Vector displacement for the sculpting draw brush #104481

Merged
Jeroen Bakker merged 18 commits from robin.hohni/blender:sculpt-vector-displacement into main 2023-02-14 15:29:40 +01:00
Contributor

Sculpt: Added vector displacement for the sculpting draw brush (area plane mapping only for now)

Vector displacement maps (VDM) provide a way to create complex displacements that can have overhangs in one brush dab.
This is unlike standard displacement with height maps that only displace in the normal direction.
Forms like ears, curled horns, etc can be created in one click if VMDs are used.
There is a checkbox on the draw brush in the texture settings "Vector Displacement" that enables/disables this feature.

Technical description: The RGB channels of a texture in a brush stroke are read and interpreted as individual vectors, that are used to offset vertices.
As of now, this is only working for the draw brush using the area plane mapping. Symmetry and radial symmetry are working.


vector displacement applied with symmetry
(vector displacement applied with symmetry)

There are two files attached: The first one a demo scene with a prepared VDM brush. The second is a setup to bake vector displacement maps from a plane, since Blender doesn't support VDM baking directly.

A few things to consider when making VD-Maps:

  • UVs need to stay intact for the bake mesh (e.g. voxel remeshing can't be used to create VD Meshes)
  • When exporting a VD Map it should be in the file format OpenEXR (for positive and negative floating point values).
  • Export resolution can be 512x512 or lower (EXR files can get very large, but VDM brushes don't need a high resolution)

And when using them:

  • Inside Blender clamping needs to be unchecked on the texture
  • The brush falloff should be set to constant (or nearly constant)

This patch was inspired by this right-click-select proposal Thanks for the post!

(Moved this patch to here.)

Sculpt: Added vector displacement for the sculpting draw brush (area plane mapping only for now) Vector displacement maps (VDM) provide a way to create complex displacements that can have overhangs in one brush dab. This is unlike standard displacement with height maps that only displace in the normal direction. Forms like ears, curled horns, etc can be created in one click if VMDs are used. There is a checkbox on the draw brush in the texture settings "Vector Displacement" that enables/disables this feature. Technical description: The RGB channels of a texture in a brush stroke are read and interpreted as individual vectors, that are used to offset vertices. As of now, this is only working for the draw brush using the area plane mapping. Symmetry and radial symmetry are working. --------------------------------------------------------------------------------------- ![vector displacement applied with symmetry](https://archive.blender.org/developer/file/14183/14183285/blender_TkZIuJChIz.gif) (vector displacement applied with symmetry) There are two files attached: The first one a demo scene with a prepared VDM brush. The second is a setup to bake vector displacement maps from a plane, since Blender doesn't support VDM baking directly. A few things to consider when making VD-Maps: * UVs need to stay intact for the bake mesh (e.g. voxel remeshing can't be used to create VD Meshes) * When exporting a VD Map it should be in the file format OpenEXR (for positive and negative floating point values). * Export resolution can be 512x512 or lower (EXR files can get very large, but VDM brushes don't need a high resolution) And when using them: * Inside Blender clamping needs to be unchecked on the texture * The brush falloff should be set to constant (or nearly constant) --- This patch was inspired by this [right-click-select proposal](https://blender.community/c/rightclickselect/WqWx/) Thanks for the post! (Moved [this patch](https://archive.blender.org/developer/D17080) to here.)
Robin Hohnsbeen added 12 commits 2023-02-08 19:45:54 +01:00
Vector displacement maps (VDM) provide a way to create complex displacements that can have overhangs in one brush dab.
This is unlike standard displacement with height maps that only displace in normal direction.
Forms like ears, curled horns, etc can be created in one click if VMDs are used.

This patch reads the RGB channels of a texture in a brush stroke and interprets them as individual vectors, that are used for the vertex offset.
As of now, this is only working for the draw brush using the area plane method. Symmetry and radial symmetry is working.
Brush_local_mat_inv is needed to transform vectors of a vertex displacement map back to object space.
Vector displacement maps (VDM) provide a way to create complex displacements that can have overhangs in one brush dab.
This is unlike standard displacement with height maps that only displace in normal direction.
Forms like ears, curled horns, etc can be created in one click if VMDs are used.

This patch reads the RGB channels of a texture in a brush stroke and interprets them as individual vectors, that are used for the vertex offset.
As of now, this is only working for the draw brush using the area plane method. Symmetry and radial symmetry is working.

Sculpt: Store inverse of brush_local_mat beforehand so it won't be calculated for every displaced vertex

Brush_local_mat_inv is needed to transform vectors of a vertex displacement map back to object space.

Sculpt: Added hint in tooltip that vector displacement works only with area plane mapping

Differential Revision: https://developer.blender.org/D17080
Author
Contributor

Marked as WIP since I need to address a few things:

  • a bug when using inversion on the brush
  • problems when changing the size of the vdm
Marked as WIP since I need to address a few things: * a bug when using inversion on the brush * problems when changing the size of the vdm
Robin Hohnsbeen closed this pull request 2023-02-08 19:55:48 +01:00
Robin Hohnsbeen reopened this pull request 2023-02-08 19:55:55 +01:00
Robin Hohnsbeen requested review from Jeroen Bakker 2023-02-08 19:56:40 +01:00
Robin Hohnsbeen requested review from Julien Kaspar 2023-02-08 19:56:51 +01:00
Robin Hohnsbeen changed title from WIP: sculpt-vector-displacement to WIP: Vector displacement for the sculpting draw brush 2023-02-08 19:57:33 +01:00
Jeroen Bakker reviewed 2023-02-08 20:37:50 +01:00
Jeroen Bakker left a comment
Member

Code wise seems fine. I still need to investigate the Apple issue.

