For a locked shapekey, a SculptSession's orig_cos / deform_cos /
deform_imats are not initialized (they only are when
deform_modifiers_active is true -- this in turn is only true for
shapekeys if they are //not// locked [and for deforming modifiers of
course])
We can just update that keyblock with sculpt_update_keyblock() in case
of a locked shapekey
Maniphest Tasks: T79622
Differential Revision: https://developer.blender.org/D8499
As the comment says, anchored stroke can't rely on the first stroke
iteration for creating the simulation data. Probably lost in a cleanup.
I also made that anchored stroke doesn't restore the mesh state in the
cloth brush, so it can create the simulation effect.
Reviewed By: sergey
Maniphest Tasks: T79054
Differential Revision: https://developer.blender.org/D8348
Previously, mesh boundaries were relaxed as any other vertex, which was
causing artifacts and unwanted deformation. In order to prevent this,
the mesh filter was using the automasking system to lock the boundary
vertices, which was hacked into the tool. For the brush, the only
solution was to enable boundary automasking to lock those vertices
in plance.
Now the relax vertex function slides the boundary vertices along the
mesh boundary edges, relaxing all the topology correctly while
preserving the shape of the mesh. The automasking hack in the relax
mesh filter was also removed as now vertices slide correctly along
the boundary.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8350
When there is no color layer available,
BKE_sculpt_update_object_for_edit creates a new one and tags the mesh
with ID_RECLAC_GEOMETRY, so this layer is inmediatly available when the
tool starts. This also deletes the PBVH and when it is created again in
BKE_sculpt_update_object_after_eval, the pmap is not initialized, making
the tool crash.
This moves the color layer creation to a separate function outside
BKE_sculpt_update_object_for_edit, which now runs after the color
layer is available, so it won't need to update again and the pmap will
still be available when the tool is used.
Reviewed By: sergey
Maniphest Tasks: T78242
Differential Revision: https://developer.blender.org/D8135
This adds extra deform modes to the slide mode of the Topology
Slide/Relax brush (both slide and smear are almost identical).
This is useful to move topology to a specific area to add more localized
details
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8349
This allows to use pen pressure modulation in hardness, wet mix, wet
persistence, flow and density, as well as inverting the modulation (more
pressure, less density...). With this, it is possible to create brushes
that mix paint or apply a new color based on the pressure.
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D8267
This issue was produced by a hack in the sculpt mode code from 2.80
when the sculpt API for connectivity info was not available.
The smooth brush was the only brush that needed connectivity info,
so there were 3 different smooth functions with the connectivity
queries implemented for dyntopo, meshes and grids. The mesh version
of smoothing was checking the number of connected faces to a vertex
to mask the mesh boundaries, which was not covering all cases and
was hardcoded in the smooth function itself.
This patch removes all those legacy functions and unifies all
smooth functions into a single one using the new API and the
automasking system. In order to achieve this, there were needed
some extra changes:
- The smooth brush now does not automasks the boundaries by default,
so its default preset needs to be updated to enable automasking
- The mesh boundary info is extracted once and cached in a
bitmap, similar to the disconnected elements IDs. This makes
boundary detection work as expected in all cases, solving a lot
of known issues with the smooth brush. In multires, this info is
extracted and cached only at the base mesh level, so it is much
more memory efficient than the previous automasking system.
- In order to keep the brushes responsive as they were before,
the automasking system can now skip creating the cache when it
is not needed for the requested options. This means that for
high poly meshes and simple automasking options the brushes
won't lag on start.
Reviewed By: sergey
Maniphest Tasks: T78747
Differential Revision: https://developer.blender.org/D8260
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
As tools iterators skip not visible vertices, fully hidden nodes can
also be skipped and considered as masked.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8244
This implements the SCULPT_vertex_is_boundary and SCULPT_vertex_has_unique_face_set functions for PBVH_GRIDS, which makes features such as automasking now work in multires. It also fixes some other face sets related features in multires, like face set boundary smoothing.
This uses the BKE_subdiv_ccg_coarse_mesh_adjacency_info_get function to get the vertex indicies in the base mesh from multires. This way the API functions can get topology or face set information directly from it. In the future, these vertex indices can be used to get any other information from the base mesh from multires, like seams, sharp edges, disconnected elements IDs...
Reviewed By: sergey
Maniphest Tasks: T78664
Differential Revision: https://developer.blender.org/D8227
It is not practical to change the alpha of the paint color with the
color picker as with the current brush design alpha is the main strength
control for the brush.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8208
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/sculpt_paint` module.
No functional changes.
This tool generates masks based on the sculpt vertex colors by clicking
on the model, similar to automatic selection tools in image editing
software.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8157
This adds three functions to check the state of the stroke in the
StrokeCache, removing the references to first_time and
mirror_symmetry_pass from the code. This makes easier to understand what
each code path is doing inside of each tool.
Some tools were using mirror_symmetry_pass incorrectly, so this should
also fix unreported bugs with radial and tiling symmetry related to that.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8164
This renames the layer persistent base and adds new API functions to get
the mesh state from the base, so it can be used from other tools and
replaced in the future with a better system.
