Master multiplied the weight paint on top of the rendered image. This
reduced readability.
This patch removes the multiplication for weight painting and adds a
hint of the geometry below the overlay.
Differential D12170
T73434: Improve Weight Paint Overlay Drawing. Authored by Jeroen Bakker (jbakker) on Aug 9 2021, 11:56 AM.
Details Master multiplied the weight paint on top of the rendered image. This This patch removes the multiplication for weight painting and adds a
Diff Detail
Event TimelineComment Actions Why not make this an option (can be on by default), since there are times where it's useful to see the shading while weight painting, otherwise you can't see it's shape and bad deformations/distortion isn't as visible. Simple before/after example, full reply here: T73434#1204210 Comment Actions Not sure if this effect is desirable, but I would do something like this in the vertex shader: /* Saturate the weight to give a hint of the geometry behind the weights. */ vec3 view_normal = normalize(normal_object_to_view(nor)); vec3 light_dir = normalize(vec3(0.0, 0.5, 0.86602)); color_fac = max(dot(view_normal, light_dir), 0.0); color_fac = 0.1 + (0.9 * color_fac); This has the following effects:
Current Patch: Proposed: Comment Actions I added the arbitrary light with some small adjustments so the light is also visible from the inside of the mesh. Comment Actions I think it looks ok now. Comment Actions This looks like a good default. Although I think it should be possible not to have shading at all, wire-frame + weight paint has been shade-less for a long time, something I think could be kept as a way to see weights without any lighting (perhaps when lighting is set to "flat" too). Previous it was possible to mix ambient occlusion for example, now the underlying shading can't be used at all. Personally I'm less worried about this, just noting it as something users might reasonably want. If this comes up multiplying over existing shading could be made into an option. |