You can make almost 0% weight paintings that cannot be painted out with 0% weight brush. And you can highlight it with "zero weight" -setting from viewport overlays. #72552

Closed
opened 2019-12-18 17:09:47 +01:00 by Artturi Mäntysaari · 5 comments

2.81

Short description of error

On weight paint mode, you can create something that looks like 0% weight selection on your object. You need to have a really extreme settings in your modifier if you wanna use that in anything. (I am for example using shrink wrap with -1000000015047466219876688855040m offset setting currently and it doesn't do anything on some of the weight painted areas I did.) I think it's nice that we have accuracy in weight paintings but is there some practical reason why I cannot paint it out with 0% weight 100% strength brush? I would expect that if I wanna make for example 0.000000000000000000001% weight paintings, I would use that as my brush weight. Now it seems that you cannot very easily do 0% paintings with 0% weight brush.

Exact steps for others to reproduce the error

Paint with very faint brush. For example 0.001 weight and 0.001 strenght brush. Then try to remove your paintings with 0 weight and 1 strength brush with smooth falloff. You can highlight your weight paintings from "view-port overlays" "zero weights" -settings. Try for example shrink wrap modifier to display how much your weight paintings has an effect on anything. You can have to go to ridiculously big numbers that has 0 practical use cases. That my number for example is quite many light years and yet still it has no effect on my vertex group...
https://www.dropbox.com/s/3iz9igjohn2hsdr/zero%20paint.blend1?dl=0

Image: https://i.imgur.com/hnC77XL.png

Why do I think this is important:
On preferences -> editing -> weight paint, you can set up a custom color ramp to change the weight paint colors. I don't like the default ones, so I wanted to have a specific color for 0 and 1 values to make the weight painting easier. Then I realised that I cannot add the ramp flag on the ramp with the same accuracy the weight paint supports, so I can always paint little bit closer to 0 without never reaching it and that's a problem for the color ramp idea.

2.81 **Short description of error** On weight paint mode, you can create something that looks like 0% weight selection on your object. You need to have a really extreme settings in your modifier if you wanna use that in anything. (I am for example using shrink wrap with -1000000015047466219876688855040m offset setting currently and it doesn't do anything on some of the weight painted areas I did.) I think it's nice that we have accuracy in weight paintings but is there some practical reason why I cannot paint it out with 0% weight 100% strength brush? I would expect that if I wanna make for example 0.000000000000000000001% weight paintings, I would use that as my brush weight. Now it seems that you cannot very easily do 0% paintings with 0% weight brush. **Exact steps for others to reproduce the error** Paint with very faint brush. For example 0.001 weight and 0.001 strenght brush. Then try to remove your paintings with 0 weight and 1 strength brush with smooth falloff. You can highlight your weight paintings from "view-port overlays" "zero weights" -settings. Try for example shrink wrap modifier to display how much your weight paintings has an effect on anything. You can have to go to ridiculously big numbers that has 0 practical use cases. That my number for example is quite many light years and yet still it has no effect on my vertex group... https://www.dropbox.com/s/3iz9igjohn2hsdr/zero%20paint.blend1?dl=0 Image: https://i.imgur.com/hnC77XL.png Why do I think this is important: On preferences -> editing -> weight paint, you can set up a custom color ramp to change the weight paint colors. I don't like the default ones, so I wanted to have a specific color for 0 and 1 values to make the weight painting easier. Then I realised that I cannot add the ramp flag on the ramp with the same accuracy the weight paint supports, so I can always paint little bit closer to 0 without never reaching it and that's a problem for the color ramp idea.

Added subscriber: @ArtturiMantysaari

Added subscriber: @ArtturiMantysaari

Added subscriber: @StephenSwaney

Added subscriber: @StephenSwaney

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Stephen Swaney self-assigned this 2019-12-19 02:02:03 +01:00

-1000000015047466219876688855040m
0.000000000000000000001

You are way beyond single precision floating point number resolution here.
Closing as Not a Bug

> -1000000015047466219876688855040m > 0.000000000000000000001 You are way beyond single precision floating point number resolution here. Closing as Not a Bug

In #72552#831441, @StephenSwaney wrote:

-1000000015047466219876688855040m
0.000000000000000000001

You are way beyond single precision floating point number resolution here.
Closing as Not a Bug

Please, if you have time, can you explain from where the additional resolution is coming from then? If you test the file I linked here, you can can still make the vertex group effective by decreasing the offset value in shrink wrap modifier even more. I understand it in a way that the resolution of the weight paint has to be high enough and shrink wrap has to support that big numbers. Otherwise it wouldn't work by that way it now works.

Also the problem of not being able to paint the weight paint out still exists.

> In #72552#831441, @StephenSwaney wrote: >> -1000000015047466219876688855040m >> 0.000000000000000000001 > > You are way beyond single precision floating point number resolution here. > Closing as Not a Bug Please, if you have time, can you explain from where the additional resolution is coming from then? If you test the file I linked here, you can can still make the vertex group effective by decreasing the offset value in shrink wrap modifier even more. I understand it in a way that the resolution of the weight paint has to be high enough and shrink wrap has to support that big numbers. Otherwise it wouldn't work by that way it now works. Also the problem of not being able to paint the weight paint out still exists.
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Reference: blender/blender#72552
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