June 16, 2010, 23:57 (GMT) |
Treat all textures as procedural |
June 12, 2010, 15:05 (GMT) |
== Rotate Brush == * Beginnings of a rotate brush == Pen Enhancements == * Can apply pen pressure to size and strength with snake-hook * Can apply pen pressure to size with grab |
June 12, 2010, 12:16 (GMT) |
== Normal Weight for Snake Hook == |
June 12, 2010, 11:57 (GMT) |
== Autosmooth & Snake Hook Tool == * Autosmooth - automatically apply smoothing after a stroke. this is important to keep snake hooks from deforming badly * The autosmooth factor is soft limited from 0-1 and hard limited from 0-4 * Known Bug: grab does not currently play nice with symmetry, You can use snake hook for now to get the same effect but you have to be more careful * some formatting changes in pbvh.c * made it so that what you grab be pulled out to where the mouse cursor is if you have the normal_weight slider set to 0 * BUG FIX: fixed a bug present in this branch and the trunk where the bounding boxes of the original data was always used instead of the newly calculated bounding boxes of edited data. This is what was causing the mesh to rip apart under certain circumstances. |
June 11, 2010, 11:56 (GMT) |
== Snake Hook Brush == Don't expect too much. I think the brush exposes a flaw in the way that nodes are searched that causes gaps to appear in the mesh. This is similar to what happens when you use a strong brush in a space where the nodes you are sculpting are not completely connected within the radius of the brush. A quick hack to make this workable was to combine the brush with smooth so that it eliminates most of the artifacts and stitches together any gaps that appear. |
June 11, 2010, 10:27 (GMT) |
== Grab, Nudge, and Thumb Brushes and Pen Fixes == * Removed 'yank' brush, its behavior is completely replicable with Grab * Grab Brush Fix ** Grab brush now behaves much like the one in Sculptris with the "Limit" option turned on. ** there is now a slider that allows the surface normal to be added to the direction of the grab, good for pulling things more out then sideways ** the vector for the slider is determined by the setting of 'original normal' ** the direction when grab is negated is now more intuitive (only really has an effect if the surface normal is mixed in) ** radius of brush now temporarily increases 2x when using grab ** removed strength slider for grab * Nudge Brush ** can be used to move geometry in the plane of the normal as determined by calc_area_normal (means that it obeys 'original normal' ** with a smooth curve it drags geometry around and distorts it ** wit a harder curve it moves geometry without distoring it much * Thumb Brush ** like nudge, but anchored ** Pen * Properly linked up pen pressure to the appearance of the cursor * The spaced stroke tool now takes into account the change of size caused by pen pressure, resulting in much smoother lines at lower pressure - This highlights the need for space to interpolate more than just spacing, it also needs to interpolate size and strength, so this will be implemented in the future. - Also, pressure needs to be smoothed out, but this should probably be done at a lower level * Misc. ** Increased the hard limit of strength from 1 to 10. Keep in mind the the strength is squared so 10 is 100 times stronger. ** If strength is greater than one due to multiplier or exceeding the soft limit, the cursor does not get any thicker or darker than it is at one |
June 10, 2010, 08:06 (GMT) |
* grab does not flatten things out so much now (not so much yanking) * grab uses add/sub and shift key to control whether it pushes or pulls, since new behavior does not allow you to do both at the same time * grab now obeys strength, so make sure its turned up high enough |
June 10, 2010, 02:29 (GMT) |
grab and yank weren't identical, there was a bug in grab |
June 9, 2010, 21:27 (GMT) |
* Removed separate contrast brush. The same effect can be gotten by inverting the flatten brush. * correct rotation of textures; was CW when it should have been CCW * corrected problem where when image texture was replaced with procedural and the tile overlay was not generated correctly * there are now two brushes yank and grab that are currently identical. yank will keep old behavior, grab will be changed |
June 9, 2010, 16:15 (GMT) |
* Fixed layer brush so that it works in subtract mode. * Shift key can no longer turn Contrast into Flatten and visa versa * reduced the range in which brush changes transparency so that it doesn't become too bold or too hard to see * the old brush cursor no longer changes opacity so that it does not become too hard to see * if the on-surface brush radius shrinks to smaller than 6 pixels, it is drawn as a solid circle to avoid it becoming hard to see * adjusted thickness of on-surface brush upwards so that it doesn't get too thin * when drawing anchored, the on-surface brush now drawn outside of the area being affected * renamed Restore Mesh to Drag and Drop |
June 9, 2010, 13:31 (GMT) |
* Enabled Add/Subtract button for Fill and Scrape - Fill in subtract mode makes holes deeper without widening them. - Fill in subtract mode also makes grooves around bumps - Scrape in subtract mode makes bumps bigger without widening them. - Scrape in subtract mode also makes lips around grooves. |
June 8, 2010, 15:39 (GMT) |
* spacing slider and adaptive strength controls were missing |
