Retopology: Use Material Colors In Overlay #114969
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Reference: blender/blender#114969
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Delete Branch "Jeroen-Bakker:viewport/retopo-material-colors"
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This PR adds an option to the retopology overlay to switch between the theme
color or the material color. It is a common workflow to color faces based
on their importance during retopology. This change allows you to see the
colors during the retopology process.
Request from the Blender Studio. Implements design #114843. By this design
the alpha of the material color is overwritten by the theme alpha value of the
retopology overlay. In order to make this more visible to the user we might
want to split the theme retopology overlay color into two separate options
a: the color, b the opacity
@blender-bot package
Package build started. Download here when ready.
If I may suggest, just Single and Material doesn't tell you what that is at all. Little text on the left like Retopology Color or something like that is necessary for UX I think
Yes I reused what was already present. I think (or it was decided not to) to add some padding so it communicates more clearly that the setting belongs to retopology. @pablovazquez any reason why padding wasn't done in other sections of this panel?
Overall works great!
I love that the overlay color is separated from the shading color!
Some notes from testing:
Default alpha needs to be raised
Something between 0.15 and 0.2. That would be a good general default for now to both see the single and the material colors better.
Face Selection color is not used when set to material
Not clear what is best here.
Currently the Single and Material color are behaving inconsistently.
But it's actually great to see material colors on selected faces. Maybe the overlay color can be blended with the material colors?
"Single" is not a good name
The Shading options changed this recently to use "Theme" when the color is coming from the preferences and "Single" when the color can be defined in the options
Theme color is used when no Material on object
When set to "Material" while there are none, it will keep using the theme color. It should instead fall back to white, same as when setting the shading color to Material
Single
toTheme
.For stress testing we should be check if assigning materials would update immediatly or other artifacts happen when using this patch.
@blender-bot package
Package build started. Download here when ready.
Using Material colors now instantly crashes Blender.
@blender-bot package
Package build started. Download here when ready.
One more issue I've found:
Material colors not visible when using Subdiv modifier with "Edit Mode" enabled and "On Cage"
Apart from that it seems all good!
I'm wondering if this is a good idea design wise. All material coloring is better be handled by the render engine (as in Workbench) and overlays only blend on top while avoiding to cover all the shading information.
But at the same time there is a request for arbitrary attribute viewing and material ID could be considered one.
Rather than requesting the IBO for each material, I would rather request the MatID directly and color the overlay using a UBO of all the material colors. Multiple IBOs make sense if your state or resources can change between drawcalls, but here it does'nt.
Benefits:
Drawback:
Should that be a Retopology only feature? One might still want to use it in wireframe mode? Should it be part of attribute viewer?
@ -1087,3 +1116,3 @@
{
MeshBatchCache &cache = *mesh_batch_cache_get(me);
mesh_batch_cache_add_request(cache, MBC_EDIT_TRIANGLES);
// mesh_batch_cache_add_request(cache, MBC_EDIT_TRIANGLES);
I'm not sure about always requesting the material IBOs even for normal edit mode.
@fclem About the design question of using material colors:
The main reason I recommended to use them is because they were already used for this purpose and are straight forward to add, edit and assign.
It's not introducing something completely new. Just adding support for this overlay.
I could also see us using face sets instead or any other kind of face integer attribute, but that seems to overcomplicate this feature, since there isn't proper support for this yet.
The uses and operations that are required for face sets in edit mode are not clear.
And adding even more options and operations are likely not worth it 'for now'.
I'm happy to be in conversation about this for the future though.
I talked with @fclem and we agreed to go aim for a face set implementation instead.
The integration of face sets would be beneficial for these uses:
Not a lot is needed for this for now:
Essential
Long Term
Abandonning since design has been changed drastically. But can be revived if needed.
Pull request closed