Brush thumbnail redesign #104476

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opened 2023-02-08 17:50:25 +01:00 by Julien Kaspar · 27 comments
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This task is about revamping the current set of thumbnail images that are used across various modes and object types.
This is aimed to be done for the release of further brush assets in upcoming releases.

Current Issues

The issues with the current thumbnails are:

  • Many brush types are reusing/duplicating old thumbnails
  • They lack a coherent visual identity
  • Some modes are just duplicating the tool icons
  • Some thumbnails were lost in the transition to Blender 2.8

Here is an overview of most current brush thumbnails:
image

Proposal

There are various aspects that can improve and unify the current use of brush thumbnails.

Brush Type Icons

A common use of online brush pack is to indicate the type of a brush via icons.
This can

  • help the user identify how a brush works
  • help the brush author categorize the brush assets

image

The inital idea was to tag brushes and have icons autoamtically added and dynamically scale with the asset thumbnail.

But for free customizability and unqiue visuals for each brush, these are instead part of the image.

Accessible Style

There are key aspects for the new thumbnails. They must be:

  • Easy to reproduce by anyone (Simple Matcap & grease pencil elements)
  • Not set in a strict camera angle and shape
  • Focused on the recognizable effects of the brush
  • Additional elements are only added to communicate hidden informations (Categories and non-obvious brush behavior)

This will reduce the friction when making your own brushes. The ideal end result is that a casual brush user can screenshot their current work for a custom brush, and their brush will immediately fit in.

This is the current set of thumbnails:
contact_sheet_v15

This task is about revamping the current set of thumbnail images that are used across various modes and object types. This is aimed to be done for the release of further brush assets in upcoming releases. ### Current Issues The issues with the current thumbnails are: - Many brush types are reusing/duplicating old thumbnails - They lack a coherent visual identity - Some modes are just duplicating the tool icons - Some thumbnails were lost in the transition to Blender 2.8 Here is an overview of most current brush thumbnails: ![image](/attachments/10859969-e571-4808-b087-6ada402bb905) ### Proposal There are various aspects that can improve and unify the current use of brush thumbnails. ##### Brush Type Icons A common use of online brush pack is to indicate the type of a brush via icons. This can - help the user identify how a brush works - help the brush author categorize the brush assets ![image](/attachments/b84b4348-1907-4d52-807e-d82a83e597b0) The inital idea was to tag brushes and have icons autoamtically added and dynamically scale with the asset thumbnail. But for free customizability and unqiue visuals for each brush, these are instead part of the image. ##### Accessible Style There are key aspects for the new thumbnails. They must be: - Easy to reproduce by anyone (Simple Matcap & grease pencil elements) - Not set in a strict camera angle and shape - Focused on the recognizable effects of the brush - Additional elements are only added to communicate hidden informations (Categories and non-obvious brush behavior) This will reduce the friction when making your own brushes. The ideal end result is that a casual brush user can screenshot their current work for a custom brush, and their brush will immediately fit in. This is the current set of thumbnails: ![contact_sheet_v15](/attachments/518305f5-4ed5-45f2-aa9c-74289a08c4de)
Julien Kaspar added the
Module
Sculpt, Paint & Texture
Type
Design
labels 2023-02-08 17:50:25 +01:00
Julien Kaspar self-assigned this 2023-02-08 17:50:25 +01:00
Julien Kaspar added this to the Sculpt, Paint & Texture project 2023-02-08 17:50:26 +01:00
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An update on the set of thumbnails. Still experimenting.
Some important things to note:

  • I intentionally made the strokes very different on every thumbnail (except GP Draw) to make them easier to differentiate
  • All sculpting brushes have colored graphic elements. Strokes to indicate the stroke, and additional icons and arrows to signify effects.
  • Drawing and painting brushes don't have colored elements to focus on the result
  • I left out weight painting brushes as they should be removed (needs discussion though)
  • Vertex painting brushes are also gone, as they can be synched with texture painting brushes instead

contact_sheet_v2.png

Open questions to still address:

