Blur brush(Weight Paint): Take edge distance into consideration when blurring weights #87238
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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 @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:
weight_paint_blur-2021-04-06_12.47.00.mp4
weight_paint_blur_test.blend
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:
weight_paint_rex_blur-2021-04-06_15.37.04.mp4
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:
weight_paint_rex_edges_removed-2021-04-06_15.38.18.mp4
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.
Added subscribers: @ZedDB, @Mets
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
I guess this can be in "confirmed" status then.
Confirmed to still be an issue. I'll take a crack at this.
Unassigning from myself for now. I would still like to take a crack at this eventually, but I won't be tackling it immediately, so leaving it open for someone else to take on in the mean time it best, I think.