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

Darshan kadu darsh7807 at gmail.com
Sun Aug 6 17:26:20 CEST 2017


I have made the user documentation
https://wiki.blender.org/index.php/User:Darshan/GSoC2017/Documentation .
Have a look at it!

On Fri, Aug 4, 2017 at 9:08 PM, Howard Trickey <howard.trickey at gmail.com>
wrote:

> Darshan,
> The template looks fine to me. You can start the documenting now, as most
> of the user changes are done now (you could add to it later if you change
> something else); or leave it to later. Up to you.
>
> On Fri, Aug 4, 2017 at 10:10 AM Darshan kadu <darsh7807 at gmail.com> wrote:
>
>> 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
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
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>>>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
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>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> 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
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>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> 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
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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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>>>>>>
>>>>>>
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