  • Should the colors be unified between modes?
    This was tried in this version with yellow being used for 'Transforming' brushes.
    This especially affects the curve sculpt mode, which is taking its colors from edit/object mode. We could also decide to unify the mesh sculpt mode with the other modes instead
  • There is a contrast issue with the colored lines. They could be made darker when on top of lighter backgrounds
  • Ink Pen Rough and Marker Chisel thumbnails are hard to replicate. Are the brushes even useful?
  • Should the painting thumbnails use colors instead of being b/w?
An update on the set of thumbnails. Still experimenting. Some important things to note: - I intentionally made the strokes very different on every thumbnail (except GP Draw) to make them easier to differentiate - All sculpting brushes have colored graphic elements. Strokes to indicate the stroke, and additional icons and arrows to signify effects. - Drawing and painting brushes don't have colored elements to focus on the result - I left out weight painting brushes as they should be removed (needs discussion though) - Vertex painting brushes are also gone, as they can be synched with texture painting brushes instead ![contact_sheet_v2.png](/attachments/234d83e8-0576-4169-a4b7-d5e362d6bb4b) Open questions to still address: - Should the colors be unified between modes? This was tried in this version with yellow being used for 'Transforming' brushes. This especially affects the curve sculpt mode, which is taking its colors from edit/object mode. We could also decide to unify the mesh sculpt mode with the other modes instead - There is a contrast issue with the colored lines. They could be made darker when on top of lighter backgrounds - `Ink Pen Rough` and `Marker Chisel` thumbnails are hard to replicate. Are the brushes even useful? - Should the painting thumbnails use colors instead of being b/w?
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We could try to unify the color palette for the toolbar and brushes between all modes:

Orange = Select / Mask
Green = Adding (and subtracting)
Red = Delete / Contrast
Purple = Adjust / Deform
Yellow = Simulation / Geo Nodes
Blue = Painting
Red-Yellow-Green = Face Sets
White = Misc

This would also mean that some tools need to be updated across different modes:

  • Rip Region from Purple -> Green
  • Measure from Green -> White
  • Mesh Filter from Blue -> Green
  • Cloth Filter from Purple -> Yellow
  • Color Filter from Green -> Blue
  • Mask by Color from Green -> Blue
  • Interpolate from Green -> Purple
  • Breakdowner from Green -> Purple
  • Tint from Green -> Blue
  • Replace from Green -> Blue

The Cursor tool could stay as it is? Or should this also be white?

EDIT: Some feedback was that we should make sure that color blind friendly colors are used. If the amount of colors is too high, the proposed use colors for 'Painting' and 'Simulation / Geo Nodes' can be removed.

We could try to unify the color palette for the toolbar and brushes between all modes: **Orange** = Select / Mask **Green** = Adding (and subtracting) **Red** = Delete / Contrast **Purple** = Adjust / Deform **Yellow** = Simulation / Geo Nodes **Blue** = Painting **Red-Yellow-Green** = Face Sets **White** = Misc This would also mean that some tools need to be updated across different modes: - `Rip Region` from Purple -> Green - `Measure` from Green -> White - `Mesh Filter` from Blue -> Green - `Cloth Filter` from Purple -> Yellow - `Color Filter` from Green -> Blue - `Mask by Color` from Green -> Blue - `Interpolate` from Green -> Purple - `Breakdowner` from Green -> Purple - `Tint` from Green -> Blue - `Replace` from Green -> Blue The `Cursor` tool could stay as it is? Or should this also be white? EDIT: Some feedback was that we should make sure that color blind friendly colors are used. If the amount of colors is too high, the proposed use colors for 'Painting' and 'Simulation / Geo Nodes' can be removed.
Julien Kaspar modified the project from Sculpt, Paint & Texture to Brush Assets & Asset Shelf 2023-02-21 16:52:39 +01:00
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Some more progress on the thumbnails.

