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tuhopuu windows (04/06/18) CVS plus UV texture paint

Posted: Fri Jun 18, 2004 10:44 pm
by bjornmose
in CVS
1. resolved LSCM seam subdividing problem
2. fixed 'green' render

plus:
played around with texture paint in UV editor:
make it like an airbrush
a LMB click sprays
and dragging the mouse only fires at 1/4 of brush size movements
--> makes transparent painting a little easier
hmm ... we need more brushes , i know
1. full paint
2. airbrush
3. softern/sharpen
4. light up /darken
...
suggestions?
build is here:
http://home.t-online.de/home/wund.five/ ... 040618.zip
or here:
http://home.t-online.de/home/wund.five/ ... vel/build/

have fun
BM

Posted: Fri Jun 18, 2004 11:57 pm
by jd-multi
Whow man, that new uv painting tools is super cool. I defently like it. Down here I wrote some things that can be added or improved:
- Undo function on painting, would be really usefull
- Layers? like painting on a layer, and when wrong, you can stuff it away without effecting the real texture.
- Multi texture mapping, add an 2th texture on the default one
- More burshed :D
- Keep working on this, it's a really awesome feature, keep developng. :o

Posted: Sat Jun 19, 2004 3:19 pm
by Monkeyboi
Nice!

Maybe in the Image menu, it could say 'New' as well as 'Load...' so that you could start painting from scratch. It seems silly that you HAVE to paint on top of an existing image.


Ideally we need real layers with opacity and blend mode settings. I have come up with a layers system that could work for texture buttons, 3D window layers, material buttons, effects, and everything with layer type architecture. Here it is (as from the effects buttons):

Image

This could be a popup in the UV/Image Editor. It allows for layer selection, naming, and there could be inserted a Photoshop style 'eye' symble for each layer to turn them off. Layers would be most useful, although alpha channels and masks are maye a bit OTT.

Posted: Sat Jun 19, 2004 10:25 pm
by TorQ
Ok, I have to say I am very excited that you are interested in the paint tool, Bjornmose!! I use the paint tool at work to paint character textures almost everyday. I think that the suggestions mentioned already are great but I think most of them put the cart before the horse! We need some very basic features first. The features that I feel would most greatly enhance the Paint tool without being too much of a leap are:


Speed Improvements - Any speed improvements to the basic tool would be awesome! Unfortunately the tool becomes more or less unuseable if your texture is any bigger than 512X512.. :(

Create New Image- Like Monkeyboi mentioned, this one is a no brainer. We should be able to create a blank image and set its size.

Soft Edged Brush - Image Here is an example of the two most used types of brushes, the hard edged brush on the left is like Blender's current paint brush, the soft edged brush on the right is what we need to get truly airbrush like painting.

Line - the implementation that I imagine would be like this. The user LEFT clicks once in the workspace where they want the beginning of the line to be, then CRTL+LEFT click where they want the line to end and the line would be draw between the two points (ala sketch edges). This is similar to implementations in Photoshop and the GIMP.

Bucket Fill - Useful for filling large areas with a single color

Polygon Lasso Select - While various types of selection tools would be nice I am only going to request the one that I think would be the most flexible. Selection can be used as a mask while painting. The tool would function like the knife tool where the user Right Clicks in succession to created the polygonal selection. Pressing the Shift key while selecting adds to a selection and pressig alt subtracts. The option to invert a selection would also be cool.

Copy/Paste/Move Selection - In tandem with the Selection tool Copy/Paste/Move selection would be great and has many uses.

Undo - Finally undo. While I have been living without undo, it no doubtably would be a life changing experience to have undo in the paint tool! :)

Thanks again, Bjornmose, for any and all work that you may do on this feature!!


