# 2023-02-28 Sculpt/Texture/Paint Module Meeting Note: If you're planning to join the meeting, feel free to add talking points to the agenda. ## Attendees - Julien Kaspar - Joe Eagar - Danile Bystedt ## 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) ### Current Tasks Joe can you review and merge https://projects.blender.org/blender/blender/pulls/104568 ? #### Texture Paint Auto-Mask Support Joe can add the PR for this patch to Gitea. #### [Dyntopo Refactor #104613](https://projects.blender.org/blender/blender/pulls/104613) Reverted most of sculpt-dev stuff. Then the rest of to dos can be handled and bugs can be fixed. Removing old libnraries that are obsolete with C++ is also planned. Still on track with 3.6. Julien will tag as 3.6 Milestone. #### [Roll Texture Mapping #104449](https://projects.blender.org/blender/blender/pulls/104449) Joe kept the PR up-to-date. Joe can get in contact with Hans to talka bou the curve implementation. #### [Updated Matcaps with specular layer #104285](https://projects.blender.org/blender/blender/issues/104285) Ramil, any news on the comparrison table? ### Other Topics #### Julien is absent in March I'm taking the month off. Lets make clear what the plan and targets for that time are and responsibilities. #### Planning for Paint Mode Task: https://projects.blender.org/blender/blender/issues/96225 Right now the planning for 2023 won't focus time of core devs for this. What are the most important aspects of the task to wrap up for a first usable implementation? Priorities for Joe this year, especially if the dev support is only for texture painting? 4-5 week estimated for blur & smear brush. Joe could make it work but the time estimate is not solid. Texture painting could be worked on during June/July. Smaller tasks can also be ahndled before so the main bulk can take less time. We will look at texture painting goals and see which ones should be prioritised. Multires will take more research and development. VDM turns out to be the same data strucutres as the new texture painting. So some base line implementation is done. But it still needs a lot of development. A better priority could also be to focus on the brush code itself and making it easier on new and existing developers. Next year we could target to do that. Joe already made some protoypes and could look into that. Conclusion: Dyntopo, then Texture Painting basics, then reserach and development into Multires and Brush engine. #### 4.0 Keymap Revamp Blende 4.0 is coming closer. Julien created a task for important Keymap issues and is currently creating a spreadsheet of issues & conflicts: https://docs.google.com/spreadsheets/d/1dadL6PLj8hjToKBzXgY3eJRg6SWPJFfWuFLl8wtOf-k/edit?usp=sharing Task: https://projects.blender.org/blender/blender/issues/105298 This needs discussion with related modules. Julien will make sure to involve everyone affected. Quad Remesher is redundant. Many more shortcut could be cut too for a more minimal keymap. --- There are some community PRs. Tag them with the module to find the easier. GEometry nodes in sculpt mode. Geo nodes brush is possible but Joe is skeptical of geo nodes implementation due to performance. For sculpt mode we could do things that take longer to compile but the extend of code is far less than geometry nodes. Geometry nodes is less ideal for incremental operations. Instead we could pivot it for example on mesh creation on stroke confirmation or for simple operators. (Like discussed in last meeting) (Insert mesh, array, base mesh building, trim/add) We agree that this could work well. This should be pitched to the geo nodes team. --- VDM demo file: We should finish it before the end of the week. Julien updated file. Added more inof. Daniel can wrap up the file. Uncomplicate the mess Julien created :D Joe suggestied that the shrinkwrap workflow could be autoamted with an iterative geo nodes setup. This and the SLIM operation could make the process more autoamtic for VDM creation. But the way we should focus on is makign this an oeprator within sculpt mode. Just mask the surface of the sculpted area you'd like to make a VDM brush. Then an operator will project this sculpt onto a UV map and bake VDM map -> Create VDM brush. Joe was already looking into the VU solver for brushes a year ago. Joe has ideas on the implementation and can spend some time on writing it down. This can then be developed later on or picked up by a contribuotr who feels like ahving a go at it. Joe will put it on the wiki: https://wiki.blender.org/wiki/Modules/Sculpt-Paint-Texture/Future_Projects