  • Various added thumbnails
  • Overhauled too similar thumbnails to make each more distinct
  • Changed the color palette
  • Made the colors more readable
  • Increased brightness contrast of Matcap

Notes for next to do's:

  • The silhouettes of the mesh sculpt brushes need to be more recognizable
  • Increase amount of hair curves for more solid readable shapes
  • Add most important missing mesh thumbnails for a full range
  • Test corner icons and what they need to communicate
Some more progress on the thumbnails. - Various added thumbnails - Overhauled too similar thumbnails to make each more distinct - Changed the color palette - Made the colors more readable - Increased brightness contrast of Matcap Notes for next to do's: - The silhouettes of the mesh sculpt brushes need to be more recognizable - Increase amount of hair curves for more solid readable shapes - Add most important missing mesh thumbnails for a full range - Test corner icons and what they need to communicate

Hello JulienKaspar, I just wanted to show you that when converted to black and white some icons lose contrast, when I think it should be maintained.
The blue seems to hold contrast better than the green, even with the darker background.

Updated: Just adding that Ph gives different results when converting thumbnails to grayscale via image adjustments (desaturate or convert to black and white), than when doing so by adding a mixed gray layer in saturation mode. In this second mode you don't lose as much contrast.

Hello JulienKaspar, I just wanted to show you that when converted to black and white some icons lose contrast, when I think it should be maintained. The blue seems to hold contrast better than the green, even with the darker background. Updated: Just adding that Ph gives different results when converting thumbnails to grayscale via image adjustments (desaturate or convert to black and white), than when doing so by adding a mixed gray layer in saturation mode. In this second mode you don't lose as much contrast.
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Thanks @wevon-2 !
That's definietly something I want to figure out for all used colors. Either the colored lines need to be adjusted based on what the value beneath them is, or the value beneath needs to be changed. Or both.
I'll do some mockups on that.

Thanks @wevon-2 ! That's definietly something I want to figure out for all used colors. Either the colored lines need to be adjusted based on what the value beneath them is, or the value beneath needs to be changed. Or both. I'll do some mockups on that.
Julien Kaspar added the
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Grease Pencil
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Nodes & Physics
labels 2023-03-01 21:25:29 +01:00
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Here's another update on the thumbnail style:

  • Added some more brushes to give a better overview of the scope of styles
  • Used a darker value for under colored lines for readability (The dark areas typically translate to either unaffected surfaces or erased surfaces)
  • The values of grease pencil thumbnails are flipped for conistsency and readability
  • Hair sculpt thumbnails use more desne hair curves for readability of the shapes

Next it's important to make the values and use of colors more consistent.
I'm also unsure if it's wise to add corner icons like orginally proposed. The use of colored lines can be efficient in communicating most vital info about the brush already.

Also before iterating further and adding all missing thumbnails for existing and planned brushes, there should ideally be a rough concept of the entire set of thumbnails.

Here's another update on the thumbnail style: - Added some more brushes to give a better overview of the scope of styles - Used a darker value for under colored lines for readability (The dark areas typically translate to either unaffected surfaces or erased surfaces) - The values of grease pencil thumbnails are flipped for conistsency and readability - Hair sculpt thumbnails use more desne hair curves for readability of the shapes Next it's important to make the values and use of colors more consistent. I'm also unsure if it's wise to add corner icons like orginally proposed. The use of colored lines can be efficient in communicating most vital info about the brush already. Also before iterating further and adding all missing thumbnails for existing and planned brushes, there should ideally be a rough concept of the entire set of thumbnails.
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Some feedback from @filedescriptor

  • Invert draw and painting thumbnails to work with colored and textured strokes
  • GP and curve sculpt mode might eventually be more unified under the hood. Unifying the sculpting thumbnails should be tried (for future support)
Some feedback from @filedescriptor - Invert draw and painting thumbnails to work with colored and textured strokes - GP and curve sculpt mode might eventually be more unified under the hood. Unifying the sculpting thumbnails should be tried (for future support)

I have done some tests transforming the direction line of the drawing to a contour line, and this has been the result, I hope you like it.