Code wise seems fine. I still need to investigate the Apple issue.
@ -1144,0 +1146,4 @@
col.active = tex_slot.map_mode == 'AREA_PLANE'
col.prop(brush, "use_color_as_displacement", text="Vector Displacement")
Member

Python has some rules about the number of lines between statements. Here it is max 1.

Python has some rules about the number of lines between statements. Here it is max 1.
Jeroen-Bakker marked this conversation as resolved
Julien Kaspar added the
Module
Sculpt, Paint & Texture
label 2023-02-09 10:47:21 +01:00
Julien Kaspar added the
Type
Patch
label 2023-02-09 10:48:41 +01:00
Robin Hohnsbeen added 1 commit 2023-02-09 21:58:43 +01:00
Jeroen Bakker reviewed 2023-02-10 08:02:09 +01:00
@ -2902,0 +2902,4 @@
prop = RNA_def_property(srna, "use_color_as_displacement", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag2", BRUSH_USE_COLOR_AS_DISPLACEMENT);
RNA_def_property_ui_text(prop, "Vector Displacement",
"Handles each pixel color as individual vector for displacement. Works only with area plane mapping");
Member

Can you ensure that you use the correct code formatting. You can install clang-format or run make format in the source folder.

Can you ensure that you use the correct code formatting. You can install clang-format or run `make format` in the source folder.
robin.hohni marked this conversation as resolved
Robin Hohnsbeen added 1 commit 2023-02-10 20:13:30 +01:00
Robin Hohnsbeen added 1 commit 2023-02-10 20:30:42 +01:00
# Conflicts:
#	source/blender/editors/sculpt_paint/sculpt_intern.hh
Robin Hohnsbeen added 1 commit 2023-02-10 20:46:05 +01:00
Author
Contributor

Fixed the brush inversion and size of vdm texture works as expected

Fixed the brush inversion and size of vdm texture works as expected
Robin Hohnsbeen added 1 commit 2023-02-10 20:57:41 +01:00
Robin Hohnsbeen changed title from WIP: Vector displacement for the sculpting draw brush to Vector displacement for the sculpting draw brush 2023-02-10 20:57:48 +01:00
Author
Contributor

Removed the WIP status since the patch seems good from my end as a first working version of VDM sculpting

Removed the WIP status since the patch seems good from my end as a first working version of VDM sculpting
Julien Kaspar approved these changes 2023-02-11 12:48:12 +01:00
Julien Kaspar left a comment
Member

All my notes are addressed. I couldn't find any more relevant issues for this PR.

All my notes are addressed. I couldn't find any more relevant issues for this PR.
Jeroen Bakker requested changes 2023-02-13 08:30:18 +01:00
Jeroen Bakker left a comment
Member

Just a small improvement, the rest seems fine so should be able to be added this week.

Just a small improvement, the rest seems fine so should be able to be added this week.
@ -2656,0 +2723,4 @@
rgba[1] *= -1;
}
rgba[0] *= 1.0f /
Member

For readability would suggest to first square the size, and then do the inf check using math::safe_divide. Seems we currently don't have a safe divide in math for 2 vector types.

rgba[i] *= math::safe_divide(1.0f, POW2(brush->mtex.size[i])); perhaps?

For readability would suggest to first square the size, and then do the inf check using `math::safe_divide`. Seems we currently don't have a safe divide in math for 2 vector types. `rgba[i] *= math::safe_divide(1.0f, POW2(brush->mtex.size[i]));` perhaps?
Author
Contributor

Thanks for the hint! Made a commit :)

Thanks for the hint! Made a commit :)
robin.hohni marked this conversation as resolved
Brecht Van Lommel added this to the Sculpt, Paint & Texture project 2023-02-13 09:21:25 +01:00
Robin Hohnsbeen added 1 commit 2023-02-13 09:36:14 +01:00
Jeroen Bakker approved these changes 2023-02-13 09:47:01 +01:00
Member

We had a short chat with @brecht to see if there are reasons to post-pone this patch.

  • This patch can land in Blender 3.5.
  • The clamping for new texture data-blocks will be turned off. It was unknown if texture painting or color attribute painting already took care of clamping. This is the case so we expect no issues by changing the default.
  • Other workflow improvements can be prioritized for the 3.6 and further.

Thanks for your work and patience.

We had a short chat with @brecht to see if there are reasons to post-pone this patch. * This patch can land in Blender 3.5. * The clamping for new texture data-blocks will be turned off. It was unknown if texture painting or color attribute painting already took care of clamping. This is the case so we expect no issues by changing the default. * Other workflow improvements can be prioritized for the 3.6 and further. Thanks for your work and patience.
Jeroen Bakker merged commit 39f63c8c08 into main 2023-02-14 15:29:40 +01:00
First-time contributor

Hello! Faced the problem of baking the VDM card. I follow all the instructions, but my texture when sculpting does not match the result.

The screenshot shows your brush and next to it is my sculpting and the result of baking and applying.

Hello! Faced the problem of baking the VDM card. I follow all the instructions, but my texture when sculpting does not match the result. The screenshot shows your brush and next to it is my sculpting and the result of baking and applying.
414 KiB
Member

@vkragize, please use appropriate channels for support. For now it seems you're looking for support how to use the VDM bake node tree, what isn't code related. If it is a bug inside Blender code base please add a bug report.

@vkragize, please use appropriate channels for support. For now it seems you're looking for support how to use the VDM bake node tree, what isn't code related. If it is a bug inside Blender code base please add a bug report.
Julien Kaspar removed this from the Sculpt, Paint & Texture project 2023-04-11 11:38:02 +02:00
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