3D Viewport (parent task) #56349
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Reference: blender/blender#56349
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Parent tasks for 3D viewport tasks to complete before 2.80 can be considered feature complete.
Added subscriber: @brecht
#60568 was marked as duplicate of this issue
#60117 was marked as duplicate of this issue
#51367 was marked as duplicate of this issue
#58799 was marked as duplicate of this issue
#57258 was marked as duplicate of this issue
Added subscriber: @DuarteRamos
Added subscriber: @ideasman42
Added subscriber: @AFWS
Added subscriber: @greengiant83
Added subscriber: @henryschreiner
Added subscribers: @Lidsel, @fclem, @WilliamReynish
Added subscriber: @billyand
Added subscriber: @Maverick
With D4694 the basics of dynamic paint seems to work
@brecht there is a misunderstanding in the second bullet.
Lets analyze.
Blender 2.79 has a preview dynamic paint for both painting surfaces and weight surfaces. Per object the user could activate one dynamic paint surface and it that surface was persistent show in the viewport. This drawing worked without setting up vertex groups or vertex colors. This made it easy for the user to preview the setup, and after that made the needed changes to the material(s).
In the future (current personal opinion) dynamic painting will be split into several sections.
We have workarounds for displaying previews:
Looking at the whole story I would propose to remove the preview options from the Dynamic Paint (eg DNA, RNA, BKE, Operations etc)
So remove the Chain icons and discontinue the Dynamic Paint Overlay #63819
What do you advice?
I think removing those preview options is fine. We can add a better system to preview such results from modifiers in the future (also for modifier nodes in the upcoming system), but the current preview stuff seems too much of a hack.
Changed status from 'Open' to: 'Resolved'
How do you show the dynamic paint weights in the viewport?
@billyand Blender 2.80 Will not include weight paint overlay. It seems like Dynamic weight paint is broken for some years now but have only be noticed a short time ago. in the near future we want to redesign this part and integrate this into existing projects like modifier nodes and shader /texture nodes. Spending now time to fix is not effective.
Added subscriber: @IngmarFranz
I've found a workaround for making Dynamic Weight Painting visible in Blender 2.8 in Eevee and Cycles (Look Dev and Rendered):
Unwrap your object and scale the UV-map so that all UV-vertices are at (0,0). Now add an UV-Warp-Modifier to your object and use two Empties added at (0,0,0) and (1,1,0) as helper objects for the Modifier.
The dynamic weight paint map "dp_weight" determines the influence of the UV-Warp-Modifier. From the UV-Map-node, we separate the x or y value, put it into a color ramp with blue at the left, green in the middle and red at the right.
Plug the color ramp into your shader node and the weights become visible: See in attached files:
With a plane:
DynamicWeightPaintWorkaround_24Okt2019.blend
With Suzanne:
DynamicWeightPaintWorkaround_Suzanne_24Okt2019.blend
PS: Do I understand it right, that the UV-Warp-modifier shifts the UV-coordinate-system so that the UV-coordinate determined by the "From"-object is now at the position of the "To"-Object? This should be explained in the Blender Manual because the description there is too short:
https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/uv_warp.html