PBVH image texture painting implementation #96225

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opened 2022-03-07 18:47:13 +01:00 by Brecht Van Lommel · 30 comments

This is an list of tasks to implement #96223 (PBVH image texture painting technical design). There is a mix of short and long term tasks, the target Blender release of each is unknown still.

Dependencies (Blender 3.2)

3D Texture Brush

  • 3D brush prototype (temp-3d-texturing-brush-b branch) D14261: WIP: 3D Texturing brush experiments.
  • PBVH iterator refactor to use C++?
  • Optimized GPU updates
    • Only modified tiles
    • Disable/optimize mipmaps
    • #103244 (3D Texturing: Limit Eevee samples to 1 during paint stroke.)
  • Brush Optimizations
    • #101489 (Sculpt: Evaluate multiple paint steps at the same time.)
    • #101490 (Sculpt: Split clipping test from brush test.)
  • #96709 (Select painting target for paint brushes)
  • #96710 (Add support for pixels in PBVH)
  • #97352 (3D texturing: Fix seam bleeding)
  • #97353 (PBVH: Split PBVH Pixels into more nodes.)
  • #96708 (Migrate Texture To Texture mask for existing brushes)
  • #97344 (3D texturing: Move pixel extraction to a background job)
  • #97479 (Add undo support to PBVH image texturing painting.)
  • #104117 (3D Texturing: When changing the texture resolution, the pixel data isn't recreated)

Canvas Selector

  • #97345 (Canvas Selector UX: Add option to create color layers directly from the popover.)
  • #97346 (Canvas Selector UX: Add option to create a color attribute in material mode.)
  • Proper naming (Not just mentioning textures in "Material" mode)
  • Implement "Add Simple UVs" button

Modes

  • Move both sculpt vertex color and image texture painting to dedicated Paint mode
    • Stencil Mask (#97955)
    • External Quick Edit
    • Cavity Masking (#98383)
  • Make Paint mode feature complete enough to remove old Vertex Paint mode
    • Vertex/Face selection masking (#97955)
    • Dirty Vertex Colors (Already implemented as "Dirty Mask". Is just lacking adjust last operation options) (#98383)
    • Vertex color from Weight

Tools

  • #98589 (Paint Mode: Color Sampling)
  • #98590 (Paint Mode: Erasing)
  • Fill
  • Blur
  • Projection
    • #98593 (Paint Mode: Backface Occlusion)
    • 3D Lattice to control projection
  • #98601 (Paint Mode: Clone Brush)
  • Smear
  • Masking
    • Vertex, Face & Pixel level masking (#97955)
    • Auto masking (Topology, Face Sets, Boundaries) (#99203)
    • Create mask by color tool
    • Mask Filters
  • Face Sets
    • Pixel level "face sets" (ID maps)
  • Color Filter
This is an list of tasks to implement #96223 (PBVH image texture painting technical design). There is a mix of short and long term tasks, the target Blender release of each is unknown still. **Dependencies (Blender 3.2)** - [x] [D12587: Move Sculpt Colors From Experimental](https://archive.blender.org/developer/D12587) - [x] [D13897: PBVH Draw Support for EEVEE](https://archive.blender.org/developer/D13897) - [x] [D14179: Revamp Vertex Paint With C++](https://archive.blender.org/developer/D14179) (Support both per-vertex and per-corner colors in old Vertex Paint mode) **3D Texture Brush** - [x] 3D brush prototype (`temp-3d-texturing-brush-b` branch) [D14261: WIP: 3D Texturing brush experiments.](https://archive.blender.org/developer/D14261) - [ ] PBVH iterator refactor to use C++? - [ ] Optimized GPU updates - [x] Only modified tiles - [x] Disable/optimize mipmaps - [ ] #103244 (3D Texturing: Limit Eevee samples to 1 during paint stroke.) - [ ] Brush Optimizations - [ ] #101489 (Sculpt: Evaluate multiple paint steps at the same time.) - [ ] #101490 (Sculpt: Split clipping test from brush test.) - [x] #96709 (Select painting target for paint brushes) - [x] #96710 (Add support for pixels in PBVH) - [ ] #97352 (3D texturing: Fix seam bleeding) - [x] #97353 (PBVH: Split PBVH Pixels into more nodes.) - [ ] #96708 (Migrate Texture To Texture mask for existing brushes) - [ ] #97344 (3D texturing: Move pixel extraction to a background job) - [x] #97479 (Add undo support to PBVH image texturing painting.) - [ ] #104117 (3D Texturing: When changing the texture resolution, the pixel data isn't recreated) **Canvas Selector** - [x] #97345 (Canvas Selector UX: Add option to create color layers directly from the popover.) - [x] #97346 (Canvas Selector UX: Add option to create a color attribute in material mode.) - [ ] Proper naming (Not just mentioning textures in "Material" mode) - [ ] Implement "Add Simple UVs" button **Modes** - [ ] Move both sculpt vertex color and image texture painting to dedicated Paint mode - [ ] Stencil Mask (#97955) - [ ] External Quick Edit - [x] Cavity Masking (#98383) - [ ] Make Paint mode feature complete enough to remove old Vertex Paint mode - [ ] Vertex/Face selection masking (#97955) - [x] Dirty Vertex Colors (Already implemented as "Dirty Mask". Is just lacking adjust last operation options) (#98383) - [ ] Vertex color from Weight **Tools** - [ ] #98589 (Paint Mode: Color Sampling) - [ ] #98590 (Paint Mode: Erasing) - [ ] Fill - [ ] Blur - [ ] Projection - [x] #98593 (Paint Mode: Backface Occlusion) - [ ] 3D Lattice to control projection - [ ] #98601 (Paint Mode: Clone Brush) - [ ] Smear - [ ] Masking - [ ] Vertex, Face & Pixel level masking (#97955) - [ ] Auto masking (Topology, Face Sets, Boundaries) (#99203) - [ ] Create mask by color tool - [ ] Mask Filters - [ ] Face Sets - [ ] Pixel level "face sets" (ID maps) - [ ] Color Filter
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscribers: @brecht, @Jeroen-Bakker, @JosephEagar

Added subscribers: @brecht, @Jeroen-Bakker, @JosephEagar

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For feature requests and feedback please use other channels:
https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

This task is purely for development planning, anything else is considered off topic here.

For feature requests and feedback please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests This task is purely for development planning, anything else is considered off topic here.

Added subscriber: @BertVandenBosch

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I think we should use the C++ task API for this. It makes for much cleaner code, and helps avoid the proliferation of either lots of little structs, or one giant one (e.g. SculptThreadedTaskData).

I think we should use the C++ task API for this. It makes for much cleaner code, and helps avoid the proliferation of either lots of little structs, or one giant one (e.g. SculptThreadedTaskData).

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In order to not cause any regression I added some features in the description from the Vertex & Image Paint modes that would need to be implemented in Paint Mode.
Any further design and to-do tasks can then take them into account.

In order to not cause any regression I added some features in the description from the Vertex & Image Paint modes that would need to be implemented in Paint Mode. Any further design and to-do tasks can then take them into account.
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Julien Kaspar added this to the Sculpt, Paint & Texture project 2023-02-08 10:48:53 +01:00
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Reference: blender/blender#96225
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