Reviewed By: sergey
Maniphest Tasks: T77738
Differential Revision: https://developer.blender.org/D8003
The color picker and brush->rgb values are in srgb, but sculpt vertex
colors works in linear, so they need to be converted.
Reviewed By: sergey
Maniphest Tasks: T78201
Differential Revision: https://developer.blender.org/D8111
This option allows posing meshes with different disconnected elements
using the Pose Brush.
This is achieved by doing the following:
- Creating an ID per vertex that stores the connected component of that vertex.
- By using those IDs, one fake topology connection is created per vertex to the nearest vertex in a different ID. The maximum distance to create that connection is determined by the "Max Element Distance" property. These fake connectivity neighbors are used in the Sculpt API functions iterators, so all the algorithms of the Pose Brush can run without modifications as if everything was part of the same mesh.
In order to make this work, the "Connected only" property of the Pose Brush needs to be disabled. This will add an extra performance cost to the Pose Brush and its preview. To achieve optimal results, max element distance should be as low as possible.
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D7282
Threaded Sculpt is now always enabled by default. If it causes
performance problems compared single threaded sculpt it should be
considered a bug.
Reviewed By: sergey
Maniphest Tasks: T77638
Differential Revision: https://developer.blender.org/D7960
The report does not include any file, but probably that file is using the
settings for unified colors, which are currently not available in the UI,
so it always paints black. This enables unified colors and secondary
colors for sculpt vertex colors, so it should solve that issue.
Unified color does not make much sense now as the Paint tool is the only
one that has paint capabilities, but it will do in the future when
sculpt and paint at the same time is enabled and the paint capability is
added to more tools.
Reviewed By: sergey
Maniphest Tasks: T78323
Differential Revision: https://developer.blender.org/D8136
The defaults for the Smear tool were making it too weak in high poly
meshes, specially the alpha/pressure option enabled by default. Now this
option is disabled, it has a linear pressure curve and less spacing.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8134
The clay strips brush tip tests distances against a cube with beveled Z
aligned edges. This cube was positioned with its center in the surface
of the mesh, so when producing large deformation, some vertices that
should be deformed were positioned further than the cube's Z dimension,
so they were left behind, producing artifacts.
This displaces and deforms the local space to position the brush tip
cube (now a prism) towards the deformation direction, so more vertices
can be included, removing most of these artifacts.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8004
The draw face set tool always needs to redraw the nodes, but it only
needs the full update when in smooth mode because it moves the vertices.
Reviewed By: sergey
Maniphest Tasks: T78192
Differential Revision: https://developer.blender.org/D8108
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
Draw Face Sets does not work in Dyntopo and the sculpt API should be
responsible for that without needing to add checks all over the code,
but it was doing an undo push of type SCULPT_UNDO_FACE_SETS which is not
supported, causing the crash.
Reviewed By: sergey
Maniphest Tasks: T77328
Differential Revision: https://developer.blender.org/D7924
This operator performs an edit operation in the active face set defined
by the cursor position and updates the visibility. For now, it has a
Grow and Shrink operations, similar to Select More/Less in edit mode or
to the mask filter Grow/Shrink modes. More operations can be added in
the future.
In multires, this updates the visibility of an entire face from the base
mesh at once, which makes it very convenient to edit the visible area
without manipulating the face set directly.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7367
Applying gravity to this brush does not make much sense and undo/redo
won't work correctly as it uses a different undo type.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7925
Mix up with imapaint.paintcursor & imapaint.paint.paint_cursor
Remove imapaint.paintcursor since it wasn't used.
Also rename paint_cursor_start_explicit() to paint_cursor_start(),
removing the existing paint_cursor_start() since it took the paint
struct from the context, a value that's known by all callers.
This caused an additional argument when exiting object modes
and many other low level functions which don't need to access context.
This simplifies fixing T77073.
This was missing from when Face Sets were enabled in Multires, so it was
always considering that all vertices in the grids are visible. This
should also fix other unreported bugs.
Reviewed By: sergey
Maniphest Tasks: T76776
Differential Revision: https://developer.blender.org/D7809
This tool is similar to the cloth brush, but it applies the cloth
simulation deformation to the whole mesh in an uniform way. The
simulation can be controlled using the mask to pin vertices and the face
sets to define force action areas.
It uses the same solver as the cloth brush which now no longer depends
on StrokeCache.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7857
This was propsed in D7059, so I applied it to the rest of the code
Reviewed By: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D7480
The grab mode was not correctly implemented, so the way it was working
was confusing for users.
- Grab delta was calculated in increments from the last stroke position, so it did not match the behavior of a grab brush. I refactored the grab delta calculation to make this change more explicit.
- Grab displacement was not calculated from the original coordinates
- Grab was using an incorrect strength
Grab is now setting the position of the affected vertices directly and
the constraints solve the rest of the cloth. I also tried to implement
an alternative version based on applying forces to move the vertices to
the grab position, but I think this is more controllable and the grab
falloff can be adjusted by tweaking the simulation falloff.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7756
The implementation of this function should match the one in
SCULPT_vertex_co_get. This does not solve the issue when sculpting with
modifiers active but I think this code is wrong
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D7805