*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* _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers