Blender Texture Paint 2.67

I downloaded the buildbot blender for my machine finally and had time to dig in, and really I have to say thank you in a big way to Psy Fy for the changes he’s made in the way texture paint works - I love the fluidity of it, and the biggest for me is the manual rotation in the viewport of the texture brush with ctrl-F! I don’t know if anyone really understands this, but I have forever been texturing in Blender by rotating my view, orbiting like a satellite trying to line up my texture brush to the direction I wanted it to fall, and now I can concentrate more on the actual painting :smiley: This is something that I wish I had in photoshop the same way, but nevermind, we have it in Blender.

Add a tablet pen and use the pressure for your brushes, and we are all set - this is really good work, I just wanted to say thank you :smiley:

+1 to that, this upgrade of the Texture paint mode is really welcomed, making it much more usefull than it was before.

Now hoping the patch submitted by kgeogeo for his amazing BProjection upgrade :

gets approved and it would just be perfect to complete the Texture Paint mode :slight_smile:

Yes, +9000 to that, kgeogeo did some awesome work by making it an overlay. It reminds me of the texture features they were showing on another unnamed software’s update videos, and I too really hope it goes through before they release 2.67

Are they any documents or demos online of the new texturing stuff that’s already been put in?

There was this about Psy-Fi GSOC work that contain several of the function he is implementing.

The rake is already in, by example :

(i use a mouse, so maybe it’s better with a tablet)

Just wondering since I have not kept track of the new texture paint options: is a layer system in the works as well? Aside from improved brushes, that’s the main thing I miss while painting in Blender.

There’s this very promising project to have image layers :

But i have no idea if it’s still going.(last news were in October)

Do you mean as in the Texture Paint Layer Manager addon? Or do you mean to paint on layers in the same image format at the same time, as in photoshop?
Kent Trammel shows a workflow for using the existing addon to affect different images in the layered material, and advises how to use the right value to start for the mix modes in the stack.

If you mean to be able to address different layers in the same image like a psd or xcf, I don’t think that is possible yet.
Check out the vid for kgeogeo’s patch for BProjection though, and when capable of combining the two addons as well as the coded improvements to the texture paint brushes, I think it will be much more versatile and efficient.

Ah, okay, the link you show is layers for texture paint in the UV Image editor. That makes sense, I guess. I always seem to keep thinking about tex paint in the 3d view only, forgetting about the editor. There is a clone there too, but if I understand it’s use it is limited to shifting the clone source around in the editor, but no rotation or scaling/flipping it. That video looks like it greatly increases the abilities of the editor painting.

OMFG I’ve been praying for this feature since I first started using texture paint in blender! What’s the story on this? Is approval pending, or was this just a tech demo? I assume Psy-Fi should be involved somewhat with this just to make sure the 2 projects don’t trip over one another in the code. :slight_smile:

Just having those layer options in texture paint would dramatically improve the usability and effectiveness of texture painting in Blender. It is my main reason not to work in Blender for most texture painting work - layers are essential. What is the status on accepting it in trunk?

for the GSOC project

how much of it has been implemented ?

hope this new Bprojection is added
that wuold give a lot more flexiblity !


I’m the only that have this problem with the alst version of buildbot??? The smooth version is the stable version, the new have a lot of noise and problems.

And I don’t see any improve in the perfomance.

Edit: I see that the problem is use the “tiled” texture mode… without texture…


In term of performance i don’t see a difference between past version and recent SVN too

For the brushes, i still notice the strokes being much smoother and performing, much less laggy i mean, if i set the Window Draw Type to “Full” in File -> User Preferences -> System , same as it was too.

For the “noise” after testing a bit more, i indeed see a difference as you pointed :

same brush conditions :
2.66a :

r55639 :

In r55639 the outline of the stroke is much less smoothed indeed

edit : i just noticed your edit, and that’s it, i changed the default “Tiled” to “View Plane” , and the outline problem is no more.
Something i’ll have to remember

wow this is cool!

Those layer options aren’t necessarily in texture paint in the 3d view, they are in the uv image editor. I don’t know what the status is of that project, since it was based on donations as it was developed on his page. Would you typically use the 3d view to paint on the object, then use the editor for layers? Because I do that, except I use photoshop or gimp for the layers and bring it back in to Blender. Just asking about the workflow, I agree that the video there was very cool and would be great to have in Blender as well.

photoshop have this feature since CS1. so really not big dill.

What does that matter? Photoshop has had layers since Photoshop 3, but I’m sure if/when Blender gets that functionality it’ll be a big deal. :stuck_out_tongue:

…Is this before or after it had modeling, animation, video editing, and a compositor?

photoshop has more features then blender so. you would lose that battle.

This is really great. Having precise rotation and masking control in your 3d viewport is different, and I feel better, than pshop or gimp back and forth. Starting to get into apps that sound like Pari, Pupltris, Ptrush and Smudlox. :wink:
Just in case people want to test . Good Job! It would be cool to be able to rotate the mask and see the overlay with maybe control+alt+f .