Re: [Bf-committers] GSoC 2018: Layer Painting Proposal

2018-03-26 Thread Cheryl Chen
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 <cucumbe...@gmail.com> 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 <kevin.dietr...@mailoo.org>:
>
> > 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
> > > ___
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> > > Bf-committers@blender.org
> > > 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.
> > ___
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Re: [Bf-committers] GSoC 2018: Layer Painting Proposal

2018-03-22 Thread Cheryl Chen
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
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Re: [Bf-committers] GSoC 2018: Layer Painting Proposal

2018-03-19 Thread Cheryl Chen
Wow, thanks for the suggestions and all the references! I didn't realise
there was an add-on like BPainter, but it looks really complete and it'll
be a good reference point. I wonder if that lowers the need for this
project though, considering that there already is quite a substantial
add-on for it (though it is paid), or if having multi-layer support build
directly in Blender will still be better for performance and future
development...

On Sun, Mar 18, 2018 at 7:50 PM, Ricardo Nunes <3rto...@gmail.com> wrote:

> Looks like a great proposal to me. I'm sure I wouldn't be only person to
> appreciate layers for texture painting. I guess you could say paragraph or
> two about what you did for those major school projects?
>
> You mention you will use Substance Painter as reference, sounds cool. I
> would also recommend taking a look at Krita (foss photoshop like
> application) and Bpainter (Paid Blender add-on by Andreas Esau) (I'd say
> both are relevant for texture painting in conjunction with Blender atm)
> Especially for Bpainter since it is licensed in Blender Market under GPL
> any of the code should be legally okay to use if there is something that
> would easily translate for use. Even if you don't really use anything
> directly it could give useful reference on how someone else has approached
> something similar in the framework that is Blender. (Although, the price
> might be bit steep just for reference and I don't know is there some kind
> of code of conduct one should follow here)
> (https://www.blendermarket.com/products/bpainter)
>
> Other than that I guess you'll want beta testers if you do get accepted:
> @Lowpolycurls (Twitter, very talented handpaiting Blender artist)
> XRG81 (Youtube, had nice tutorials on handpainting in Blender)
> @Wayward_Art_Co (Twitter, made good tutorial series on lowpoly modeling and
> handpainting in Blender)
> @ndee85 (Twitter, The creator of Bpainter. Probably would be able to help a
> lot but no clue how happy they'd be to help)
> All of these could probably give great feedback and ideas if they have the
> time.
>
> Well good luck! Looking forward to layers (fingers crossed)
>
> 2018-03-18 17:47 GMT+02:00 Cheryl Chen <chnch...@gmail.com>:
>
> > Hello,
> >
> >
> >
> > I’m Cheryl, and I’m interested in improving Blender’s current texture
> paint
> > system through the GSoC project on layer painting. I’ve finished the
> first
> > draft of my proposal, and I’d really appreciate any feedback on it,
> > particularly on whether the scope of the project seems reasonable, and if
> > there are any other things I should consider.
> >
> >
> >
> > Here is the link to the doc: https://docs.google.com/document/d/
> > 1MlZnedwL738OmMK1IAi4veO-KDsqefNBkpfgrUR757M/edit?usp=sharing
> > <https://docs.google.com/document/d/1MlZnedwL738OmMK1IAi4veO-
> > KDsqefNBkpfgrUR757M/edit?usp=sharing>
> >
> >
> >
> > Thank you for your time!
> >
> > Best,
> >
> >
> >
> > Cheryl Chen
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> > https://lists.blender.org/mailman/listinfo/bf-committers
> >
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[Bf-committers] GSoC 2018: Layer Painting Proposal

2018-03-18 Thread Cheryl Chen
Hello,



I’m Cheryl, and I’m interested in improving Blender’s current texture paint
system through the GSoC project on layer painting. I’ve finished the first
draft of my proposal, and I’d really appreciate any feedback on it,
particularly on whether the scope of the project seems reasonable, and if
there are any other things I should consider.



Here is the link to the doc: https://docs.google.com/document/d/
1MlZnedwL738OmMK1IAi4veO-KDsqefNBkpfgrUR757M/edit?usp=sharing
<https://docs.google.com/document/d/1MlZnedwL738OmMK1IAi4veO-KDsqefNBkpfgrUR757M/edit?usp=sharing>



Thank you for your time!

Best,



Cheryl Chen
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[Bf-committers] GSoC 2018: Questions on Layer Painting

2018-03-11 Thread Cheryl Chen
*Hi there,I've been looking into the layer painting project for GSoC this
year, and there are a couple things I’m wondering about.The project
description mentions that it is about adding multi-layer image support to
Blender to bring the painting pipeline closer to Blender, so it seems like
this will be focusing on texture paint mode to extend the current paint
slot system to support sets of layers.What is the extent of the project,
and there are particular features that need to be implemented? Along with
multi-layer support, is it just to add basic operations such as reordering,
visibility, and export of the layers as a single image, or also to add more
advanced features such as masking, blend modes, multilayer painting, and
multilayered exports?How should layers be treated as a data structure, and
how should this be integrated into the current codebase? Would it be
reasonable to represent a layer as a struct which holds an image and some
layer data (such as the ordering and visibility), and extend TexPaintSlot
to hold a list of those layer structs? I haven’t really had experience with
this, so I’m not sure if my approach is too simple and naive.Since the
project involves introducing a new system, I’ll need to make changes and
possibly add new features to the UI. Could I get some guidance on how to
approach this? For example, I want to change the appearance and behaviour
of  list elements in the list of ‘Available Paint Slots’ to increase the
size of the image preview, add a sublist feature, and allow it to be
dragged and dropped. Would this involve creating a new kind of data
structure in C, or combining already existing UI elements in a python
script?Thank you for your time!Best,Cheryl Chen*
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