.h for both types of pads.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Thu, Jul 20, 2017 at 6:07 AM Darshan kadu <
>>>>>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Yes, I also think that the alpha should be blend similar
>>>>>>>>>>>>>>>>>>> to rgb. It will be simple to implement.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> About the channel lock, the artists want it, so having
>>>>>>>>>>>>>>>>>>> it would be good think, I can do it with r,g,b bool in the brush struct and
>>>>>>>>>>>>>>>>>>> changing them from  UI,  Can you tell me the concept of padding you mention
>>>>>>>>>>>>>>>>>>> before for adding element in the structure.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> For visualization section, Can cull face be useful? but
>>>>>>>>>>>>>>>>>>> for the cases like plane the back view will not be displayed.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Another thing that can be done is drawing according the
>>>>>>>>>>>>>>>>>>> depth the most depth faces first, I haven't done it before). This blog
>>>>>>>>>>>>>>>>>>> explains this very well https://learnopengl.com/#
>>>>>>>>>>>>>>>>>>> !Advanced-OpenGL/Blending.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> But again why only some faces are behaving like that,
>>>>>>>>>>>>>>>>>>> why not all? This is something interesting!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Now, I will be adding the alpha blending similar to rgb,
>>>>>>>>>>>>>>>>>>> and locking color.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Jul 19, 2017 at 7:39 PM, Darshan kadu <
>>>>>>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>>>>>> Sorry, I was ill from yesterday afternoon. I should
>>>>>>>>>>>>>>>>>>>> haven't told you before but internet wasn't very good its monsoon
>>>>>>>>>>>>>>>>>>>> season(heàvy rain) in India.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Meanwhile, yesterday I changed the ply importer to take
>>>>>>>>>>>>>>>>>>>> alpha into account. I have pushed the code. I thing the same problem comes
>>>>>>>>>>>>>>>>>>>> with the fbx importer. I will check it. I will give reply to your mail as
>>>>>>>>>>>>>>>>>>>> soon as possible.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Sorry, I should have told you yesterday itself.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On 19-Jul-2017 6:40 PM, "Howard Trickey" <
>>>>>>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Darshan,
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> What are you working on now?
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> I looked a little more at the issue of alpha display
>>>>>>>>>>>>>>>>>>>>> after subdividing. I am pretty sure now that the alphas are set properly --
>>>>>>>>>>>>>>>>>>>>> if you remove all but, say, the front (subdivided) face, the display looks
>>>>>>>>>>>>>>>>>>>>> OK. I tried changing the glBlendfunc call to:
>>>>>>>>>>>>>>>>>>>>> glBlendFuncSeparate(GL_SRC_ALPHA,
>>>>>>>>>>>>>>>>>>>>> GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
>>>>>>>>>>>>>>>>>>>>> which seems more correct, but it didn't make any
>>>>>>>>>>>>>>>>>>>>> difference.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Maybe someone reading this with more experience with
>>>>>>>>>>>>>>>>>>>>> OpenGL and alpha-blending has an idea?  I wonder if somehow we have to turn
>>>>>>>>>>>>>>>>>>>>> on drawing the elements in proper z-sorted order?
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Tue, Jul 18, 2017 at 9:48 AM Howard Trickey <
>>>>>>>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Darshan,
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> I made a little python function to dump the vertex
>>>>>>>>>>>>>>>>>>>>>> (loop) colors on the console.  You may find this useful.  If you put this
>>>>>>>>>>>>>>>>>>>>>> in, say, the release/scripts/startup folder then you can use the
>>>>>>>>>>>>>>>>>>>>>> <Space>-menu to search for 'Dump Vertex Colors'.  To see which faces and
>>>>>>>>>>>>>>>>>>>>>> vertices correspond to which dumped colors, you can start blender with
>>>>>>>>>>>>>>>>>>>>>> --debug and then enable the 'indices' visualization box in the right-hand
>>>>>>>>>>>>>>>>>>>>>> panel of view3d (when in Edit mode) to see the indices of the currently
>>>>>>>>>>>>>>>>>>>>>> selected elements.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> I think there may be a problem with the ply exporter,
>>>>>>>>>>>>>>>>>>>>>> discovered by using this. I made a simple plane quad and put different
>>>>>>>>>>>>>>>>>>>>>> colors and alphas on each, and then the ply exporter seemed to have an
>>>>>>>>>>>>>>>>>>>>>> off-by-one error in lining up colors with vertices. But I looked briefly at
>>>>>>>>>>>>>>>>>>>>>> the code and didn't see what was wrong.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> I also checked the interpolation of alpha's when
>>>>>>>>>>>>>>>>>>>>>> subdividing and agree with you that it seems to be doing approximately the
>>>>>>>>>>>>>>>>>>>>>> right thing, so the problem is somehow in the visualization code.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
>>>>>>>>>>>>>>>>>>>>> https://lists.blender.org/mail
>>>>>>>>>>>>>>>>>>>>> man/listinfo/soc-2017-dev
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
>>>>>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
>>>>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
>>>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
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>>>>>>>>>>>>>>>>
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>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> Soc-2017-dev mailing list
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>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> Soc-2017-dev mailing list
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>>>>>>>>>>>>>
>>>>>>>>>>>>
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>>>>>>>>>>>> Soc-2017-dev mailing list
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>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
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>>>>>>>>
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>>>>>>>>
>>>>>>>
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>>>>>
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