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Re: mesh paint

Posted: 08 Aug 2012, 13:22
by druitre
Great stuff!

Memag: yes, that retopology-idea came into my head too when I saw the last bit of the video, now that would be exiting. Would it be at all doable within this plugin or does it need too much re-working?

Anyway, I'm eagerly waiting for this one.
bodoquedoc wrote:GOOD but can you make the painting object be Animable or keyframable?

TNKS :-bd
You already can? (see page 1)

Re: mesh paint

Posted: 08 Aug 2012, 17:03
by Daniel Brassard
Is there a way to create a polygon ribbon along the line (straight,freehand,arc,curve) and make polygons weld if within certain distance
this would also make a kick ass re-topology tool, as if it's not kick ass already.
I agree with you Memag althought maybe have it separate from mesh paint (retopo tool). I would suggest quad or triangle fans/strips with auto welding as you said. The problem will be n-gons at intersections but I can deal with that if the tool save me time to create the polygon strips/ribbons/fans.

I envy your programming skills Origin. Thanks for this great tool.

Dan

Re: mesh paint

Posted: 08 Aug 2012, 19:16
by ActionArt
This is awesome!!!! I have a project just waiting for this tool :D

Piotrek, you're a superhero!

Re: mesh paint

Posted: 08 Aug 2012, 20:57
by origin
Yes polygon modelling just doesnt fit into this tool really. Meanwhile Ive replaced vimeo clip with new stuff showing bezier line drawing.

Re: mesh paint

Posted: 09 Aug 2012, 23:10
by Tekano
oh my! this is good stuff Piotrek. Also recently was watching this brave effort from a 16 year old I believe who just won his funding from crowdsourcing http://spartaproject.com/ and realised we could pretty much do most of it in ICE already - apart from the live brush painting. So I was wondering if we could use meshpaint as it stands to paint new particle points onto a cache file, these points would persist in space for an X amount of time and could be a force or influence to push / pull / converge /delete / scale / whatever the cache (depending on the brush size strength etc) that way the cache files moving over these points in space would be influenced as well - so you would not have to paint over EVERY frame see this demo of converge brush for example.


Re: mesh paint

Posted: 10 Aug 2012, 02:48
by scaron
a retopo tool is totally doable with the new custom tool sdk. i was thinking on the lines of the bsurfaces...

http://www.bsurfaces.info/

and silo's topo pen

s

Re: mesh paint

Posted: 10 Aug 2012, 09:09
by origin
Tekano wrote:oh my! this is good stuff Piotrek. Also recently was watching this brave effort from a 16 year old I believe who just won his funding from crowdsourcing http://spartaproject.com/ and realised we could pretty much do most of it in ICE already - apart from the live brush painting. So I was wondering if we could use meshpaint as it stands to paint new particle points onto a cache file, these points would persist in space for an X amount of time and could be a force or influence to push / pull / converge /delete / scale / whatever the cache (depending on the brush size strength etc) that way the cache files moving over these points in space would be influenced as well - so you would not have to paint over EVERY frame see this demo of converge brush for example.
I know that project, very cool.
I did some research on this subject as shown herehttps://vimeo.com/46540432. Color change is just an example, you can change any attribute.
Due to complexity of ICE trees im struggling to see how the tool should work.
Right now Im using Strings to communicate between tool/ice node, but this fails to be realtime with more than couple of thousands particles.
I think the best solution would be a special node 'particle brush' (manually/script added by user to ice tree) that would fire up custom tool when double clicked, but Im not sure if SDK allows such behaviour. Alternatively custom tool activated by (menu) shortcut could search on selected pointcloud/icetree for such nodes, adding them if not found.
That would mean user can add such node in any place of tree, simulated or not.
Probably two/three nodes should be made, one for altering data and one/two for adding/deleting particles.

Re: mesh paint

Posted: 10 Aug 2012, 14:29
by Memag
scaron wrote:a retopo tool is totally doable with the new custom tool sdk. i was thinking on the lines of the bsurfaces...

http://www.bsurfaces.info/

and silo's topo pen

s
Oh, Silo's topo brush was first of it's kind, brilliant at the time (3dcoat retopo and topogun came later as far as I recall), but it was clunky and not really finished.

Maybe look into Zbrush and new line tools for inspiration/ideas.
3dcoat has some amazing retopo tools worth checking out as well.


Re: mesh paint

Posted: 10 Aug 2012, 21:00
by scaron
that video looks slow and no different from the draw polygon tool with snapping on.

i haven't seen zbrush's new one, but i remember the zsphere/join drawing retopo workflow they had years ago... also very slow and awful.

bsurfaces and topogun are very slick and is what i imagine can be doable in the custom tool sdk

Re: mesh paint

Posted: 10 Aug 2012, 21:28
by Memag
scaron wrote:that video looks slow and no different from the draw polygon tool with snapping on.

i haven't seen zbrush's new one, but i remember the zsphere/join drawing retopo workflow they had years ago... also very slow and awful.

bsurfaces and topogun are very slick and is what i imagine can be doable in the custom tool sdk
3dcoat has bunch of topo tools, INCLUDING a method similar to Softimage "draw polygon", and auto-retopology, video may look slow I don't know.


Zbrush still has Zspheres workflow if you need them, but there is auto-retopology (Q-Remesher) now, and topology brush which works like Silo topo brush, but with more control.
QRemesher Alpha &Topology Brush

Bsurfaces are great.

Re: mesh paint

Posted: 14 Aug 2012, 13:40
by Bullit
origin/Piotrek do you think it is possible this with your plug

http://www.3pointstudios.com/3ptools_lite.shtml
I think maybe it will be fantastic to model.

Newcomer (<20 posts) alert: please use the URL tags - HB

Re: mesh paint

Posted: 14 Aug 2012, 13:46
by Memag
Bullit wrote:origin/Piotrek do you think it is possible this with your plug

http://www.3pointstudios.com/3ptools_lite.shtml
I think maybe it will be fantastic to model.
origin wrote:Polygon modelling just doesnt fit into this tool really.

Re: mesh paint

Posted: 15 Aug 2012, 18:37
by druitre
Maybe, looks like a fantastic tool though. If something like this would be possible within softimage that'd be great.

Was checking out bsurfaces yesterday, and that looks brilliant as well... there's some great modeling tools being made these days.

Re: mesh paint

Posted: 11 Sep 2012, 20:42
by origin
Hi,
i've attached v0.95 to first post. Not much new stuff but let's say it's release candidate...
Changes since last version I've attached:
-line drawing
-you can now paint with current selection if object list is empty (for lazy people like me)
-various fixes & additions in drop mode (RMB), with SHIFT key you can do increment rotations (angle incr. is taken from standard transform preferences)
-speed improvements, misc. fixes (e.g. local translation now actually works)

issues:
-line is sampled in pixel space so you may see "aliasing"
-speed...
-bugs?

Re: mesh paint

Posted: 12 Sep 2012, 13:04
by rray
Thanks! Good additions. Line drawing is really useful. Nice to see you're releasing sources also, this will be my evening lecture for this week :-bd

Re: mesh paint

Posted: 12 Sep 2012, 13:09
by Memag
Thanks!