# 2023-04-25 Sculpt/Texture/Paint Module Meeting Note: If you're planning to join the meeting, feel free to add talking points to the agenda. ## Attendees - Sergey - Julien - Joe - Daniel - Hans ## Announcements None ## Agenda ### Needs Commit None :+1: ### [High Priority Bugs](https://projects.blender.org/blender/blender/issues?q=&type=all&sort=&state=open&labels=281%2c296%2c285%2c290&milestone=0&project=0&assignee=0&poster=0) Two bugs as part of #107118. Sergey and Hans briefly discussed the spike bug. Debug drawing. ### Current Tasks #### [#104613 - WIP: Sculpt: dynamic topology refactor](https://projects.blender.org/blender/blender/pulls/104613) Current status? Last few commits not reflected in task description yet. Undo bugs will be looked in next before kicking a new branch build. Nothing blockign for now. #### [#105298 - Sculpt/Painting Modes: Revamp Keymap](https://projects.blender.org/blender/blender/issues/105298) Julien sent the proposal to modules for feedback. Click & Drag on brushes is not ideal. but click & drag on navigation would be worse says Joe. Sculpt paint brush doe have a delay but it's just waiting for one daub to calculate the oriantation of the sqwuare/textured tip. RIght click select should not have drag threshold introduced (Priority). For LCS or MMB emulation there need to be drag threshold to avoid conflicts. Alternative is to restrict selection operators to selection tools. ### Other #### [#107118 - Multiresolution Issues](https://projects.blender.org/blender/blender/issues/107118) Outlines current issues with Multires. Drastic issues like Show/Hide support, Crashes, bad propagation & Undo issues need to be prioritized soon. Reshape base as alternative to apply shape to improve propagation stability? Apply base workflow needs to be optionally availible too. Not updating the base mesh preserves tangent space. This should be conistent. Spikes and propagation issues are improved by reshaping base automatically? Unsure. Bug could be somewhere else? Some spikes are probaly rather a precision issue. That bug could be invetigated first. Maybe subdiv quality could also be the cause? Not an exposed setting for multires right now. Could be at a bad default. Some spikes eem to appear from sculpted levels drifting too far from base mesh. This needs to be investigate dfurther. Joe did at some point after 2.8 rewrite and reshape could fix this. Can bug fixing be prioritized after Dyntopo refactor is done? More than 160 bugs accumilated over the last years. A lot of them need at least information from developers. #### [Asset Bundle - Base Meshes](https://devtalk.blender.org/t/asset-bundle-base-meshes/21535) Realistic and stylized base meshes are all accounted for. Julien will clean them up for release on blender.org demo file section. Also uitlize install bundle feature. After that more cartoony & primitive assets can be worked on and added. #### [Mesh creation in sculpt mode](https://docs.google.com/document/d/1vdsA9XrZifpXqu9MDYuAgc2YgN154KTRTPMd1lNPU3E/edit#) Daniel Bystedt put together a rough google doc regarding mesh creation in sculpt mode that we've discussed before. I want to juggle ideas with the module before creating a task for this. Alternative solution would be geometry nodes sculp brushes. Curve edit and mesh edit mode would be better place to prototype because of mesh strucutre. Curve edit mode this proposal would already be possible. Brushes to create or deform geoemtry could be possible after. #### [Improved Rake functionality](https://projects.blender.org/blender/blender/issues/98070) What is the status? Currently inactive because wokr is beign diverted to dyntopo. Discussion on curve implementation being different than already implemented code for curves. Joe needed something higher level to work with. Hans pointed out that exisiting code can be wrapped to be abstracted and higher level code can be added and used for sculpt mode. Joe agrees. #### [Blender - multi res sculpt layers proposal](https://docs.google.com/document/d/1BpvBQPvqZcq61q7yltwV2Xhd_JBZDHLqQYhoNO1PqYM/edit#heading=h.lmo4j11p93au) Daniel and Julien has been writing together a document regarding multi res sculpt layer. The document needs to be refined before putting it into a task. Tangent space layers are a priority and uniquely helpful feature. Other advanced features would also be great but even a simple implementation should be daoble and useful at first. Single displacement stack for vertex, grid or vector dispalcement texture edits could be possible. Should be part of the discussion. Current technical debt will be more of a priority and generic attribute support. With new generic attributre this is easier to support any attribute on grids and face corner data. Old custom attributes had issues.