Dev:Ref/Release Notes/2.71/Painting

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HSL Color Wheel

Support for HSL (Hue, Saturation, Lightness) based color wheel.

HCL Color Wheel

This wheel allows easy selection of color tints and shades of a certain color and colors have similar intensity on a given lightness. To make the color wheel work better perceptually, HSL and HSV values will be computed in the display space for now. This is still not totally correct but allows for greater

correspondence between what color a user sees/selects and what a user gets.

(bce924b43c4c5ff)


Sculpting

Support for constant detail in dyntopo sculpting.

Constant Detail Settings



Users can find the options in the Topology panel.

The existing behaviour, detail expressed in pixel size, is called "Relative". The new behaviour, "Constant" will keep detail constant to the detail value, expressed as a percentage of a blender unit in object space. (03afa6f9e7546d2)

Working with constant detail

Constant detail is a tool to help maintain the same level of detail across the mesh. Dyntopo allows flexibility in how detail is handled during sculpting, so setting the mode to constant will not immediately convert the whole mesh to the detail value displayed in the topology panel. However, further strokes will utilize that setting while in constant detail mode.

It is possible for users to sample the detail value of a certain mesh area by clicking the eyedropper icon next to the detail setting and then clicking on the area.
Also Users who may want to flood fill the mesh with the displayed value can do so by clicking the flood fill operator.


Performance

  • Dyntopo has had some performance optimization and should now operate roughly about 4-7% faster.
  • Matcaps now offer full speed optimized drawing while sculpting

UI

  • Radial operators (CtrlF, ⇧ ShiftF) now display a value indicator. Also it is much easier to set the maximum value, which is reached as soon as the cursor is positioned inside a circle slightly offset from the center of the widget.
  • Dyntopo value is changed so that the size, in pixels of the radial widget (⇧ ShiftD) roughly corresponds to the polygon size on the screen.