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Initial implementation of Vector Displacement Channel

Open ucupumar opened this issue 1 year ago • 1 comments

Since Eevee next can do displacement in realtime, vector displacement channel is more possible to implement

  • [x] Add vector displacement type to normal channel and create a node output for that
  • [x] Sculpt vector displacement image using multires
  • [x] Dealing with layer and channel intensity when going into sculpt mode
  • [x] For safety, Make user cannot edit any layer when entering sculpt mode
  • [x] Add new VDM layer on new layer option
  • [x] Enable subdiv setup when first creating new VDM layer
  • [x] Baking vector displacement map
  • [ ] Dealing with user that already use multires
  • [x] Dealing with layer channel override
  • [x] Check older blender compatibility (Sculpt image only available for Blender 3.2+)

Later targets

  • Dealing with transfer UV
  • Currently Geometry nodes does not support UDIM so create a workaround about that
  • Dealing with mirror modifier
  • Sculpting a non YZ flipped image
  • Use vdm as normal when write height or subdiv setup are off (can also be useful for smooth vdm normal)
  • Advance subdiv setup setting when creating new vdm layer for the first time
  • Add vdm layer from a shape key

ucupumar avatar Oct 02 '23 05:10 ucupumar