UV: support changing the opacity of the UV stretching overlay #117381

Merged
Jeroen Bakker merged 9 commits from Samuel-Bilek-1/blender:add_uv_stretching_opacity_prop into main 2024-02-20 11:03:49 +01:00
Contributor

This patch adds a new Stretching Opacity slider to the overlays panel in the UV Editor. This allows users to tweak the opacity of the UV stretching overlay, so the image texture can still be visible through it.

This patch adds a new `Stretching Opacity` slider to the overlays panel in the UV Editor. This allows users to tweak the opacity of the UV stretching overlay, so the image texture can still be visible through it. <video src="/attachments/7157f1d9-2bdd-4818-a378-feddf80077fd" controls />
Iliya Katushenock added this to the Modeling project 2024-01-21 13:37:15 +01:00
First-time contributor

Super nice patch! ❤️🥳

It would be super convient to have when you whant to see how the texurer looks under the uv islands, without needing to hide it.

Is there anyone who is is assigned as a reviewer yet?

Super nice patch! ❤️🥳 It would be super convient to have when you whant to see how the texurer looks under the uv islands, without needing to hide it. Is there anyone who is is assigned as a reviewer yet?
Author
Contributor

@Dangry thanks for appreciation! So far it seems that no one has picked it up for review and seeing how many PRs get piled up every day, I'm kinda losing hope 😅

@Dangry thanks for appreciation! So far it seems that no one has picked it up for review and seeing how many PRs get piled up every day, I'm kinda losing hope 😅
Philipp Oeser removed the
Interest
EEVEE & Viewport
label 2024-01-31 10:25:33 +01:00
Philipp Oeser added the
Interest
EEVEE & Viewport
label 2024-01-31 10:26:35 +01:00
Member

LGTM on first sight

@pablovazquez : this seems useful
@DanielBystedt @JulienKaspar might be interested

maybe @Jeroen-Bakker can check on the drawing code

LGTM on first sight @pablovazquez : this seems useful @DanielBystedt @JulienKaspar might be interested maybe @Jeroen-Bakker can check on the drawing code
Member

I can see this being very useful. Even if the opacity is at a value of 0.9, it's enough to make out generic grid textures and then compare the result with the 3D Viewport 👍

I can see this being very useful. Even if the opacity is at a value of 0.9, it's enough to make out generic grid textures and then compare the result with the 3D Viewport 👍
Member

Nice! Indeed quite useful.

Small notes:

  • Rename the property to "Stretch Opacity", not "Stretching", to match the rest of Blender.
  • Align the slider with the checkbox into one line, similar to how the Wireframe Overlay settings are in the 3D Viewport.
  • As @JulienKaspar mentioned use 0.9 (or 0.95? whatever looks good) as the default, it'd still be visible yet not covering what's behind.

I made a quick mockup:
stretch overlay opacity

How it looks when off:
stretch overlay off

Renamed the section to UV Stretch, since we need some context.

Thanks!

PS: For future patches it's much more convenient to use videos, instead of gif files, so they can be paused, referenced, they are lighter, etc.

Nice! Indeed quite useful. Small notes: * Rename the property to "Stretch Opacity", not "Stretching", to match the rest of Blender. * Align the slider with the checkbox into one line, similar to how the Wireframe Overlay settings are in the 3D Viewport. * As @JulienKaspar mentioned use 0.9 (or 0.95? whatever looks good) as the default, it'd still be visible yet not covering what's behind. I made a quick mockup: ![stretch overlay opacity](/attachments/cfcd9e16-929b-4092-9c9c-97b4d3227c22) How it looks when off: ![stretch overlay off](/attachments/022a93c4-9fb5-432d-9b81-6f202b953578) Renamed the section to `UV Stretch`, since we need some context. Thanks! PS: For future patches it's much more convenient to use videos, instead of gif files, so they can be paused, referenced, they are lighter, etc.
Samuel Bilek force-pushed add_uv_stretching_opacity_prop from 4e522e747e to 3d38d0545c 2024-01-31 21:21:05 +01:00 Compare
Author
Contributor

@pablovazquez Thanks for feedback! I implemented the requested changes: The UI section was renamed to UV Stretch, the prop was renamed to Stretch Opacity and the UI was aligned into one line. Here's a video of the changed UI.

