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

Howard Trickey howard.trickey at gmail.com
Sun Aug 6 18:08:05 CEST 2017


Thanks for the user documentation, Darshan.

On Sun, Aug 6, 2017 at 10:26 AM Darshan kadu <darsh7807 at gmail.com> wrote:

> 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
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> 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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