June 8, 2010, 15:30 (GMT) |
The *previous* commit was a merge with trunk: 29259-29340 |
June 8, 2010, 15:26 (GMT) |
* fixed: subtraction color did not show * fixed: gliche with overlay displaying before cursor touches model |
June 8, 2010, 13:54 (GMT) |
* Stencil buffer pixel format request for Mac OSX (Cocoa) * Only the current projected or unprojected size slider appears in the UI at one time * "Lock Brush" or "Use Surface Size" is now "Blender Units" * Added UI for controlling the scale, offset, and rotation of the texture * Added overlay graphic for "Tiled" texture map mode. Can be turned off and on. Transparency can be adjusted. - Known bug: overlay may not draw properly if texture is modified from an image to a prodedural texture. - Known bug: overlay regenerates and uploads a texture every time it is drawn. * Added "Restore Mesh" feature to strokes that allows you to drag a shape around on the surface to place it carefully * Unchecking "Original Normal" now hides the "Normal Direction" list box * Added 'Edge-to-edge' checkbox that appears when 'Anchored' is selected. It allows 'anchor' daubs to be applied by selecting accross the diameter where the user wishes to place it. * The airbrush rate, smoothstroke, and spacing modifiers are hidden now when their respective strokes are not selected * Added controls to select the color of each individual brush in both add and subtract mode. * Only the add color is used for brushes that only have one mode. * Layer does not use direction so removed the add/subtract button for it. - Possible bug? The layer tool does not behave correctly in subtract mod if it is allowed * Renamed 'offset' in the texture controls to 'depth offset' * Added defaults of red for + and blue for - in new_brush and readfile - Possible bug? It feels like the UI loses focus where it shouldn't. Everything gets greyed out. * Commented out notification functions for changes in Brush values. Since both sliders aren't visible anymore. * Moving the mouse cursor keeps track of the direction of movement so that 'rake' has a more sensible starting angle. * The thickness and transparency of the 'on surface' brush changes depending on strength and tablet pressure * The anchor brush shows a small dot as a cursor which expands to surround the area that is being stamped - Bug: it is not advisable to combine 'use blender units' with an overlay because it is too unstable with changes in brush size - Bug: it does not appear to me that loading textures as GL_LUMINANCE_ALPHA makes dark areas more transparent - Bug: even though I have tried to adjust the anchor brush so that it only outlines areas outside its influence it seems too small still * Careful coding in several places to make sure that textures are consistently offset, scaled, and rotated in the overlay and in tiled and fixed modes * The f-key now scales the brush in blender units or pixels depending on which one is selected * The 'on surface' brush requires that the depth buffer be saved so I modified the "triple" update path to save depth values as well. - The defaults for OpenGL pixel transfers are used to insure speed, this is a much better solution than the alternative of rerendering the viewport completely. - The implementation uses Read/DrawPixels which is considered 'slow', a better implementation would use ARB_depth_texture and ARB_fragment_program * There is a potential for bugs around where I changed opengl state because although I tried to ensure I set all state I need, I do not know what Blender considers to be its defaults. * Fixed non-standard C in sculpt.c * Made outline of brush on surface thinner * fixed the horrible hack I was using to make the on-surface brush routine work. cpu usage when the brush is over the model is now reasonable |
June 8, 2010, 10:30 (GMT) |
after discussion with cambo reverting since he doesn't like this approach. |
June 7, 2010, 02:12 (GMT) |
fix to bug - [#20084] merging two triangle to a quad creates a hole. |
June 6, 2010, 23:17 (GMT) |
this adds a strength multiplier, which gives the end user greater control over the maximum strength. This might be removed later, but gives some room for end users to experiment with brush strengths to find sane defaults for the max brush strength for various brush types. |
June 6, 2010, 06:30 (GMT) |
Merged with trunk: 29203-29259 Had to modify source/blender/editors/render/CMakeLists.txt to make build work in MSVC |
June 6, 2010, 01:31 (GMT) |
== Surface Brush & Surface Size Lock == I now consider surface brush and size lock to be alpha quality now. * paint brush no longer shows when the model is not hit * added slider for "surface size" and changed name of "lock brush size" to "Use Surface Size", also fixed issue with surface size only taking effect when you start to sculpt. * checkbox to activate "draw brush on surface" * temporary hack to get surface drawn brush to refresh, i force blender to redraw the screen when its on * Fixing this hack will require that there be a way to tell the "triple" drawing path to save and restore the zbuffer * if stencil buffer usage is a problem, then maybe it could be a global option * temporary hack to get surface size and brush size to refresh in real time (just need to do more research on this one) * Still to-do: drawing the smooth and anchor brushes on the surface correctly |
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