Missing Face Set Operators #92944
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Reference: blender/blender#92944
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This task is a todo list for missing face set operators. - [x] means operator works on either a user-picked face set or all of them. A single arrow means conversion operator in one direction already exist (so, Mask to Face Set already exists).
<->
Vertex Groups<->
Face Maps->
UV Seams->
Mask<->
Material Slots<->
Face SetsChanged status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @JosephEagar
Added subscriber: @TonatiuhdeSanJulian
Vertex colors to face sets: so we can use colors of the existing color paint to mask in a very advance way.
Face sets from different density topology areas. And the a way to populate with a especific topological density a face set.
Added subscriber: @Mets
I think before spending a lot more dev time on face
setsmaps, it would be nice to have a design as to their purpose. As far as I understand their current implementation, they can only be used by addons, and those addons could very well just interpret vertex groups as facesetsmaps by inspecting the topology. The difference between face maps and face sets is even more esoteric.Also, I think (hope) all of these things will be refactored during the Attribute Edit phase of the Geometry Nodes project, but I could be wrong. But definitely something to double check before you burn a lot of time into this.
Face sets are highly used in sculpt mode, it is an essential tool, every 3d sculptor can say that to you. That is why Joseph want them to be as a complete tool as it can be.
Sorry, I meant face maps, whose existence is so confusing that I still can't get it right.
So my comment only pertains to
Added subscriber: @DanielGrauer
@JosephEagar
Not sure if this can be closed. Most of these can be achieved with exisiting operators or geometry nodes.
Some are not even needed since the Face Sets attribute can now be directly accessed.
I saw some users trying to implement some of these with combinations of geometry nodes and scripts on BlenderArtists. It's way too much work.
Just to be clear though. From that list many wouldn't be needed.
Geometry nodes can't use the
.sculpt_face_set
attribute directly (except the future node group operators, not the modifier). So we should have an operator to copy face set values to an face domain integer attribute (that could also be a node group operator, depending on the timeline).What could be really useful then is to have operators to
This back and forth conversion can offer options for quick use with geometry nodes as well as the ability to store mask and face sets for later use.
For example, the use of "initialize face sets by uv seams" is done because it's a convenient way to store face sets atm. If face sets could just be saved directly, that could be a better way.
The use cases for converting face sets to material slot and vertex groups are not clear to me atm.
The purpose of converting to material slots is to interface with remesher addons, I imagine addon authors will eventually update them to read face set data directly.
One thing we could do is just make face sets a normal attribute. Almost all of the
.sculpt_XXX
attributes are temporary ones. We could make all non-temporary sculpt attributes public, so.sculpt_face_set
could becomepaint_face_set
or something (remember we want to eventually support face sets in all paint modes). We could do something similar for the persistent base attributes (e.g..sculpt_persistent_co
could besculpt_persistent_co
or something). I dunno.