Texture Displacement Sculpting design #73935
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Texture Displacement Sculpting
Some things originally in this task have moved to #96223 (PBVH image texture painting technical design) and #96225 (PBVH image texture painting implementation).
The idea here is to build on the above tasks, and make sculpt tools work with displacement textures and normal maps.
For some workflows this is a huge improvement. Game artist that rely on high poly sculpts and baking tools to create details in assets for game engines won’t need any of that anymore. They will be able to use a fully feature sculpting system to add the detail to the textures of the model directly.
This is obviously going to fail and create a lot of artifacts if the sculpted deformation is too big, but that is not the initial idea (that is also going to fail if the the high res sculpt and the low res mesh shape differ too much). The idea is to avoid using high poly sculpts to add surface detail when it is not necessary, and for surface detail, this approach should work fine.
I can’t evaluate the performance of this sculpting mode, but if we add UDIM support to the ##PBVH_TEXTURE## (should not be hard to do, specially if we don’t support faces across different UDIM tiles) and the performance is OK, it could potentially allow to sculpt surface detail on models with a much higher resolution than any other solution based on mesh geometry and vertex deformation.
To implement this, the idea is to add a second buffer that stores the vectors to get the “deformed” 3D coordinates, and its normals. When iterating over the vertices in ##PBVH_ITER_BEGIN##, the ##vd.co## will be calculated by using the original 3D position of the vertex + displacement vector stored in the buffer. It should be possible to write this information to the texture to get a displacement texture and it should also be possible to write the normals calculated when the ##PBVH_UpdateNormals## flag is processed to get a normal map.
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Technical Requirements
Added subscriber: @PabloDobarro
Added subscriber: @Constantina32
Added subscriber: @Andruxa696
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @PetterLundh
Added subscriber: @Mets
Is it fair to assume that this also includes Weight Paint, since it's probably already sharing most code with Vertex Paint?
Added subscriber: @AlRedd-3
This is a game changer for realistic character workflows!!! Especially texture displacement Sculpting!!
Added subscriber: @kfir
Added subscriber: @SpectreFirst
Added subscriber: @Grady
@PabloDobarro Would this change make it possible to draw to multiple textures concurrently with different colour values?
Like for example, creating a custom brush for painting "bolts", with textures for albedo, metallic, roughness, specular, displacement, etc, and painting those textures directly onto a surface in one go?
Added subscriber: @SirPigeonz
Added subscriber: @ivpe
Added subscriber: @zhouxiang
PBVH_TEXTURE Designto Texture Displacement Sculpting designAdded subscriber: @Sergi-Alberca-Santamaria
Added subscriber: @GeorgiaPacific