@pablovazquez Thanks for feedback! I implemented the requested changes: The UI section was renamed to `UV Stretch`, the prop was renamed to `Stretch Opacity` and the UI was aligned into one line. Here's a video of the changed UI.
Samuel Bilek force-pushed add_uv_stretching_opacity_prop from 3d38d0545c to 4930a4f969 2024-01-31 21:30:00 +01:00 Compare
Pablo Vazquez added the
Module
Modeling
label 2024-02-01 11:57:45 +01:00
Pablo Vazquez approved these changes 2024-02-01 11:59:11 +01:00
Pablo Vazquez left a comment
Member

Great! Design-wise I think it's much more clear now. Thanks!

I'll leave the actual code review to other devs.

Great! Design-wise I think it's much more clear now. Thanks! I'll leave the actual code review to other devs.
Author
Contributor

Added a video with the new look of the UI to the PR description.

Added a video with the new look of the UI to the PR description.
Member

@Samuel-Bilek-1 I think there is a conflict with the latest main ^

@Samuel-Bilek-1 I think there is a conflict with the latest main ^
Samuel Bilek added 2 commits 2024-02-06 15:02:25 +01:00
Author
Contributor

@pablovazquez Should be fixed now 😃

@pablovazquez Should be fixed now 😃
Member

LGTM on first sight

@lichtwerk does it still look good on second sight? :D Seems to be similar to what the UV opacity overlay does already.

> LGTM on first sight @lichtwerk does it still look good on second sight? :D Seems to be similar to what the UV opacity overlay does already.
Samuel Bilek added 1 commit 2024-02-06 16:44:53 +01:00
Author
Contributor

Resolved the latest conflict.

Resolved the latest conflict.
Samuel Bilek added 1 commit 2024-02-06 17:46:16 +01:00
Member

LGTM on first sight

@lichtwerk does it still look good on second sight? :D Seems to be similar to what the UV opacity overlay does already.

It does, but for the review aspect on the code side, I would appreciate if someone from the viewport module gives green light.

@Jeroen-Bakker maybe?

> > LGTM on first sight > > @lichtwerk does it still look good on second sight? :D Seems to be similar to what the UV opacity overlay does already. > It does, but for the review aspect on the code side, I would appreciate if someone from the viewport module gives green light. @Jeroen-Bakker maybe?
Samuel Bilek added 1 commit 2024-02-07 20:17:42 +01:00
Samuel Bilek added 1 commit 2024-02-10 12:36:35 +01:00
Jeroen Bakker approved these changes 2024-02-16 09:29:49 +01:00
Jeroen Bakker left a comment
Member

LGTM

LGTM
Jeroen Bakker added this to the 4.2 LTS milestone 2024-02-16 09:30:11 +01:00
Samuel Bilek added 1 commit 2024-02-20 08:29:02 +01:00
buildbot/vexp-code-patch-lint Build done. Details
buildbot/vexp-code-patch-darwin-arm64 Build done. Details
buildbot/vexp-code-patch-linux-x86_64 Build done. Details
buildbot/vexp-code-patch-darwin-x86_64 Build done. Details
buildbot/vexp-code-patch-windows-amd64 Build done. Details
buildbot/vexp-code-patch-coordinator Build done. Details
2fa0313e00
Merge branch 'main' into add_uv_stretching_opacity_prop
Author
Contributor

@Jeroen-Bakker All conflicts resolved.

@Jeroen-Bakker All conflicts resolved.
Member

@blender-bot build

@blender-bot build
Jeroen Bakker merged commit c958910e54 into main 2024-02-20 11:03:49 +01:00
First-time contributor

@Samuel-Bilek-1
Thanks a lot for making this patch! ❤️ And congrats on landing it!

Me and some collages was just talking about how nice it would be to have this as an option! Makes it a lot easier to see the texture under!

Thanks again for you contribution! Hope to see more quality of life stuff like this added to the UV editor in the future. Its badly needed hahah 😅

@Samuel-Bilek-1 Thanks a lot for making this patch! ❤️ And congrats on landing it! Me and some collages was just talking about how nice it would be to have this as an option! Makes it a lot easier to see the texture under! Thanks again for you contribution! Hope to see more quality of life stuff like this added to the UV editor in the future. Its badly needed hahah 😅
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
6 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#117381
No description provided.