I attach the .blend.
https://drive.google.com/file/d/1vVSCuoh5KOXVcNxfwXd7zhUHaUmb8dQ3/view?usp=sharing

I have done some tests transforming the direction line of the drawing to a contour line, and this has been the result, I hope you like it. I attach the .blend. https://drive.google.com/file/d/1vVSCuoh5KOXVcNxfwXd7zhUHaUmb8dQ3/view?usp=sharing
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@wevon-2 That's also a nice idea. But it loses the advantages of a manually placed stroke:

  • Effortless to do yourself just with the Annotate Tool
  • Freedom to create very individualized and unique thumbnails
@wevon-2 That's also a nice idea. But it loses the advantages of a manually placed stroke: - Effortless to do yourself just with the Annotate Tool - Freedom to create very individualized and unique thumbnails

@wevon-2 That's also a nice idea. But it loses the advantages of a manually placed stroke:

  • Effortless to do yourself just with the Annotate Tool
  • Freedom to create very individualized and unique thumbnails

I recognize that more than the Annotate Tool, Grease Pencil is fantastic for helping to represent what each tool does.

My process can be greatly simplified. I've created a couple of Matcaps, one without a contour line and one with a slightly lopsided contour line, so it's more pronounced in the upper right corner. Although it works, I think the optimal solution would consist of a parametric overlay (inverted circle matcap alpha over a base matcap) for the contour line. This would make the process much easier and also allow you to adjust the thickness, color and direction of the line.

Several details to assess:

  • Is it better to highlight the path of the brush stroke and the pressure or how the relief builds up?
  • Is it convenient to modify the profile of the silhouette to show the relief and differentiate the shapes?
  • Opaque background is better if annotations are to be added?
  • The thumbnail's spheres are not centered, for this reason, is a generic matcap or studiolight appropriate if only one corner of the sphere is to be displayed?

I leave some new tests carried out with the described matcap.
I insist a bit, since in general I love the appearance of the whole, but in the case of the reliefs I just don't see it, and when I have tried to put the line on the relief I find it difficult to fit it well.

I leave the link to the Drive in case someone wants to play with the files.
https://drive.google.com/drive/folders/1J_IZKYmOF2JFRv3u-b1ec1dcqknZ1nDW?usp=share_link

> @wevon-2 That's also a nice idea. But it loses the advantages of a manually placed stroke: > - Effortless to do yourself just with the Annotate Tool > - Freedom to create very individualized and unique thumbnails I recognize that more than the Annotate Tool, Grease Pencil is fantastic for helping to represent what each tool does. My process can be greatly simplified. I've created a couple of Matcaps, one without a contour line and one with a slightly lopsided contour line, so it's more pronounced in the upper right corner. Although it works, I think the optimal solution would consist of a parametric overlay (inverted circle matcap alpha over a base matcap) for the contour line. This would make the process much easier and also allow you to adjust the thickness, color and direction of the line. Several details to assess: * Is it better to highlight the path of the brush stroke and the pressure or how the relief builds up? * Is it convenient to modify the profile of the silhouette to show the relief and differentiate the shapes? * Opaque background is better if annotations are to be added? * The thumbnail's spheres are not centered, for this reason, is a generic matcap or studiolight appropriate if only one corner of the sphere is to be displayed? I leave some new tests carried out with the described matcap. I insist a bit, since in general I love the appearance of the whole, but in the case of the reliefs I just don't see it, and when I have tried to put the line on the relief I find it difficult to fit it well. I leave the link to the Drive in case someone wants to play with the files. https://drive.google.com/drive/folders/1J_IZKYmOF2JFRv3u-b1ec1dcqknZ1nDW?usp=share_link

One last thing,
In case you want to tint the sculpted part, you could use this group of nodes that compares a perfect sphere with the sculpted sphere.
I don't know if the mesh of a ShapeKey can be captured, if so, the process could be simplified a bit.

One last thing, In case you want to tint the sculpted part, you could use this group of nodes that compares a perfect sphere with the sculpted sphere. I don't know if the mesh of a ShapeKey can be captured, if so, the process could be simplified a bit.
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@wevon-2 Thanks for the input! I'll review this next month when I have time to work on this again.
Some node groups to automate some visual elements could be nice but my focus with these thumbnails is also that any user can easily create them in a moments notice and add them to a custom brush.
So while use of nodes can make the default thumbnails cleaner and faster to set up, I wouldn't rely on them too much ;)

@wevon-2 Thanks for the input! I'll review this next month when I have time to work on this again. Some node groups to automate some visual elements could be nice but my focus with these thumbnails is also that any user can easily create them in a moments notice and add them to a custom brush. So while use of nodes can make the default thumbnails cleaner and faster to set up, I wouldn't rely on them too much ;)

I'll post this here so it doesn't get lost.
Dialoque from blender.chat

I wrote:

One question about custom brushes, now you can add a custom thumbnail which is super nice, but now it needs to be an external image file.

