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Blur brush(Weight Paint): Take edge distance into consideration when blurring weights
Confirmed, NormalPublic

Description

The current Blur brush is difficult to use in cases where the mesh topology is not very uniform. More vertex-dense areas will get affected by the weight blurring "less".

I discussed this briefly with @Sebastian Parborg (zeddb) over chat, also with a quick look at D10068 which seems like it could be useful for improving the Blur brush.

Here is a simple example:

As you can see, when the cylinder has fairly uniform density, the result I get from blurring is what I expect(even if it looks ugly in this example), but when I add extra edge loops, the result is totally different. This is not necessarily unexpected, and in some cases it might even be desired. So here's a more realistic example, on an actual character with details modeled in:

Notice especially the banding of the colors. I was blurring it as much as I could, but there'd still be clearly visible bands where the topology is more dense.
If I remove some edge loops to try to get more evenly distributed faces, I can make a clean gradient again, with no bands:

The goal would be to be able to create a clean gradient like this, even with uneven topology. This could allow rigging more complex meshes "directly" rather than using indirect methods like Mesh Deform/Surface Deform, which come with their own sets of inherent limitations.

Event Timeline

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.Wed, Apr 7, 9:10 AM

I guess this can be in "confirmed" status then.