Regression for brush bleed with quads #52453

Closed
opened 2017-08-19 16:29:43 +02:00 by ChameleonScales · 8 comments

System Information
Linux Manjaro 64-bit
GeForce GT 640

Blender Version
Broken: 2.79 RC1 down to 2.76
Worked: 2.75a and previous versions

Short description of error

Up until 2.75a, the texture brush bleed performed on quads using the bisectors of the quads :

2.75a quad.png

but since 2.76 up until 2.79 RC1, it performs on the triangles that compose the quads :

2.76 quad.png

this brought undesirable results such as an uneven thickness of the bleeding :

quad grid comparison.png

increasing the bleed value is not a good way to counteract this problem since it increases the chances of bleeding into another UV island or bleeding inside the very island we're painting in, as shown by the white arrows here (a texture stencil was used in the brush to make it visible everywhere) :

2.76 quad grid 2.png

Exact steps for others to reproduce the error

  • in 2.75a open this file bleeding regression.blend and click on the cube to fill it with paint with the fill brush
  • observe the image
  • do the same in any later version
**System Information** Linux Manjaro 64-bit GeForce GT 640 **Blender Version** Broken: 2.79 RC1 down to 2.76 Worked: 2.75a and previous versions **Short description of error** Up until 2.75a, the texture brush bleed performed on quads using the bisectors of the quads : ![2.75a quad.png](https://archive.blender.org/developer/F718634/2.75a_quad.png) but since 2.76 up until 2.79 RC1, it performs on the triangles that compose the quads : ![2.76 quad.png](https://archive.blender.org/developer/F718636/2.76_quad.png) this brought undesirable results such as an uneven thickness of the bleeding : ![quad grid comparison.png](https://archive.blender.org/developer/F718638/quad_grid_comparison.png) increasing the bleed value is not a good way to counteract this problem since it increases the chances of bleeding into another UV island or bleeding inside the very island we're painting in, as shown by the white arrows here (a texture stencil was used in the brush to make it visible everywhere) : ![2.76 quad grid 2.png](https://archive.blender.org/developer/F718640/2.76_quad_grid_2.png) **Exact steps for others to reproduce the error** - in 2.75a open this file [bleeding regression.blend](https://archive.blender.org/developer/F718547/bleeding_regression.blend) and click on the cube to fill it with paint with the fill brush - observe the image - do the same in any later version

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @ChameleonScales

Added subscriber: @ChameleonScales
ChameleonScales changed title from Regression between 2.75a and 2.76 onwards for brush bleed with quads to Regression since 2.76 onwards for brush bleed with quads 2017-08-19 16:30:38 +02:00

Added subscriber: @autumnpioneer

Added subscriber: @autumnpioneer
ChameleonScales changed title from Regression since 2.76 onwards for brush bleed with quads to Regression for brush bleed with quads 2017-08-19 16:49:52 +02:00

Added subscriber: @brecht

Added subscriber: @brecht

Why not add this information to #50831? It looks like exactly the same issue as reported there.

Why not add this information to #50831? It looks like exactly the same issue as reported there.

Note that even the non-regressed version doesn't completely fix the issues mentioned in the other task in terms of parallelism between the UV edge and the bled edge. If the quad is distorted, you lose that parallelism :

distorted quad.png

and there can still be some issues like bleeding inside the island and uneven thickness on some meshes :

curvy quad mesh.png

the other task is more of a request for a better bleeding method all in all, whereas this task is specific to bringing back at least the quad support.

Note that even the non-regressed version doesn't completely fix the issues mentioned in the other task in terms of parallelism between the UV edge and the bled edge. If the quad is distorted, you lose that parallelism : ![distorted quad.png](https://archive.blender.org/developer/F718625/distorted_quad.png) and there can still be some issues like bleeding inside the island and uneven thickness on some meshes : ![curvy quad mesh.png](https://archive.blender.org/developer/F718627/curvy_quad_mesh.png) the other task is more of a request for a better bleeding method all in all, whereas this task is specific to bringing back at least the quad support.

Closed as duplicate of #50831

Closed as duplicate of #50831

Closing the other one and keeping this one would make more sense to me, as the other one doesn't qualify as a valid bug report (more as a feature request), whereas this one does, as I explained in my previous commentary, but I'll leave it to you from here.

Closing the other one and keeping this one would make more sense to me, as the other one doesn't qualify as a valid bug report (more as a feature request), whereas this one does, as I explained in my previous commentary, but I'll leave it to you from here.
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Reference: blender/blender#52453
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