June 16, 2019, 21:01 (GMT) |
Merge branch 'master' into sculpt-mode-features |
June 11, 2019, 13:28 (GMT) |
Pose tool: Mask expand operator This operator is designed to use with the transform.rotate tool to create a pose tool. It generates a mask from the active vertex, following the topology of the mesh. The operator has two modes. It can expand the mask to the vertex under the cursor or to a certain number of iterations. All the iterations are cached when the operator is invoked, so it should be usable with high poly meshes. I also included some hardcoded mask operations when the operator finishes. In the future, this could be included as an operator macro if it does not have a significant performance penalty (like redrawing all nodes each time a new operator is invoked). It does not support symmetry and it only works with meshes (no dyntopo or multires). I also fixed some bugs in the transform code that were breaking EEVEE compatibility. Undo system still fails sometimes. |
June 7, 2019, 14:27 (GMT) |
Mask filter: Dirty and constrast mask filters The funcionality should be the same as the dirty vertex colors operator. This filter can be used to generate cavity mask for sculpting and painting. I also added a contrast filter to control the cavity mask. The contrast filter can be implemented with a real time preview in a future version instead of incrementing the contrast with fixed steps. |
June 5, 2019, 14:09 (GMT) |
Fix EEVEE/LookDev viewport updates with filter tools |
June 2, 2019, 21:01 (GMT) |
Fix build after last commit I forgot to add a couple of files |
May 31, 2019, 21:10 (GMT) |
Merge branch 'master' into sculpt-mode-features |
May 31, 2019, 20:46 (GMT) |
Sculpt vertex colors: Color filter tool This tool allows the manipulation of all the colors stored in the vertices at once. Behavior and implementation are similar to the mesh filter tool. Sculpt vertex colors are not connected to the renderer, so the viewport does not update when EEVEE/Cycles is enabled. I also added some separators to the toolbar to separate brushes from filters. |
May 31, 2019, 14:02 (GMT) |
Merge branch 'master' into sculpt-mode-features |
May 20, 2019, 22:59 (GMT) |
Merge branch 'master' into sculpt-mode-features |
May 20, 2019, 22:29 (GMT) |
Mask filter: add mask filter tool with iterations Now it is possible to test the operator without editing the keymap. By changing the iterations of the filter it should be possible to avoid adding an unnecessary amount of undo steps when working with high poly meshes. |
May 20, 2019, 16:49 (GMT) |
Fix Windows build |
May 19, 2019, 16:10 (GMT) |
Sculpt mode transform tool: Initial implementation Work in progress... - Scaling and orientations are not implemented yet. - The "move pivot only" option is ignored when the tool is used from the gizmo. - Only meshes, no multires or dyntopo. This commit also includes the operator to set the pivot point position automatically as well as a refactor of the mesh filter cache to be shared with the transform tool. |
May 15, 2019, 14:28 (GMT) |
Sculpt: Mask by color operator Similar to mask by normal, this operator generates a mask based on the color of the active vertex. |
May 15, 2019, 12:46 (GMT) |
Mesh Filter: Multithreaded initialization and masked node filtering This should improve performance a lot, making the tool usable on several millions of vertices. If the mesh is partially masked, only the unmasked nodes are going to be processed, so it is possible to isolate parts of a high poly mesh using the mask and work with them in real time. I also changed the random displacement initialization to avoid allocating a huge amount of memory (it wasn't really necessary) |
May 14, 2019, 21:42 (GMT) |
Mesh Filter: Init random displacement only once The random mesh filter should be much faster now, and it should not do weird things when adjusting the strength. |
May 14, 2019, 17:25 (GMT) |
Mesh Filter: Initial work for relax mesh filter The mesh filter tool now manages its own orco cache, so there is no need for a global orco mode using the pbvh proxies. The tool should be much faster than before. The code for the relax mesh filter is there, but it is disabled in the interface until the algorithm is finished. |
May 13, 2019, 22:38 (GMT) |
Cleanup: comments formatting |
May 13, 2019, 22:35 (GMT) |
Relax Brush: Initial implementation Work in progress. This still has a lot of bugs and I'm not sure if this approach is the best for this kind of smoothing. The current implementation can't handle poles with 5 vertices or more, so it doesn't work properly with the result of the voxel remesher. It does not support multires. Also, I'm using gsets to store the smoothing groups. I'm sure that there is a better way to do it. If for some reason someone enters sculpt mode and touches a pole with 30 vertices it should not crash, but it adds an unnecessary overhead when working with properly constructed quad meshes. |
May 6, 2019, 16:19 (GMT) |
Merge branch 'master' into sculpt-mode-features |
April 29, 2019, 01:48 (GMT) |
Fix crash on mesh filters |
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