PBVH image texture painting implementation #96225

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opened 2022-03-07 18:47:13 +01:00 by Brecht Van Lommel · 2 comments

This is an list of tasks to implement #96223 (PBVH image texture painting technical design). There is a mix of short and long term tasks, the target Blender release of each is unknown still.

Dependencies (Blender 3.2)

3D Texture Brush

  • 3D brush prototype (temp-3d-texturing-brush-b branch) D14261: WIP: 3D Texturing brush experiments.
  • PBVH iterator refactor to use C++?
  • Optimized GPU updates
    • Only modified tiles
    • Disable/optimize mipmaps
    • #103244 (3D Texturing: Limit Eevee samples to 1 during paint stroke.)
  • Brush Optimizations
    • #101489 (Sculpt: Evaluate multiple paint steps at the same time.)
    • #101490 (Sculpt: Split clipping test from brush test.)
  • #96709 (Select painting target for paint brushes)
  • #96710 (Add support for pixels in PBVH)
  • #97352 (3D texturing: Fix seam bleeding)
  • #97353 (PBVH: Split PBVH Pixels into more nodes.)
  • #96708 (Migrate Texture To Texture mask for existing brushes)
  • #97344 (3D texturing: Move pixel extraction to a background job)
  • #97479 (Add undo support to PBVH image texturing painting.)
  • #104117 (3D Texturing: When changing the texture resolution, the pixel data isn't recreated)

Canvas Selector

  • #97345 (Canvas Selector UX: Add option to create color layers directly from the popover.)
  • #97346 (Canvas Selector UX: Add option to create a color attribute in material mode.)
  • Proper naming (Not just mentioning textures in "Material" mode)
  • Implement "Add Simple UVs" button

Modes

  • Move both sculpt vertex color and image texture painting to dedicated Paint mode
    • Stencil Mask (#97955)
    • External Quick Edit
    • Cavity Masking (#98383)
  • Make Paint mode feature complete enough to remove old Vertex Paint mode
    • Vertex/Face selection masking (#97955)
    • Dirty Vertex Colors (Already implemented as "Dirty Mask". Is just lacking adjust last operation options) (#98383)
    • Vertex color from Weight

Tools

  • #98589 (Paint Mode: Color Sampling)
  • #98590 (Paint Mode: Erasing)
  • Fill
  • Blur
  • Projection
    • #98593 (Paint Mode: Backface Occlusion)
    • 3D Lattice to control projection
  • #98601 (Paint Mode: Clone Brush)
  • Smear
  • Masking
    • Vertex, Face & Pixel level masking (#97955)
    • Auto masking (Topology, Face Sets, Boundaries) (#99203)
    • Create mask by color tool
    • Mask Filters
  • Face Sets
    • Pixel level "face sets" (ID maps)
  • Color Filter
This is an list of tasks to implement #96223 (PBVH image texture painting technical design). There is a mix of short and long term tasks, the target Blender release of each is unknown still. **Dependencies (Blender 3.2)** - [x] [D12587: Move Sculpt Colors From Experimental](https://archive.blender.org/developer/D12587) - [x] [D13897: PBVH Draw Support for EEVEE](https://archive.blender.org/developer/D13897) - [x] [D14179: Revamp Vertex Paint With C++](https://archive.blender.org/developer/D14179) (Support both per-vertex and per-corner colors in old Vertex Paint mode) **3D Texture Brush** - [x] 3D brush prototype (`temp-3d-texturing-brush-b` branch) [D14261: WIP: 3D Texturing brush experiments.](https://archive.blender.org/developer/D14261) - [ ] PBVH iterator refactor to use C++? - [ ] Optimized GPU updates - [x] Only modified tiles - [x] Disable/optimize mipmaps - [ ] #103244 (3D Texturing: Limit Eevee samples to 1 during paint stroke.) - [ ] Brush Optimizations - [ ] #101489 (Sculpt: Evaluate multiple paint steps at the same time.) - [x] #101490 (Sculpt: Split clipping test from brush test.) - [x] #96709 (Select painting target for paint brushes) - [x] #96710 (Add support for pixels in PBVH) - [ ] #97352 (3D texturing: Fix seam bleeding) - [x] #97353 (PBVH: Split PBVH Pixels into more nodes.) - [ ] #96708 (Migrate Texture To Texture mask for existing brushes) - [ ] #97344 (3D texturing: Move pixel extraction to a background job) - [x] #97479 (Add undo support to PBVH image texturing painting.) - [ ] #104117 (3D Texturing: When changing the texture resolution, the pixel data isn't recreated) **Canvas Selector** - [x] #97345 (Canvas Selector UX: Add option to create color layers directly from the popover.) - [x] #97346 (Canvas Selector UX: Add option to create a color attribute in material mode.) - [ ] Proper naming (Not just mentioning textures in "Material" mode) - [ ] Implement "Add Simple UVs" button **Modes** - [ ] Move both sculpt vertex color and image texture painting to dedicated Paint mode - [ ] Stencil Mask (#97955) - [ ] External Quick Edit - [x] Cavity Masking (#98383) - [ ] Make Paint mode feature complete enough to remove old Vertex Paint mode - [ ] Vertex/Face selection masking (#97955) - [x] Dirty Vertex Colors (Already implemented as "Dirty Mask". Is just lacking adjust last operation options) (#98383) - [ ] Vertex color from Weight **Tools** - [ ] #98589 (Paint Mode: Color Sampling) - [ ] #98590 (Paint Mode: Erasing) - [ ] Fill - [ ] Blur - [ ] Projection - [x] #98593 (Paint Mode: Backface Occlusion) - [ ] 3D Lattice to control projection - [ ] #98601 (Paint Mode: Clone Brush) - [ ] Smear - [ ] Masking - [ ] Vertex, Face & Pixel level masking (#97955) - [ ] Auto masking (Topology, Face Sets, Boundaries) (#99203) - [ ] Create mask by color tool - [ ] Mask Filters - [ ] Face Sets - [ ] Pixel level "face sets" (ID maps) - [ ] Color Filter
Member

I think we should use the C++ task API for this. It makes for much cleaner code, and helps avoid the proliferation of either lots of little structs, or one giant one (e.g. SculptThreadedTaskData).

I think we should use the C++ task API for this. It makes for much cleaner code, and helps avoid the proliferation of either lots of little structs, or one giant one (e.g. SculptThreadedTaskData).
Member

In order to not cause any regression I added some features in the description from the Vertex & Image Paint modes that would need to be implemented in Paint Mode.
Any further design and to-do tasks can then take them into account.

In order to not cause any regression I added some features in the description from the Vertex & Image Paint modes that would need to be implemented in Paint Mode. Any further design and to-do tasks can then take them into account.
Julien Kaspar added this to the Sculpt, Paint & Texture project 2023-02-08 10:48:53 +01:00
Philipp Oeser removed the
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Reference: blender/blender#96225
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