Blur brush(Weight Paint): Take edge distance into consideration when blurring weights #87238

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opened 2021-04-06 15:50:09 +02:00 by Demeter Dzadik · 6 comments
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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.

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](https://archive.blender.org/developer/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](https://archive.blender.org/developer/F9921811/weight_paint_blur-2021-04-06_12.47.00.mp4) [weight_paint_blur_test.blend](https://archive.blender.org/developer/F9921812/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](https://archive.blender.org/developer/F9921836/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](https://archive.blender.org/developer/F9921839/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.
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Added subscribers: @ZedDB, @Mets

Added subscribers: @ZedDB, @Mets
Sebastian Parborg was assigned by Demeter Dzadik 2021-04-06 16:27:29 +02:00
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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I guess this can be in "confirmed" status then.

I guess this can be in "confirmed" status then.
Philipp Oeser removed the
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label 2023-02-09 14:35:51 +01:00
Nathan Vegdahl self-assigned this 2023-05-30 12:43:49 +02:00
Sebastian Parborg was unassigned by Nathan Vegdahl 2023-05-30 12:44:08 +02:00
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Confirmed to still be an issue. I'll take a crack at this.

Confirmed to still be an issue. I'll take a crack at this.
Nathan Vegdahl added
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labels 2023-05-30 12:47:19 +02:00
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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.

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.
Nathan Vegdahl removed their assignment 2023-06-19 11:08:53 +02:00
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Reference: blender/blender#87238
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