# 2023-02-07 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 - Joe - Ramil ## Agenda All current patches and tasks need to be reorganised/resubmitted. ### Needs Commit / ### [High Priority Bugs](https://projects.blender.org/blender/blender/issues?q=&type=all&sort=&state=open&labels=314%2c296%2c285&milestone=0&project=0&assignee=0&poster=0) ### Current Tasks #### In Review - [⚙ D17191 Cleanup T104023: Updated Mask and Face Set menu operators](https://developer.blender.org/D17191) #### In Progress - Dyntopo refactor Undo system reworked. New elment ID system works. Made in C++ to make it simpler. Next create a branch of master to merge new dyntopo system. After merge with master followup work hopefully won't bbe that involved. But ahrd to predict. Once patch is avaible, a downloadable built should be shared soon for testing. Technical Documentation needs to still follow afterwards. But this is noted as an high priority to do connected to dyntopo refactor. - Roll brush Check in with Hans on discussing how to progress with the patch. Joe is making sure he can present his work. For the next module meeting we invite Hans to sync up. #### Next Week - Joe continues with dyntopo refactor and prepares for meeting about roll brush In general Gitea migration will continue. ### Other Topics #### [⚓ T104022 Expand Mask: Inverted fill on mesh islands](https://developer.blender.org/T104022) *(Added by Julien Kaspar)* Contributor needs help. Joe can you give some advice? More community tasks could have more technical details. Otherwise they are too vague. At least some pointers at files and important functions would be welcome. #### [⚓ T104285 Updated Matcaps with specular layer](https://developer.blender.org/T104285) *(Added by Julien Kaspar)* Created for safe keeping and further work by willing contributors. Once a repalcement set of Matcaps is finished it should be included in Blender. Should we have more or less colored matcaps. This should be discussed afterwards as a separate task (saturation/gamma sliders for viewport settings) Ramil could organise the matcaps into a table (old vs new) and what needs to be tweaked/updated. Also highglight duplicates. Make some as possible to be removed. Also collect all matcaps into one .blend and make them accessible/updatable somewhere public. #### Base mesh essential assets The [essentials assets library](https://wiki.blender.org/wiki/Reference/Release_Notes/Blender_Asset_Bundle) is being prepared for node groups. We should do the same for base meshes for the 3.6 release. What are the most essential base meshes? [Stylized base meshes](https://studio.blender.org/training/stylized-character-workflow/base-meshes/) are already included and a [realistic base mesh](https://studio.blender.org/training/realistic-human-research/chapter/design-blocking-sculpting/) can be added too. These essentials should focus on: - Reusable topology and UV map - Most essential starting point for modeling, sculpting & painting What's still missing? Should we replace the stylized base meshes with cartoony base meshes? - Female reaslitic body - Sphere base meshes for voxel remesher - Simplified cartoony base meshes - Animal base meshes (optional) - Stylized chaarcter should stay Many more asset (Building blocks, diferent wokrflows & styles) could be included in a separate asset pack instead. This needs to be decided. Building block assets for characters/creatures could also just by default be included as VDMs. We could bundle some VDMs (facial features, creature aspects) in the essentials. Environment assets? Rocks, trees, etc. Just the basics ideally. Different styles & subjects should become optional packs. Call for Content. Also contact artists if they'd like to donate models (With credit), as CC0. What about shape keys(for posing and varaitions)? Geo nodes for varioations could be used. Face sets for pose brush should be included by default. Face Sets in general could open up future door for faster rig setups and UV map creation. #### Brush thumbnails design *(Added by Julien Kaspar)* The essentials library will soon expand towards hair brushes and sculpting brushes soon after. We need to redesign the sets of brushes to use a consistent design tempalte that makes it: - Easy to recognise brushes - Effortless to screenshot your own brush thumbnails - Fits well into the current Blender themes and color palettes - Screenshot operator with optimzied viewport setup ![](https://i.imgur.com/B66Oh7P.png) Current set of brushes. ![](https://i.imgur.com/Fy6wsFa.png) ![](https://i.imgur.com/Qly6I9K.jpg) ![](https://i.imgur.com/9ygpntn.png) Some intial exploration. ![](https://i.imgur.com/R4tSpe3.png) First test from viewport with warm wax matcap from Daniel Bystedt. What about colors? Colors (especially selective colors) can also obsucre the shapes. Gray could be instead be the base with the same value. Colors could be added on thumbnail atomatically based on the type of brsuh (automatically). That could help users to identify what the colors mean. Users could also default to screenshoting a new thumbnail with the same color because a corelation is already set. Should we differnaiate brush thumbnails from different modes? How? Subtle elements and differences like graphical elements and iconic overlays would be enough. Julien will work on full proposal with a set of of thumbnails for current rbushes and modes.