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Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
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This was missing from when Face Sets were enabled in Multires, so it was
always considering that all vertices in the grids are visible. This
should also fix other unreported bugs.
Reviewed By: sergey
Maniphest Tasks: T76776
Differential Revision: https://developer.blender.org/D7809
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7889
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This removes the smooth shading rendering from the face set overlay when
smooth shading is enabled.
Reviewed By: jbakker
Maniphest Tasks: T74906, T74622, T75331, T76530
Differential Revision: https://developer.blender.org/D7105
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When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.
There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.
In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.
Reviewed By: Clément Foucault, Pablo Dobarro
Maniphest Tasks: T75908
Differential Revision: https://developer.blender.org/D7701
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nearest_vertex_co was not reset when a new triangle was intersected by
the ray, so it was always returning the closest vertex to the real
cursor position in any triangle, which was not always the triangle under
the cursor.
Reviewed By: sergey
Maniphest Tasks: T75968
Differential Revision: https://developer.blender.org/D7485
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This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.
Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D7475
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Should be no functional changes.
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These values were hardcoded before Face Sets were enabled for Multires,
so enable the show_face_sets checks now.
Reviewed By: jbakker
Maniphest Tasks: T75329
Differential Revision: https://developer.blender.org/D7444
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The Layer brush was in Blender before 2.81, when the sculpt API was
introduced. It had a huge amount of bugs and glitches which made it
almost unusable for anything but the most trivial cases. Also, it needed
some hacks in the code just to support the persistent base.
The brush was completely rewritten using the Sculpt API. It fulfills the
same use case as the old one, but it has:
- All previous artifacts fixed
- Simpler code
- Persistent base now works with multires thanks to the sculpt API
- Small cursor widget to preview the layer height
- More controllable and smoother strength and deformation
- More correct masking support
- More predictable invert support. When using persistent base, the brush invert mode resets to layer height 0, instead of jumping from +1 to -1. The brush can still be inverted in the brush direction property.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7147
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In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
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This fixes the following issues:
- Previously, the face set from the active vertex was used directly. Vertices always return the most recently created face set, so in some cases there may be some face sets that were not possible to select as active. Now the active face set is set in the ray intersection, so it always matches the face under the cursor.
- When drawing face sets they were set per vertex, so it was not possible to paint one face at a time. Now face sets are painted per poly when using the brush on meshes, testing the distance to the center of each poly.
- The code for the active vertex on PBVH_GRIDS was not correct, so I also fixed that to test if everything was working correctly.
{F8441699}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7303
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This implements the Sculpt Mode API functions needed for Face Sets and
visibility management for PBVH_GRIDS. No major changes were needed in
the operators and the sculpt mode code. This implementation stores the
face sets in the base mesh, so faces created in higher subdivision
levels can't be modified individually. Also, we are not checking for
multiple face sets per vertex (that can be added in the future), so
relax tools don't work yet. The rest of the features (paint, undo,
visibility operators..) work as expected.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7168
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This introduces a variable to store a face set ID which is going to be
rendered white. When initializing a mesh or randomizing the colors, this
variable gets updated to always render a white face set. This way the
face set overlay can be enabled without adding colors to the mesh if
face sets are not in use. After creating the first face set, new colors
are generated randomly like usual.
The face set stored as default does not have any special meaning for
tools or brushes, it just affects the rendering color.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7035
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Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
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The coordinates should be read from the PBVH when using deform modifiers.
This is needed for the cloth brush to work with subdivisions, as it reads the
vertex coordinates using this function when building and updating the
constraints.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6967
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Currently, there its a function that sets manually the fully_hidden flag
of the nodes from the visibility operators in paint_hide.c. The undo
code was not updating the flag, so the visibility state of the nodes was
incorrect after preforming undo operations. This sometimes was drawing
fully hidden nodes with empty buffers, causing artifacts in the
geometry.
I added a function to mark nodes which visibility state changed (similar
as we are updating the mask flags and the nodes bounding boxes). This
way, the tools, operators and undo code don't have to update the
visibility flags, making everything much simpler to understand and
maintain.
