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

Darshan kadu darsh7807 at gmail.com
Tue Aug 8 19:00:22 CEST 2017


Hello Mr. Howard,

I am fixing the issues from the thread you can see them on my commits.

Well, one user asked the new color layer should be default one but post #99
says that current functionality is better than default layer.
What do you think which one is better here?

>From my proposal, only gradient feature is remaining, but instead of that I
have done other features, and also at this stage, I should more focus on
bugs and issues. So, it is fine if I don't do gradient feature?

Thank you.


On Sun, Aug 6, 2017 at 9:38 PM, Howard Trickey <howard.trickey at gmail.com>
wrote:

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