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

Darshan kadu darsh7807 at gmail.com
Fri Aug 4 17:10:10 CEST 2017


Hello, Mr. Howard,

I have created the wiki page. You can see it here
https://wiki.blender.org/index.php/User:Darshan/GSoC2017 .

Do you think it's a good template?

You mention about the documentation for users, should I do it now or I am
supposed to do it on ending of GSoC?

Thank you.

On Thu, Aug 3, 2017 at 7:45 PM, Howard Trickey <howard.trickey at gmail.com>
wrote:

> Darshan,
>
> Yes, you should start working on your GSoC final submission wiki page now.
> Here <https://wiki.blender.org/index.php/User:Sebbas/GSoC_2016> is an
> example from last year's Blender GSoC. You needn't follow that template
> exactly, but the important points are:
> - you can use a pointer to your branch as the way to show what code you
> wrote
> - you should link to your weekly reports
> - you should write documentation that we can incorporate into the Blender
> manual after we merge this into master (assuming that happens). The
> documentation should explain how to use all of the new features you added;
> preferably with some screen shots showing the UI and/or the outcome
>
>
> On Wed, Aug 2, 2017 at 5:49 AM 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/
>>>>>>>>>>>>>>>>>>>>>> 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
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> 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
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> 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
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>> 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
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> 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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