There is no option to pack those files within the blend file, which also causes issues if you want to use said brushes as a file template, thumbnails don't work even if the file path is correct.

Do you have any plans to change how those work?

Julien answered:

Yeah that will be something important to look into. The thumbnails will be something that is tied to the asset library, so the thumbnails could jsut as well be packed into the asset .blend file.

Cheers! :)

I'll post this here so it doesn't get lost. Dialoque from blender.chat I wrote: > One question about custom brushes, now you can add a custom thumbnail which is super nice, but now it needs to be an external image file. > > There is no option to pack those files within the blend file, which also causes issues if you want to use said brushes as a file template, thumbnails don't work even if the file path is correct. > > Do you have any plans to change how those work? Julien answered: > Yeah that will be something important to look into. The thumbnails will be something that is tied to the asset library, so the thumbnails could jsut as well be packed into the asset .blend file. Cheers! :)
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@Dantti I'll bring this up for the technical design like #101908.
This has little to do with this task though, which is just about the visual design of the thumbnails.

@Dantti I'll bring this up for the technical design like #101908. This has little to do with this task though, which is just about the visual design of the thumbnails.

@Dantti I'll bring this up for the technical design like #101908.
This has little to do with this task though, which is just about the visual design of the thumbnails.

Ah! I'm sorry! Thank you! :)

> @Dantti I'll bring this up for the technical design like #101908. > This has little to do with this task though, which is just about the visual design of the thumbnails. Ah! I'm sorry! Thank you! :)
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@Dantti I checked and apparently this is already no problem with the new implementation of brush assets.

@Dantti I checked and apparently this is already no problem with the new implementation of brush assets.
Julien Kaspar self-assigned this 2023-04-10 12:57:25 +02:00
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Finally got to work on this again. Here's an update. This is a wip mix of new renders and rough paintings + a bunch of feedback and help from others.

What's new

  • Full set of thumbnails in various states of completion
  • Increased contrast in values to make the primary shape of each brush unique and easy to read
  • Reduced the amount of used colors for now. (Categorization is also available via asset catalogs)
    • Purple = Deformation
    • Green = Addition
    • Red = Deletion
    • Orange = Selection/Masking
  • No more unnecessary colored lines to indicate strokes. That's just duplicated information and added noise
  • Icons are only used if needed. (Comb, Stamp, Bucket, Arrows) They won't be generically added to every thumbnail.
  • Flipped grease pencil values back. This better supports colored/textured brushes.

Some thoughts on how I want to continue:

  • Improve use of red and green. Currently too intense for erasing and filling
  • Finish mockups of rough thumbnails and approve by modules
  • Finish this primary set of brushes
  • Create and approve full range of essentials brush asset library (estimated ~120 brushes)
  • Continue creating the full set of thumbnails
Finally got to work on this again. Here's an update. This is a wip mix of new renders and rough paintings + a bunch of feedback and help from others. ### What's new - Full set of thumbnails in various states of completion - Increased contrast in values to make the primary shape of each brush unique and easy to read - Reduced the amount of used colors for now. (Categorization is also available via asset catalogs) - Purple = Deformation - Green = Addition - Red = Deletion - Orange = Selection/Masking - No more unnecessary colored lines to indicate strokes. That's just duplicated information and added noise - Icons are only used if needed. (Comb, Stamp, Bucket, Arrows) They won't be generically added to every thumbnail. - Flipped grease pencil values back. This better supports colored/textured brushes. ### Some thoughts on how I want to continue: - Improve use of red and green. Currently too intense for erasing and filling - Finish mockups of rough thumbnails and approve by modules - Finish this primary set of brushes - Create and approve full range of essentials brush asset library (estimated ~120 brushes) - Continue creating the full set of thumbnails
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As an experiment I removed most colored elements and purely focues on contrast.
This time there's also a preview screenshot of sculpt mode brushes in the asset shelf.

