Domino Marama's picture
First released: 21 October, 2009 - 15:52
Download: primstar_0.9.20.zip
Size: 351.27 KB
md5_file hash: 2f37583ba3238112a5e11de24d0f82cc
Last updated: 21 October, 2009 - 15:52

All known baking problems introduced with the joined mesh support are fixed.

This is the closest to a tested stable release the 0.9.x series has been. If anything at all seems wrong, please report it so I can clear the way for a stable release.

Comments

gaia.clary's picture

GUI short reference (Add Sculpt Mesh)

This is my first attempt to document the Add sculpt mesh GUI. Domino, can you please answer the questions in the text below ? Thanks Wink

 

GUI Menu "Add sculpt Mesh"

GUI elements:

*** SHAPE ***

here you can select from a set of basic sculpt types. When you click on the text field, a selection menu pops up. Here you find the set of basic Sculptie types:

  • Cylinder
  • Hemi
  • Plane
  • Sphere
  • Torus x
  • Torus z

Below the sculpty types you find another set of premade sculpties: This set is organised as a hirearchical database. The number of available premade sculpties is limited at the moment, but more premades will be available over time.

At the right hand of the Shape field you find a "File-upload" symbol. If you click on this symbol a file browser pops up. You can upload any sculptmap available on your file system.

QUESTION: What other formats besides simple image formats can be uploaded ? I remember some new development here...

 

*** GEOMETRY ***

  1. X Faces: The number of faces in the U plane
  2. Y Faces: The number of faces in the V plane
  3. Radius: only for Torus sculpties. tells the radius of the inner hole. value range: [0.05 - 0.5]
  4. Clean LODs (only for non power of 2 Geometries)

Notes: 

  • Remember that a sculpty always is born out of a simple plane. The numbers above give the numbers of faces in that plane.
  • The subdivision and the geometry determine the actual number of faces in the sculpty!
  • If non power of 2 facecounts are used, the LOD does no longer make use of "each secnd face"  but some times odd LOD-jumps are introduced. If you want to keep hand on how your sculpty behaves with LOD, then you should check "Clean LOD". If you prefer to keep an equal devided UV-map, uncheck "Clean LOD"

QUESTION: When would i want to  keep "clean LOD" and when would i want to keep euql spaced subdivisions in the UV map ?

*** SUBDIVISION ***

  • Subdivision controls the number of sub hierarchies of nodes in your sculptie. It is directly coupled with the subdivision type
  • Subdivision type (Subsurf vs. Multires) Subsurf uses a low poly cage (control points) around your sculptie while the Subdivision count determines how many vertices are manipulated with the control points of the cage. Multires gives you the option to directly manipulate the mesh accorsing to the foirst 3 LOD levels of the Sculptie.
  • Subdivision type (Catmull vs. Simple) With Simple the subdivision is calculated linearly. Hence straight edges remain straight but get subdivided into "sub edges". With Catmull each level of Subdivision adds more smoothness to the Object.

Notes:

  • You will use Catmull for smooth rounded shapes, Simple will be most usefull for sharp edged sculpties likfe cubes..
  • If you set Levels to "0" then the number of faces is only determines by the Geometry (see above). In that case neither Multires nor Subsurf will be used for your sculptie.

*** MESH TYPE ***

  • Quads : all faces are Quads (rectanlges)
  • Triangles: all faces are triangles

QUESTION: Why can i not select Triangles ? Is that not implemented yet ?

 

*** MAP SIZE ***The map size is a read only GUI element. It shows you the number of pixels in x and in y! Below the top row you also fiond a table of LOD values. This table tells you how many faces you will have iun each LOD level.

----

QUESTIONS

  1. What are the 2 checkmarks "Save" and "Defaults" for ?
  2. when i select 9 X, 9 Y, 2 subdiv, all text elements get a black background. Can you explain exactly why that happens ?
  3. Is it correct that "Clean LOD" is irrelevant with Power of 2 face counts? So why is it not disabled then ?
  4. What is the general meaning of "black background in GUI elements" ?

Cheers,

Gaia

Domino Marama's picture

Documentation questions

QUESTION: What other formats besides simple image formats can be uploaded ? I remember some new development here...

Answer: None, you are thinking of the Import - Second Life Sculptie option which supports obj and some dae (Collada) files. There seems to be a bug in dae import in Blender which affects that, so really obj and the image files are the only supported input types.

QUESTION: Why can i not select Triangles ? Is that not implemented yet ?

