Sculpt mask access in node tools #120318

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opened 2024-04-05 18:44:14 +02:00 by Hans Goudey · 0 comments
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Currently we can use edit mode selection in node tools with the "Selection" and "Set Selection" nodes. It would be good to be able to access sculpt mask as well.

As described in #97903, the mask can be thought of as a selection, just inverted. For the new curves object, this is implemented more fully. Selections can be stored as floats or booleans, tools will dynamically switch between the two as necessary. While we don't want to tie this task to that change for meshes, it would be good to move in that direction generally. That may also give us the opportunity to unify the access in geometry nodes.

  • Add a "Boolean/Soft" toggle to the "Set Selection" node
    • In curves sculpt mode, change the ".selection" attribute to the chosen type before writing the data
    • In mesh sculpt mode, write the inverted selection value to the ".sculpt_mask" attribute.
      • In the future, this could be automatically synced to boolean/edit selection.
    • Tooltips would describe the uses of this option and its relation to edit and sculpt mode data.
  • Add a new "Soft" output to the Selection input node.
    • In curves sculpt mode is reads the ".selection" attribute, in mesh sculpt mode it reads the ".sculpt_mask" attribute.

Optionally, the word "Soft" could be changed to "Float" to be more consistent with geometry nodes design elsewhere.

The alternative approach would be adding two new nodes just for controlling sculpt mask data, but that wouldn't work well for mesh sculpt mode.

Currently we can use edit mode selection in node tools with the "Selection" and "Set Selection" nodes. It would be good to be able to access sculpt mask as well. As described in #97903, the mask can be thought of as a selection, just inverted. For the new curves object, this is implemented more fully. Selections can be stored as floats or booleans, tools will dynamically switch between the two as necessary. While we don't want to tie this task to that change for meshes, it would be good to move in that direction generally. That may also give us the opportunity to unify the access in geometry nodes. - Add a "Boolean/Soft" toggle to the "Set Selection" node - In curves sculpt mode, change the ".selection" attribute to the chosen type before writing the data - In mesh sculpt mode, write the inverted selection value to the ".sculpt_mask" attribute. - In the future, this could be automatically synced to boolean/edit selection. - Tooltips would describe the uses of this option and its relation to edit and sculpt mode data. - Add a new "Soft" output to the Selection input node. - In curves sculpt mode is reads the ".selection" attribute, in mesh sculpt mode it reads the ".sculpt_mask" attribute. Optionally, the word "Soft" could be changed to "Float" to be more consistent with geometry nodes design elsewhere. The alternative approach would be adding two new nodes just for controlling sculpt mask data, but that wouldn't work well for mesh sculpt mode.
Hans Goudey added the
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labels 2024-04-05 18:44:14 +02:00
Hans Goudey added this to the Sculpt, Paint & Texture project 2024-04-05 18:44:17 +02:00
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Reference: blender/blender#120318
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