The shapes seem to be very readable and better for very small scales.
But bringing back color in a way would be good.

Some thumbnails are still missing:

  • Cloth & Elastic Deform will be split into many brushes so I'll wait with their thumbnails.
  • Missing GP Draw brushes might better get removed in the end (I wasn't able to replicate their intended look)
As an experiment I removed most colored elements and purely focues on contrast. This time there's also a preview screenshot of sculpt mode brushes in the asset shelf. The shapes seem to be very readable and better for very small scales. But bringing back color in a way would be good. Some thumbnails are still missing: - Cloth & Elastic Deform will be split into many brushes so I'll wait with their thumbnails. - Missing GP Draw brushes might better get removed in the end (I wasn't able to replicate their intended look)
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Another quick update!

  • I added the colored icons and graphical elements back (wherever needed)
  • Small adjustments

There's also a collage of screenshots of the asset shelf with the brushes in it.
Currently the order is by name but eventually they should be sorted by catalog.

Another quick update! - I added the colored icons and graphical elements back (wherever needed) - Small adjustments There's also a collage of screenshots of the asset shelf with the brushes in it. Currently the order is by name but eventually they should be sorted by catalog.

Now that I have time, I wanted to play a bit with the nodes that allow coloring from the difference between a base mesh and a modified one, to see if it's practical and to contrast the results a bit with the Contat_sheet_v7.

On the one hand, I would like to comment that the Contat_sheet_v7 in general seems very successful to me, it works symbolically and visually unifies the interface, but on the other hand the creation of these thumbnails is too manual, although this way you have more control.

Although I do not consider my results to be better, I want to write down some of my conclusions.

Pros:

  • Although in both cases the main silhouette is correctly centered, my sphere is slightly enlarged and away from the top margin, this makes it a more uniform base and forces me to work its outline.
  • I have tried to keep the color of the background and the sphere, but I have lowered the white so that there is less contrast, and it is softer.
  • The smoothing and polishing tools have forced me to decenter the sphere more, but the same base has allowed me to show how the four brushes work.

Cons:

  • Plugging on a surface perpendicular to the chamber is not continuous.
  • The nodes make the painting not fluid, for this reason the strokes are made in a second viewer without the shading effect, which is synchronized at the end of the stroke.
  • I've lost the tablet cable and for now I can't play with the pressure.
  • Clay Tumb, Smooth and Flatten, for example, are brushes that move outwards and inwards and for this reason some waters are generated that in some cases are confusing.
  • Although you can control the width and gradient of the border, there is no value that works for all cases.

The thread is a bit off, but I suppose something is progressing internally, I'm available for a few days, if you see that I can help with something other than confusing, I can lend a hand.

Now that I have time, I wanted to play a bit with the nodes that allow coloring from the difference between a base mesh and a modified one, to see if it's practical and to contrast the results a bit with the Contat_sheet_v7. On the one hand, I would like to comment that the Contat_sheet_v7 in general seems very successful to me, it works symbolically and visually unifies the interface, but on the other hand the creation of these thumbnails is too manual, although this way you have more control. Although I do not consider my results to be better, I want to write down some of my conclusions. Pros: - Although in both cases the main silhouette is correctly centered, my sphere is slightly enlarged and away from the top margin, this makes it a more uniform base and forces me to work its outline. - I have tried to keep the color of the background and the sphere, but I have lowered the white so that there is less contrast, and it is softer. - The smoothing and polishing tools have forced me to decenter the sphere more, but the same base has allowed me to show how the four brushes work. Cons: - Plugging on a surface perpendicular to the chamber is not continuous. - The nodes make the painting not fluid, for this reason the strokes are made in a second viewer without the shading effect, which is synchronized at the end of the stroke. - I've lost the tablet cable and for now I can't play with the pressure. - Clay Tumb, Smooth and Flatten, for example, are brushes that move outwards and inwards and for this reason some waters are generated that in some cases are confusing. - Although you can control the width and gradient of the border, there is no value that works for all cases. The thread is a bit off, but I suppose something is progressing internally, I'm available for a few days, if you see that I can help with something other than confusing, I can lend a hand.
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@wevon-2 Thanks a lot for getting back to this topic!

