Add support for "Channels" to the Color Attributes #108404

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opened 2023-05-30 00:48:48 +02:00 by Chris Blackbourn · 18 comments

This design task is part of a request from a major game development studio who is actively using Blender in production.

Currently, for Color Attributes, we can specify the domain (Vertex, Face Corner) and Data Type (float32RGBA, int8RGBA)

This is a proposal to add a "Channels" panel to the User Interface, similar to the "Channels" tab found in many popular 2D drawing packages.
(Attached is a screenshot from https://www.photopea.com . We would not include the "RGB" entry or the layer preview)

The proposed "Channels" panel would most likely be a sub-panel of the existing "Color Attributes" panel, although this part may be subject to change following user feedback.

The "Channels" panel would have four entries corresponding to:

  • Red (i.e. The red channel of the Color Attribute)
  • Green
  • Blue
  • Alpha

This first part corresponds to the "User Interface" portion of the task. (Including serialization of the UI state.)

Each of the entries would have a toggle to show or hide the channel. The current behavior is associated with all channels visible.
If only one channel is visible, the associated channel would render as gray-scale if the viewport is in "Vertex Paint" mode, and potentially in other visualizations also.
If the Red, Green, or Blue channels are hidden, the visualization will render as if they were zero.
If the Alpha channel is hidden, the visualization will render as if the Alpha was at full. (Either 1.0f or 255)
If no channels are visible, the visualization will render black.

This second part represents the "Visualization" portion of this task.

In addition, each channel entry will have a selection toggle. Again, the fully selected state corresponds to the current behavior.
The selection state will affect the operation of the "Paint" style tools, and potentially any other operators which affect the color attributes, including Invert, Levels, Brightness/Contrast, etc etc.

This third part represents the "Modification" portion of the task, and bounds the complete scope of the task into a manageable amount of effort while still providing considerable value to the Game Dev Studio's workflow.

It is important to note that at this stage, neither the Channel Visibility, nor the Selection State will modify the Data Transfer nodes, baking, scripting, Color Attribute creation, or any other indirect way of modifying the Color Attributes. These may be added on later in a separate Design Issue, but this issue is restricted to direct manipulation of the Color Attributes by the user.

Note also, this particular Design Issue does not change the export of any data from Blender, only the display and user interactions.

_This design task is part of a request from a major game development studio who is actively using Blender in production._ Currently, for Color Attributes, we can specify the domain (Vertex, Face Corner) and Data Type (float32RGBA, int8RGBA) This is a proposal to add a "Channels" panel to the User Interface, similar to the "Channels" tab found in many popular 2D drawing packages. (Attached is a screenshot from https://www.photopea.com . We would not include the "RGB" entry or the layer preview) The proposed "Channels" panel would most likely be a sub-panel of the existing "Color Attributes" panel, although this part may be subject to change following user feedback. The "Channels" panel would have four entries corresponding to: * Red (i.e. The red channel of the Color Attribute) * Green * Blue * Alpha **This first part corresponds to the "User Interface" portion of the task. (Including serialization of the UI state.)** Each of the entries would have a toggle to show or hide the channel. The current behavior is associated with all channels visible. If only one channel is visible, the associated channel would render as gray-scale if the viewport is in "Vertex Paint" mode, and potentially in other visualizations also. If the Red, Green, or Blue channels are hidden, the visualization will render as if they were zero. If the Alpha channel is hidden, the visualization will render as if the Alpha was at full. (Either 1.0f or 255) If no channels are visible, the visualization will render black. **This second part represents the "Visualization" portion of this task.** In addition, each channel entry will have a selection toggle. Again, the fully selected state corresponds to the current behavior. The selection state will affect the operation of the "*Paint*" style tools, and potentially any other operators which affect the color attributes, including Invert, Levels, Brightness/Contrast, etc etc. **This third part represents the "Modification" portion of the task, and bounds the complete scope of the task into a manageable amount of effort while still providing considerable value to the Game Dev Studio's workflow.** It is important to note that at this stage, neither the Channel Visibility, nor the Selection State will modify the Data Transfer nodes, baking, scripting, Color Attribute creation, or any other indirect way of modifying the Color Attributes. These may be added on later in a separate Design Issue, but this issue is restricted to direct manipulation of the Color Attributes by the user. Note also, this particular Design Issue does not change the export of any data from Blender, only the display and user interactions.
Chris Blackbourn added the
Type
Design
label 2023-05-30 00:48:48 +02:00
Chris Blackbourn added this to the Sculpt, Paint & Texture project 2023-05-30 00:48:50 +02:00
Member