Matt


P.S. I'm definetly not against layers! :)

Posted: Sun Jun 20, 2004 6:43 am
by zygom
is it possible later to have bitmap brushes or to use GIMP's gbr brushes

Posted: Sun Jun 20, 2004 9:24 pm
by harkyman
I've been using Photoshop professionally for at least seven years now. I'm really good. If you want to do any texture work directly in Blender, an essential painting tool is the clone brush (opt-click on an area, then painting somewhere else uses the referenced spot for the painted color). When working with photos for textures, this is the tool I spend of 90% of my time using.

Posted: Mon Jun 21, 2004 9:04 pm
by TorQ
I having been using the builds with LSCM lately and have noticed that it is too easy to mess up your uvs by accidentally hitting the E KEY. I suggest the addition of a confirm popup or a cancel. Thanks.


TorQ

Posted: Tue Jun 22, 2004 12:36 am
by Caronte
Any news in the bridge tool (Ctrl+Shift+F)? or it's finally abandoned? :(

Posted: Wed Jun 23, 2004 5:49 am
by modron
in pixia brushes are simple grayscale bitmaps. same in photoshop i think.

Posted: Wed Jun 23, 2004 10:25 am
by bjornmose
TorQ wrote: ... but I think most of them put the cart before the horse! We need some very basic features first.
very true ....
TorQ wrote: Soft Edged Brush - Image Here is an example of the two most used types of brushes, the hard edged brush on the left is like Blender's current paint brush, the soft edged brush on the right is what we need to get truly airbrush like painting.
not quite correct...
the brush created in blender knows 2 radii :
the outer and the inner circle. within the inner circle the alpha chanel is constant. from the inner to the outer alpha does a linear drop. the inner circle is set to half the outer circle. Though code allows changing it, this was never pulled up to UI. ( seems lot of good ideas have been abandoned half way )
TorQ wrote: Speed Improvements - Any speed improvements to the basic tool would be awesome! Unfortunately the tool becomes more or less unuseable if your texture is any bigger than 512X512.. :(
Mayor issue with this :
every mouse move fires drawing and after that "the universe and the rest " is updated.
this not only leads to terrible slow down but also
a. spoils transparent painting (brush if fired far too often)
b. gives unpredictable results, since zooming changes the "virtual" density of the brush

so this testing build introduced a reliable firing the brush after and only after mouse moved 1/4 of the brush diameter. Results are still a mess if you move the mouse too fast, since then some mouse movements get "lost"-> leaving holes in the paint.
besides of getting better transparence you should notice a slight performance improvent (because the "universe" is updated less often)

have fun
BM

Posted: Wed Jun 23, 2004 6:41 pm
by Zenitor
What I have been trying is using texture paint directly onto the mesh,
Save image, then reload same image in material texture as a displacement,
render at low setting.... about 10 seconds of clicking madly....

mainly just rendering it to see how deep the displacement is with different shades of grey, this is slow and tedious but quiet effective
I'm looking forward to any improvements to brushes or means of speeding up this aproach :)
with displacement: what gray scale does blender use? it seems to jump in steps?

Posted: Wed Jun 23, 2004 8:09 pm
by TorQ
I finally got a chance to try out the pinning stuff last night. All I have to say is ROCKIN! That feature kicks much a$$ for game texture mapping!! Woo!

TorQ

Posted: Wed Jun 23, 2004 9:26 pm
by modron
er,...what does the pinning do exactly? i noticed it there, but i have no idea what it does.
<edit> also,....is there some kind of physics animation integration in this? i noticed there were ipo slots for gravity and 'gfall' ( ? ) but i'm not sure how to go about applying physics to my anims.

Posted: Thu Jun 24, 2004 12:03 am
by TorQ
Here's an example. In a game texture you want all of your uvs to fit into a square and its easier to fit them all into a square if the uv "islands" are square or rectangular. So what you do is select some faces, the arm for example, set its seam and do the LSCM. Now in the UV editor quickly square up the sides of the uv island and pin those verts. Now select the uv island and do LSCM again. This time it will try to do the algorithm based on the constraints you've given it.


TorQ

Posted: Thu Jun 24, 2004 1:15 am
by modron
ok but what is LSCM? :?: