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Proportional Editing Vertex Gradient
Needs ReviewPublic

Authored by Benjamin Sauder (kioku) on May 2 2019, 10:34 PM.
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Details

Summary

Hi there,

this patch adds a vertex gradient visualization for the proportional editing falloff. This should work across different modes and objects as far as I can tell.

Here are two examples of mesh edit mode and uv edit:

Right now the colors are tweakable in the user theme settings, and the drawing of the gradient can be toggled in the recently revamped proportional editing popover.

Maybe its preferred to just use the weight mapping colors?
(Adding it to the theme settings was more of a personal exercise on how to add it there...)

The drawing itself is done in transform.c -> drawTransformView - by just using the TransInfo verts in a gpu immedite call. As depth test off isn't always a viable option to just draw over the scene I altered the GPU_SHADER_3D_FLAT_COLOR to account for the depth offset which happens to the regular vert drawing.
Im a bit unsure about this approach, I basically just followed what the other transform draw calls where doing - hope it's okay.

Thanks for your time.

Diff Detail

Event Timeline

Currently it looks like this:

However, the issue is that it's only visible while moving. This is when you just select elements:

IMO it would be far more useful if it was visible always when something is simply selected, before you start to move. Then you could judge the size immediately.

Edit: Probably making them always visible is much harder technically due to how transform in Blender works. Even if this is only visible while transforming initially, it's still a welcome improvement.

IMO it would be far more useful if it was visible always when something is simply selected, before you start to move. Then you could judge the size immediately.
Edit: Probably making them always visible is much harder technically due to how transform in Blender works. Even if this is only visible while transforming initially, it's still a welcome improvement.

nice to see that it worked on your end too - and yes, that way around would be much more intuitive, but sadly this is really not how it is working right now. What I did there is not really intrusive to the current system and a bit of a low hanging fruit.

So yeah there are several things which could make proportional editing nicer:

  • preview & set size before doing an actual transform operation
  • proper geodesic distance support
  • user input for the falloff curve

But this is all a bit out of scope for this patch :)

Right - I think this is a nice improvement given Blender's current system and limitations. Later on it could be interesting to add gradient outside of transform, but for now it's already a nice improvement I think.

Way awarded a token.May 7 2019, 1:53 AM
AV (Dspazio) added a subscriber: AV (Dspazio).

small consistency tweak, uses dots instead of squares as vertex shape.

  • rebase to current master.
CobraA (CobraA) added a subscriber: CobraA (CobraA).

Plz get this into 2.81, it's less than 2 weeks before feature freeze :)