I imagine there should be a lock toggle too.

I imagine there should be a lock toggle too.
Author
Member

I think the "Lock" toggle goes on the Layer tab? But I'm certainly open to adding it here as well, just not quite sure how it would work...

I think the "Lock" toggle goes on the Layer tab? But I'm certainly open to adding it here as well, just not quite sure how it would work...
Contributor

For some inspiration, it's worth note that compositor has a channel display UI.

CompositorChannelDisplay.gif

It's pretty convenient as a display option (quick toggle with dragging for example) but I guess it gives little room for more advanced operations per channel.

For some inspiration, it's worth note that compositor has a channel display UI. ![CompositorChannelDisplay.gif](/attachments/fbb4acb6-f023-4967-b46d-d49afefcd8fb) It's pretty convenient as a display option (quick toggle with dragging for example) but I guess it gives little room for more advanced operations per channel.
Iliya Katushenock added the
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Geometry Nodes
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Modeling
labels 2023-05-30 07:38:55 +02:00

I'm not sure if you want to change how attributes work. And why the geometry nodes and the python interface as a way to add this weren't considered. But how will this interact with geometry nodes and all other attribute types?

I'm not sure if you want to change how attributes work. And why the geometry nodes and the python interface as a way to add this weren't considered. But how will this interact with geometry nodes and all other attribute types?
Author
Member

For some inspiration, it's worth note that compositor has a channel display UI.

[ image ]

It's pretty convenient as a display option (quick toggle with dragging for example) but I guess it gives little room for more advanced operations per channel.

Oh that's cool! I didn't know the compositor did that, will check it out.

> For some inspiration, it's worth note that compositor has a channel display UI. > > [ image ] > > It's pretty convenient as a display option (quick toggle with dragging for example) but I guess it gives little room for more advanced operations per channel. Oh that's cool! I didn't know the compositor did that, will check it out.
Author
Member

I'm not sure if you want to change how attributes work. And why the geometry nodes and the python interface as a way to add this weren't considered. But how will this interact with geometry nodes and all other attribute types?

I'm not really following? I don't think this change will affect geometry nodes or the python interface or any other attribute type?

AFAICS, this change is only about Color Attributes and their interactive editing within Vertex Paint.

Are there other interactions here I should be aware of?

> I'm not sure if you want to change how attributes work. And why the geometry nodes and the python interface as a way to add this weren't considered. But how will this interact with geometry nodes and all other attribute types? I'm not really following? I don't think this change will affect geometry nodes or the python interface or any other attribute type? AFAICS, this change is only about Color Attributes and their interactive editing within Vertex Paint. Are there other interactions here I should be aware of?

This kind of metadata in geometry nodes:

  • Should they affect Separate Channels node?
  • Only deleting the attribute will make it possible to clear it?
  • But if the user creates a new geometry in modifier, then he cannot reproduce it settings on same named attribute?
  • Do all color types (byte and float) support this?

Why does it have to be exactly in the attribute data (seems to be for texture drawing / editor, is it a global editor flag, not texture metadata?).

If you just want to add a custom attribute preview effects (without any other real logic), then why not:

  • Create a menu with a choice of attributes and their metadata (everything is implemented as a list of custom properties).
  • The change in this list is simply an add-remove modifier in the model that overwrites the color with the changes by name / other settings input.

It may not seem as reliable, but I wouldn't have the questions above.

