Brush Asset Project #101895
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opened 2022-10-18 11:52:10 +02:00 by Bastien Montagne
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Reference: blender/blender#101895
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Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may exist for a short time before cleaning up, in most cases it CANNOT be undone. Continue?
NOTE: WIP...
This task is a general overview of the proposed new 'Brush Asset' system, aiming at offering a better brush management in Blender. Technical design will be done in sub-tasks.
The short-term flow of work is not organized here, but on the dedicated "Taiga" platform: https://tree.taiga.io/project/julianeisel-blender-brush-assets
Issues With Current Brush Management
Currently brushes are essentially handled like any other data-block. However, they are not really data, more some sort of complex presets affecting sculpting or drawing tools.
Their coupling with editing modes and tools is also flaky, in most cases (besides Grease Pencil modes), selecting a tool also select a brush, and often there is only one default brush per tool. So having to select a tool automatically select a 'default' brush for it, this is redundant and not so clear for the user.
Being regular local data-blocks, they are hard to share:
Further more, any edit to the brush settings is stored in the current file, making the concept of 'default' brush essentially nonexistent. Typical brush usages implies lots of frequent changes for a few properties, which should not be stored/kept across editing sessions.
New Proposal
General Ideas
Brushes define the type of edit mode and action they perform. Selecting a brush automatically enable its relevant 'tool'. Consequently, there is only one drawing or sculpting tool left, per edit mode.
Brushes are assets, stored in asset repositories. Either regular repositories, or a few special ones (like one shipped with Blender, currently called 'Essentials'). There are no more brushes stored in a regular working .blend file.
In regular working files, brushes are runtime-only data, their settings can be edited, but all changes are lost by default when closing Blender. Users can see (and reset) the edited values.
Changes to brushes can be saved into the 'draft'. Draft is a special asset repository that acts as some kind of advanced per-user copy-paste buffer (similar to e.g. User Preferences: several instances of Blender ran by the same user would have access to the same draft data, but it would not be shared between different users).
Draft data can either be independent (i.e. a full duplicate of the original brush data), or a library override of the original asset, to allow draft brushes to be updated if their original source is modified.
Authoring of brushes assets happens in the asset .blend files. Brushes can be either created from scratch, or duplicated from the draft or other assets. This process needs to be clearly separated from brush usage in the UI (probably done in different editors, Asset and/or Properties ones?).
UI/UX Mockups
This is a mockup of the new asset region for accessing as many or as few brushes as needed, as well as catalogs.
From the bottom, the user would access and use their brushes. Meanwhile the brush settings would still be accessed in the tool settings.
Basic drafting and saving of a draft would happen in the sidebar, but possibly in a different tab.
The Toolbar would keep a single brush tool, which activates if a brush is selected.
If there is a strong need for multiple tools for brushes in the Toolbar is still open.
Like the name implies, this region would be used for more assets than just brushes, and could be used in various different editors.
The basic interaction with assets would be the same as the current Pose Library implementation, which this region aims to build upon and replace.
Using a new horizontal region is a more efficient and intuitive use of space, while saving space in the toolbar and sidebar for other important content.
More open questions and details in a different design task.
Technical Aspects
Main points:
Open Questions:
BKE_paint_toolslots_brush_get
and the toolslot system? Pre-load brushes from the essentials there? Otherwise hook this code into the new brush loading system.Issues Not Tackled Here
There are several other issues with Brushes and Sculpt/Paint modes that are not meant to be tackled by this proposal:
** Somewhat related, serious lacking in things like tablet pressure control etc.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @mont29, @dfelinto, @JulianEisel, @JulienKaspar
#100122 was marked as duplicate of this issue
Added subscriber: @AndyCuccaro
Added subscriber: @AlexeyAdamitsky
Added subscriber: @lichtwerk
Added subscriber: @JulianPerez
Added subscriber: @GeorgiaPacific
Added subscriber: @persun
Added subscriber: @JanErik
Added subscriber: @Emi_Martinez
Added subscriber: @Georgefly
Added subscriber: @Tilapiatsu
Added subscribers: @DavidKozma, @Yuro, @s12a, @tiagoffcruz, @ideasman42, @piranha4D, @TheRedWaxPolice, @DarkKnight
Added subscriber: @hmturnbull
Added subscriber: @JoshParsons
Added subscriber: @Jason-Lai
While we are working on multiple branches/PRs, we regularly merge those into one combined
brush-assets-project
branch. There's a PR to follow this now: #106303: WIP: Brush assets project