Thanks for the insight, Kévin! Oh right, I didn't really consider how the data would be saved so that a user can continue painting over multiple sessions. It does seem most straightforward to save everything in the .blend file, though that could result in really big .blend files. Perhaps a layer unpacking feature, similar to texture unpacking, could be useful for reducing .blend file size after a user is done painting, but I'll have to look more into how external data packing works.
Also thanks, Yury, for the suggestion! That sounds like multi-layer painting, but also with some presets -- maybe like a simple version of Substance Painter's material library? I'm focusing more on getting the basis of layer support implemented in my project, but that is a feature I would really like to add later on, maybe even after GSoC. I'll have to see how it goes! Best, Cheryl On Mon, Mar 26, 2018 at 6:53 AM, Yury Baranov <[email protected]> wrote: > Hi, Cheryl Chen! > Also, with new Eevee engine, you should consider making "material painting" > which means simultaneous painting on multiple bitmaps with different > colors. > For example, "paint with shiny copper metal" means: > - paint copper-red color in albedo/basecolor channel > - paint white color in metalness channel > - paint black color in roughness channel > All at the same time. > That will be really cool feature, and very close to your initial proposal. > > 2018-03-26 0:00 GMT+03:00 Kévin Dietrich <[email protected]>: > > > Le 2018-03-23 00:28, Cheryl Chen a écrit : > > > > > Thank you for the support, Ricardo, and thanks for the feedback, Kévin! > > > I hadn't really considered how to deal with the performance issues, and > > > your diff is a really helpful reference as well. May I ask what other > > > difficulties you encountered while working on this feature? It may be > > > because of time constraints and changes to the Blender codebase, but it > > is > > > a bit concerning that a fair bit of work has gone into building layer > > > support (seeing that there also was a GSoC project in 2010), and it > > hasn't > > > really been completed yet. It will be really helpful to gain some more > > > insight, as I may be approaching this task too naively... > > > > > > Best, > > > Cheryl > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > Performance was the main issue during the various implementation > > efforts. Then there is also the case of how to save layer data as > > Blender does not save images currently. However, in the diff, this > > behavior was changed such that image data and layers are saved to .blend > > files. So performance and I/O are the important bits. > > > > Regards, > > > > Kévin. > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