This kind of metadata in geometry nodes: - Should they affect Separate Channels node? - Only deleting the attribute will make it possible to clear it? - But if the user creates a new geometry in modifier, then he cannot reproduce it settings on same named attribute? - Do all color types (byte and float) support this? Why does it have to be exactly in the attribute data (seems to be for texture drawing / editor, is it a global editor flag, not texture metadata?). If you just want to add a custom attribute preview effects (without any other real logic), then why not: - Create a menu with a choice of attributes and their metadata (everything is implemented as a list of custom properties). - The change in this list is simply an add-remove modifier in the model that overwrites the color with the changes by name / other settings input. It may not seem as reliable, but I wouldn't have the questions above.
Member

Yes this is not just found in the compositor but also the image editor:
image

So far this is only for the "display" of channels but doesn't affect "editing".
It seems logical to make this setting affect both. In that case it could be moved to the center of the header next to the image selector to make it more clear that the setting affects all brushes and operations.

A similar thing could be done for the 3D viewport. It was planned anyway to move image/attribute slots in the center of the header as well.

Yes this is not just found in the compositor but also the image editor: ![image](/attachments/1286e8b4-936e-4cc1-945e-4eef7c9ac235) So far this is only for the "display" of channels but doesn't affect "editing". It seems logical to make this setting affect both. In that case it could be moved to the center of the header next to the image selector to make it more clear that the setting affects all brushes and operations. A similar thing could be done for the 3D viewport. It was planned anyway to move image/attribute slots in the center of the header as well.
Author
Member

Yes this is not just found in the compositor but also the image editor:
!!!
OK, looks like I have some more research to do.

I think there is still a use-case to separate out the visibility of the channels from the editing of the channels.

One possible path forward might involve implementing this first in the image Editor, the unifying the functionality in the compositor, and finally bringing all the unified changes across to Vertex Paint and Color Attributes.

...In any case, it looks like I've got some homework to do...

> Yes this is not just found in the compositor but also the image editor: !!! OK, looks like I have some more research to do. I think there is still a use-case to separate out the visibility of the channels from the editing of the channels. One possible path forward might involve implementing this first in the image Editor, the unifying the functionality in the compositor, and finally bringing all the unified changes across to Vertex Paint and Color Attributes. ...In any case, it looks like I've got some homework to do...
Author
Member

In terms of the original proposal:

This kind of metadata in geometry nodes:

  • Should they affect Separate Channels node?

No change.

  • Only deleting the attribute will make it possible to clear it?

Nothing to clear, there is no user action required to clear it.

  • But if the user creates a new geometry in modifier, then he cannot reproduce it settings on same named attribute?

No change, nothing here to do.

  • Do all color types (byte and float) support this?

Yes, both color types will be supported.
(If other color types are added, e.g. RGBAA, RGBAAA, R10G11B10A1, they will need to be supported too.)

Why does it have to be exactly in the attribute data (seems to be for texture drawing / editor, is it a global editor flag, not texture metadata?).

It's only the Color Attribute on Vertices. This is not a global editor flag.

Why? The request is coming from a major contributor to the Blender Foundation to streamline their current workflow in production on a game that is currently enjoyed by millions of players.

If you just want to add a custom attribute preview effects (without any other real logic), then why not:

  • Create a menu with a choice of attributes and their metadata (everything is implemented as a list of custom properties).
  • The change in this list is simply an add-remove modifier in the model that overwrites the color with the changes by name / other settings input.

It may not seem as reliable, but I wouldn't have the questions above.

  • It's not just a preview, the third part of this proposal affects the interactive vertex painting.

  • This is just the first of a series of change requested by the game developer. There are follow-up requests as well which are dependant on this change working in this way.

  • ...Some of these answers may change based on my homework from up above...

In terms of the original proposal: > This kind of metadata in geometry nodes: > - Should they affect Separate Channels node? No change. > - Only deleting the attribute will make it possible to clear it? Nothing to clear, there is no user action required to clear it. > - But if the user creates a new geometry in modifier, then he cannot reproduce it settings on same named attribute? No change, nothing here to do. > - Do all color types (byte and float) support this? Yes, both color types will be supported. (If other color types are added, e.g. RGBAA, RGBAAA, R10G11B10A1, they will need to be supported too.) > Why does it have to be exactly in the attribute data (seems to be for texture drawing / editor, is it a global editor flag, not texture metadata?). It's only the Color Attribute on Vertices. This is not a global editor flag. Why? The request is coming from a major contributor to the Blender Foundation to streamline their current workflow in production on a game that is currently enjoyed by millions of players. > If you just want to add a custom attribute preview effects (without any other real logic), then why not: > - Create a menu with a choice of attributes and their metadata (everything is implemented as a list of custom properties). > - The change in this list is simply an add-remove modifier in the model that overwrites the color with the changes by name / other settings input. > > It may not seem as reliable, but I wouldn't have the questions above. * It's not just a preview, the third part of this proposal affects the interactive vertex painting. * This is just the first of a series of change requested by the game developer. There are follow-up requests as well which are dependant on this change working in this way. * ...Some of these answers may change based on my homework from up above...

Well, gamedev studios will likely have a lot of requests, some studious we work with use custom builds to satisfy their demands.
But should they be solved as a lots of independent and separate tasks at the core level?

Well, gamedev studios will likely have a lot of requests, some studious we work with use custom builds to satisfy their demands. But should they be solved as a lots of independent and separate tasks at the core level?

Nothing to clear, there is no user action required to clear it.

No change, nothing here to do.

Sorry, but these are not questions of what you will do.
These are questions of how users can break it and you need to handle it.
We already have a some issues of similar meta data about the active color attribute and the render color attribute. Just some of i can fine now:

> Nothing to clear, there is no user action required to clear it. > No change, nothing here to do. Sorry, but these are not questions of what you will do. These are questions of how users can break it and you _need to_ handle it. We already have a some issues of similar meta data about the active color attribute and the render color attribute. Just some of i can fine now: - https://projects.blender.org/blender/blender/issues/98366 - https://projects.blender.org/blender/blender/issues/106563 - https://projects.blender.org/blender/blender/issues/98851
Author
Member

Well, gamedev studios will likely have a lot of requests, some studios we work with use custom builds to satisfy their demands.
But should they be solved as a lots of independent and separate tasks at the core level?

Yeah, totally. In many ways, that's exactly what this Design Issue is about, how do we incorporate these requests in a way that makes sense in an open-source project?

If it helps to put this in context, there are other things they're asking for which have already being triaged in different ways.

> Well, gamedev studios will likely have a lot of requests, some studios we work with use custom builds to satisfy their demands. > But should they be solved as a lots of independent and separate tasks at the core level? Yeah, totally. In many ways, that's exactly what this Design Issue is about, how do we incorporate these requests in a way that makes sense in an open-source project? If it helps to put this in context, there are other things they're asking for which have already being triaged in different ways.
Author
Member

Sorry, but these are not questions of what you will do.
These are questions of how users can break it and you need to handle it.
We already have a some issues of similar meta data about the active color attribute and the render color attribute. Just some of i can fine now:

My apologies, I misunderstood.

I'll take a look through these and see if I can get a better understanding of the interactions between Color Attributes and Geometry Nodes at the user level.

> Sorry, but these are not questions of what you will do. > These are questions of how users can break it and you _need to_ handle it. > We already have a some issues of similar meta data about the active color attribute and the render color attribute. Just some of i can fine now: > - https://projects.blender.org/blender/blender/issues/98366 > - https://projects.blender.org/blender/blender/issues/106563 > - https://projects.blender.org/blender/blender/issues/98851 My apologies, I misunderstood. I'll take a look through these and see if I can get a better understanding of the interactions between Color Attributes and Geometry Nodes at the user level.

Well, gamedev studios will likely have a lot of requests, some studios we work with use custom builds to satisfy their demands.
But should they be solved as a lots of independent and separate tasks at the core level?

Yeah, totally. In many ways, that's exactly what this Design Issue is about, how do we incorporate these requests in a way that makes sense in an open-source project?

If it helps to put this in context, there are other things they're asking for which have already being triaged in different ways.

The problem is that Gamedev is known as heavily technically deep specialization (mostly because the result is supposed to be run in realtime which puts sufficient limitations), the compatibility of a software with gamedev assumes satisfying quite certain conditions.
For example, UV packing with exact margins that was implemented is welcome from the point of view of different specializations, but in gamedev it is straightly critical because of baking and mipmaps.
Solving those issues separately in some way may be like designing a diesel engine by designing its parts separately from the whole concept.

> > Well, gamedev studios will likely have a lot of requests, some studios we work with use custom builds to satisfy their demands. > > But should they be solved as a lots of independent and separate tasks at the core level? > > Yeah, totally. In many ways, that's exactly what this Design Issue is about, how do we incorporate these requests in a way that makes sense in an open-source project? > > If it helps to put this in context, there are other things they're asking for which have already being triaged in different ways. > > The problem is that Gamedev is known as heavily technically deep specialization (mostly because the result is supposed to be run in realtime which puts sufficient limitations), the compatibility of a software with gamedev assumes satisfying quite certain conditions. For example, UV packing with exact margins that was implemented is welcome from the point of view of different specializations, but in gamedev it is straightly critical because of baking and mipmaps. Solving those issues separately in some way may be like designing a diesel engine by designing its parts separately from the whole concept.

Hello, conversation newcomer and professional game dev here!

I was speaking with @Chris_Blackbourn in behalf of my art team, and those conversations are what got this conversation rolling initially, after agreeing with my studio team that this is something we, and others we've worked with over time, see as something that Blender would greatly benefit from having refined.

Also to be clear, the intent was not to just communicate it as a feature request, but more along the lines of "if the game development pipeline is important to the Blender team, they should know how we use Blender and where we see the kinks in trying to use Blender within the pipeline." We put out a survey among Blender users within the company asking where users thought Blender created problems, and this made it to number 1. So regardless of whether anything is done about it or not, at the very least, the game industry (at least if we were to represent the game industry to some extent) and the Blender team are on the same page about where Blender falls short in the pipeline. A good "FYI".

In response to some comments made here:

Well, gamedev studios will likely have a lot of requests, some studious we work with use custom builds to satisfy their demands.
But should they be solved as a lots of independent and separate tasks at the core level?

The problem is that Gamedev is known as heavily technically deep specialization (mostly because the result is supposed to be run in realtime which puts sufficient limitations), the compatibility of a software with gamedev assumes satisfying quite certain conditions.
For example, UV packing with exact margins that was implemented is welcome from the point of view of different specializations, but in gamedev it is straightly critical because of baking and mipmaps.
Solving those issues separately in some way may be like designing a diesel engine by designing its parts separately from the whole concept.

Blender's main focus and core audience does seem to be on the film production areas. However, I'd go as far to say the second biggest user base would be game developers - do you think that's accurate?

Vertex colors for use in shading is a very broadly used technique in the game dev industry, and is not just studio specific, similar to the UV island margin you mentioned. The way vertex color tools work currently (specifically as sort of shader "masks" or similar weight painting, as opposed to color painting for a render as you would on a sculpt) are manageable but difficult and complicated to use. It has a very hacky feel to it all, and with it being such a broadly used technique, I can't help but feel it deserves a refreshed Blender's UX polish to it. Core functionality is there, but it feels very unsupported, overlooked, unimportant to the Blender devs eyes (which is understandable) or maybe a little misunderstood (at least to the needs of game development if seen as an important enough feature).

From what I understand from the comments made, it seems to be a question of "is this just a single studio request for some obscure tool" or something. Is that correct? Looks as though this wasn't seen as important enough to look into further, which I can accept and understand if that's the case.