I did not remove the flag update code from the current visibility
operators in this patch, but after reimplementing them (and all the new
ones) in the new visibility system, all visibility updates should be
done using this method and the BKE_pbvh_node_fully_hidden_set function
should be removed.
Reviewed By: jbakker
Maniphest Tasks: T72721
Differential Revision: https://developer.blender.org/D6767
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- Replace 'unsigned' used on it's own with 'uint'.
- Replace 'unsigned const char' with 'const uchar'.
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When a node was partially/fully hidden, this was causing the mask flags
to update incorrectly because it was not checking all vertices, so they
were assigned the fully_masked state and not updating in the transform
tool and mesh filter.
Reviewed By: jbakker
Maniphest Tasks: T73094
Differential Revision: https://developer.blender.org/D6573
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This solves performance issues on some computers where there is significant
threading overhead. Rather than doing the complicated work of optimizing our
own task scheduler, use TBB which appears to work well. The downside is that
we have another thread pool, but it is already there when using OpenVDB voxel
remesh.
For future releases we can switch to using TBB to replace our task scheduler
implementation entirely, and use the same thread pool for BLI_task, Cycles,
Mantaflow, etc.
Differential Revision: https://developer.blender.org/D6030
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With this commit sculpt mode draws the real mesh wireframe instead of the
triangulated version by ignoring non real edges when building the PBVH GPU buffers
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6032
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Also cleanup code to remove duplicated min_depth tracking, ray intersection
already does it.
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changes
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This commit introduces flags to tag the PBVH nodes as fully masked or unmasked. This is used in do_brush_actions to filter fully masked nodes during a stroke. Other tools can also be updated to use this flags.
Sculpt updates now require a flag to update the mask or the vertex coordinates.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5935
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Also use MEM_SAFE_FREE to simplify code.
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Ref T70295
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Also applies to some other sculpt tools like filter and mask expand.
The full update happens after the paint stroke is finished, so it does not
happen on view navigation, which would cause a delay.
Ref T70295
Differential Revision: https://developer.blender.org/D5922
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This improves performance of some sculpt tools, particularly those that modify
many vertices like filter and mask tools, or use brushes with large radius.
For mask expand it can make updates up to 2x faster on heavy meshes, but for
most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to
solve, like normal updates.
Ref T70295
Differential Revision: https://developer.blender.org/D5926
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This is under the assumptions that each node has enough work to avoid
the threading overhead, while also having a possible variable amount of
work. For example most of the vertices being masked or outside of the
brush radius.
Improves performance by about 10% for tools like mesh filter on an
entire 3 million poly mesh, tested on a quad core.
Ref T68873
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Easier to experiment with different settings this way.
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Use all 6 clipping planes for drawing.
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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This commit includes the new brush cursor, active vertex updates and the normal radius brush property for all sculpt brushes.
-The new brush cursor previews the real stroke radius over the mesh and the sampled sculpt normal.
-The active vertex is used in sculpt tools and brushes as a starting point for an operation, similar to a preselection. It is also mirrored following the enabled symmetry options to preview the stroke symmetry.
-The normal radius brush property limits the radius that is going to be used to sample the sculpt normal and area center. It controls how closely the cursor follows the surface and it improves the behavior of most brushes, making them suitable for hard surface sculpting.
Reviewed By: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D3594
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This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
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This should have been removed in 2.80 as the functionality was removed.
This feature now does not do anything and can be removed.
Differential Revision: https://developer.blender.org/D5411
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TLS and Settings can be used by other types of parallel 'for loops', so
removing 'Range' from their names.
No functional changes expected here.
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The PBVHs raycast function calls `isect_ray_tri_epsilon_v3` with epsilon `0.1` which is inaccurate and may result in the problem presented in T65620.
The solution is to use `isect_ray_tri_watertight_v3` instead `isect_ray_tri_epsilon_v3`.
This can positively affect other areas as well.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5083
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