Answer: It's not implemented. It's not on the 1.0.0 feature list. I added it to the GUI so that the layout doesn't change when it is added (maybe in 1.2.0 )

QUESTIONS

  1. What are the 2 checkmarks "Save" and "Defaults" for ?
  2. when i select 9 X, 9 Y, 2 subdiv, all text elements get a black background. Can you explain exactly why that happens ?
  3. Is it correct that "Clean LOD" is irrelevant with Power of 2 face counts? So why is it not disabled then ?
  4. What is the general meaning of "black background in GUI elements" ?

Answers:

1. http://dominodesigns.info/node/129

2. You've asked for more faces than will fit on the map. You can fix by reducing the subdiv, or by reducing the face counts.

3. No particular reason. This could be added without affecting functionality.

4. "Are you really sure that's what you want?" It's a warning which it's up to the user to fix or leave depending on their creative needs.

QUESTION: When would i want to  keep "clean LOD" and when would i want to keep equal spaced subdivisions in the UV map ?

Answer: For the most part, that's a creative choice. There are some sizes such as the 64 x 128 maps where having Clean LODs enabled is the wrong choice if you want the modelling mesh to match the final sculpt mesh. Clean LODs will go black if enabled in those cases. It's also possible to select face counts where neither enabled or disabled will give a match between the modelling mesh and the sculptie. It'll stay black for both then and you need to adjust face counts to adjust.

Trying to explain those settings separate from the info display just won't work. You need to look at what you are asking Primstar to create alongside the display about the nearest matching sculpt map to understand the warnings.

gaia.clary's picture

hi, Domino. thank you for the

hi, Domino. thank you for the quick answer. I have just 2 remaining remarks (which you can take into account or not, it is not too important for the GUI):

 

  • QUESTION: Why can i not select Triangles ? Is that not implemented yet ?

Answer: It's not implemented. It's not on the 1.0.0 feature list. I added it to the GUI so that the layout doesn't change when it is added (maybe in 1.2.0 )

ok, understood. But i still guess, it will often raise the question: "Why can i not select Triangles".

From the user's point what about this ? :

  1. - grey out the label "Quads" (but keep it selected)
  2. remove the selector for "Triangles"

Later when the feature is available, add the checkmark selectors as they exist now. So the GUI does not change, or better: it changes in an expected way.

 

  • Black background as warning.

Doesn't it make more sense to use orange or yellow instead ? Orange is good for "warning". (I personally do not like yellow although it is an option) Some time ago you used red borderlines when something went out of range. You have changed that to grey plus the black background ? Maybe it is a matter of taste.. I liked the border lines as i never had doubts about their meaning...

anyways, from the GUI side i guess, it is release stable by now. (i will have another look at the Bake GUI later)

Domino Marama's picture

Black warnings

The problem with using a set colour for the warnings is that I then start needing to have a completely separate theme for the Primstar GUI. Currently it gets most of the colours from the buttons window theme in Blender. Unfortunately Blender doesn't have a "warning" colour in the theme to use this way. In the end the only way I could guarantee visibility while still using Blender's theme was to reverse the foreground and blackground colours. So as most themes have black text, we get the black warnings.

"Why can I not select triangles?"

"That feature's not been implemented, if you want to speed it up send Domino a donation and mention that it's to help fund triangles" Smile

 

Hi, Domino. I was using 9.20, but mostly making the sculpt prim

Hi, Domino.

I was using 9.20, but mostly making the sculpt prims in Blender. Tonight I needed to make one in Modo and import into Blender to finalize poles and such and it would not import. I thought it might be the file I was working on, so I made a simple cylinder, removed the poles, mapped and exported as obj....opened blender, imported and it again said, unable to determine map size, please check your UVs.

I also found an obj I had imported before and now am unable to. I am including the cylinder I tried to import without success.

Oops, well, I was, but see no upload.

Domino Marama's picture

Attaching files

Releases have more restricted comment options than the forums or issues. It's so attachments to be used for testing don't get buried so easily under a pile of releases.

Thanks for emailing me the file, but I don't get any problems. It just imports the object Default_Default and correctly assigns a 64 x 64 sculpt map image without changing anything.

One thing that could cause the incorrect display of that warning is importing into a scene that has non-sculptie meshes. I've committed a change that should fix it in those cases, it'll be in 0.9.21

Does the imported object get the image assigned correctly? If so it's something else in the scene causing the problem.

I'm about to try 9.21,

I'm about to try 9.21, Domino. The import fails completely as it cannot figure out the map. But, as I said, I also tried to import an obj created in Modo that had successfully imported prior, so let me try 9.21. Thank you.