After working on these thumbnails a while I agree that the process is dauntingly 'manual'.
Some procedural tools would help a lot here.

I likely won't have time to continue on this design for Blender 4.0 but afterwards I'd love to try these geometry node setups to save some time on creating the full set of thumbnails for 4.1 👍

@wevon-2 Thanks a lot for getting back to this topic! After working on these thumbnails a while I agree that the process is dauntingly 'manual'. Some procedural tools would help a lot here. I likely won't have time to continue on this design for Blender 4.0 but afterwards I'd love to try these geometry node setups to save some time on creating the full set of thumbnails for 4.1 👍

Here you have the .blend to test.

Notes:

  • The Collection References contains the base meshes without the applied subdivisions that serve to reference the initial position.

  • Thumnails are ShapeKeys.

  • If you want to experiment with other base geometry, they must contain a VertexColor attribute and the GeometryNodes must expose it in the output.

Apart from this, the rest seems obvious to me, but if you have any problem, say so.

[Here](https://drive.google.com/file/d/1L7oN0IIJ298Vq3sFQ501VMpEd--Kp4cZ/view?usp=drive_link) you have the .blend to test. Notes: - The Collection References contains the base meshes without the applied subdivisions that serve to reference the initial position. - Thumnails are ShapeKeys. - If you want to experiment with other base geometry, they must contain a VertexColor attribute and the GeometryNodes must expose it in the output. Apart from this, the rest seems obvious to me, but if you have any problem, say so.
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Small update. I'm starting to work on this again.

I reverted the color palettes to the ones in the current releases. Color meaning is not very consistent across Blender, so trying to synch them up isn't fruitful.
It's better to at least keep the colors consistent among the brushes.

Added some icons to thumbnails and made some shapes prettier.
Paint and GP Sculpt icons are mostly monochrome in white or black. No need for color coding there.

Next up I'd like to polish them more, make a better set of icons and have them approved so the Brush Essentials can be worked on with these thumbnails in mind.

Small update. I'm starting to work on this again. I reverted the color palettes to the ones in the current releases. Color meaning is not very consistent across Blender, so trying to synch them up isn't fruitful. It's better to at least keep the colors consistent among the brushes. Added some icons to thumbnails and made some shapes prettier. Paint and GP Sculpt icons are mostly monochrome in white or black. No need for color coding there. Next up I'd like to polish them more, make a better set of icons and have them approved so the Brush Essentials can be worked on with these thumbnails in mind.
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Another update. No polishing or work on icons yet.

  • Added missing brushes from various modes.
  • Added color back to Gpencil icons but with a shadow for improved readability (Still not ideal but perhaps preferred to black)

Still could use some work.

Another update. No polishing or work on icons yet. - Added missing brushes from various modes. - Added color back to Gpencil icons but with a shadow for improved readability (Still not ideal but perhaps preferred to black) Still could use some work.
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Some more work on the thumbnail design. This ready for some more involvement and feedback at this point. They need more polish and final icons at this point.

  • Repositioned icons to be either centered or lower right quadrant. This way they never conflict with asset specific icons that are overlayed
  • Added a slight blue hue to any color related brush. This helps differentiate them from sculpting brushes
Some more work on the thumbnail design. This ready for some more involvement and feedback at this point. They need more polish and final icons at this point. - Repositioned icons to be either centered or lower right quadrant. This way they never conflict with asset specific icons that are overlayed - Added a slight blue hue to any color related brush. This helps differentiate them from sculpting brushes
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Another update from a lot of community feedback and adjustments. This is now a complete initial set that can be added to Blender once approved.

Another update from a lot of community feedback and adjustments. This is now a complete initial set that can be added to Blender once approved.
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Now that the new brush thumbnails are part of the brush asset implementation and svn repos, I consider this task done.

More work on expanding the brush thumbnails will go hand in hand with expanding the brush library itself.

Now that the new brush thumbnails are part of the brush asset implementation and svn repos, I consider this task done. More work on expanding the brush thumbnails will go hand in hand with expanding the brush library itself.
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label 2024-02-16 12:26:36 +01:00
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Reference: blender/blender#104476
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