Hello, conversation newcomer and professional game dev here! I was speaking with @Chris_Blackbourn in behalf of my art team, and those conversations are what got this conversation rolling initially, after agreeing with my studio team that this is something we, and others we've worked with over time, see as something that Blender would greatly benefit from having refined. Also to be clear, the intent was not to just communicate it as a feature request, but more along the lines of "if the game development pipeline is important to the Blender team, they should know how we use Blender and where we see the kinks in trying to use Blender within the pipeline." We put out a survey among Blender users within the company asking where users thought Blender created problems, and this made it to number 1. So regardless of whether anything is done about it or not, at the very least, the game industry (at least if we were to represent the game industry to some extent) and the Blender team are on the same page about where Blender falls short in the pipeline. A good "FYI". In response to some comments made here: > Well, gamedev studios will likely have a lot of requests, some studious we work with use custom builds to satisfy their demands. > But should they be solved as a lots of independent and separate tasks at the core level? > > The problem is that Gamedev is known as heavily technically deep specialization (mostly because the result is supposed to be run in realtime which puts sufficient limitations), the compatibility of a software with gamedev assumes satisfying quite certain conditions. > For example, UV packing with exact margins that was implemented is welcome from the point of view of different specializations, but in gamedev it is straightly critical because of baking and mipmaps. > Solving those issues separately in some way may be like designing a diesel engine by designing its parts separately from the whole concept. > Blender's main focus and core audience does seem to be on the film production areas. However, I'd go as far to say the second biggest user base would be game developers - do you think that's accurate? Vertex colors for use in shading is a very broadly used technique in the game dev industry, and is not just studio specific, similar to the UV island margin you mentioned. The way vertex color tools work currently (specifically as sort of shader "masks" or similar weight painting, as opposed to color painting for a render as you would on a sculpt) are manageable but difficult and complicated to use. It has a very hacky feel to it all, and with it being such a broadly used technique, I can't help but feel it deserves a refreshed Blender's UX polish to it. Core functionality is there, but it feels very unsupported, overlooked, unimportant to the Blender devs eyes (which is understandable) or maybe a little misunderstood (at least to the needs of game development if seen as an important enough feature). From what I understand from the comments made, it seems to be a question of "is this just a single studio request for some obscure tool" or something. Is that correct? Looks as though this wasn't seen as important enough to look into further, which I can accept and understand if that's the case.

From what I understand from the comments made, it seems to be a question of "is this just a single studio request for some obscure tool" or something. Is that correct?

It is the opposite.
I think it is important to track, indicate and collect gamedev related tasks separately because any studio which perform gamedev-related workflows will face the same technical limitations and demands, which are solvable but are quite technically deep, and usually require additional understanding and exploration of a gamedev specific workflows to be solved correctly and functionally complete.

Blender has a huge potential in gamedev related areas, like assets making for example, but unlocking this potential requires a deeper understanding of the specific requirements.

Hope it sounds more clear, I have a language barrier.

> From what I understand from the comments made, it seems to be a question of "is this just a single studio request for some obscure tool" or something. Is that correct? It is the opposite. I think it is important to track, indicate and collect gamedev related tasks separately because any studio which perform gamedev-related workflows will face the same technical limitations and demands, which are solvable but are quite technically deep, and usually require additional understanding and exploration of a gamedev specific workflows to be solved correctly and functionally complete. Blender has a huge potential in gamedev related areas, like assets making for example, but unlocking this potential requires a deeper understanding of the specific requirements. Hope it sounds more clear, I have a language barrier.

Hope it sounds more clear, I have a language barrier.

Thanks for the response, Paul. And thank you for clarifying, that makes sense.
If it ever becomes a more core interest for you, I and others would be more than glad to continue the conversation to strengthen understanding on how game developers are using Blender for their needs. Vertex colors seems to be a main universal struggle so far, but for many it's the go-to modelling tool it seems.

Thank you!

> > Hope it sounds more clear, I have a language barrier. > Thanks for the response, Paul. And thank you for clarifying, that makes sense. If it ever becomes a more core interest for you, I and others would be more than glad to continue the conversation to strengthen understanding on how game developers are using Blender for their needs. Vertex colors seems to be a main universal struggle so far, but for many it's the go-to modelling tool it seems. Thank you!
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