From 68d754d94613f575489225d06cbb83a41594c324 Mon Sep 17 00:00:00 2001 From: ExPikaPaka Date: Thu, 16 Jul 2026 08:43:35 +0200 Subject: [PATCH] Add texture displacement documentation --- TEXTURE_DISPLACEMENT.md | 604 ++++++++++++++++++++++++++++++++++ TEXTURE_DISPLACEMENT_GUIDE.md | 326 ++++++++++++++++++ 2 files changed, 930 insertions(+) create mode 100644 TEXTURE_DISPLACEMENT.md create mode 100644 TEXTURE_DISPLACEMENT_GUIDE.md diff --git a/TEXTURE_DISPLACEMENT.md b/TEXTURE_DISPLACEMENT.md new file mode 100644 index 0000000000..02a0c357fa --- /dev/null +++ b/TEXTURE_DISPLACEMENT.md @@ -0,0 +1,604 @@ +# Texture Displacement — Technical Notes + +Branch: `feature/texture_displacement`. This document is a knowledge dump of the whole feature as +it stands: architecture, file map, algorithms, known bugs found and fixed (with root causes worth +remembering), and what's still deferred. Written so a fresh session (or a fresh pair of eyes) can +pick this up without re-deriving everything from scratch. + +## What it does + +A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you: +- Paint one or more "layers" onto a model's surface, each a height-map texture with its own + depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode. +- Pick a texture from a shipped library (`resources/textures/displacement/`) or import your own + (saved into `/textures/displacement/`, kept separate so app updates can't clobber it). +- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide). +- Preview the true displaced result live, before baking (background job, not on the UI thread). +- Optionally preview via a fast GPU bump-map shader instead (no real geometry movement, just + shading) for a lighter-weight alternative. +- Bake into real mesh geometry on demand, restricted to the painted area only. +- Subdivide a low-poly model first so there are enough vertices to show fine detail. +- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated, + dockable 2D "UV Editor" pane. + +## Architecture + +### Data model (per `ModelVolume`) + +Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent +`FacetsAnnotation`** paint mask — the exact same `TriangleSelector`/`FacetsAnnotation` machinery +every other paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance +per layer slot instead of one per volume. This is what makes "layered/blended" painting work for +free: the same triangle can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and +at bake/preview time each layer displaces the surface left by the previous one (image-editor-layer +semantics). + +**Important gotcha**: `ModelVolume` does **not** hold `std::array`. It holds +8 individually-named fields (`texture_displacement_facets_0` .. `_7`) plus a +`texture_displacement_facet(int slot)` accessor. Reason: `FacetsAnnotation`'s ctor is private, +friended only to `ModelVolume`; `std::array`'s own implicitly-generated special member functions +are generated with **`std::array`'s** access rights, not the enclosing class's, so friendship does +not propagate through the array wrapper. This is a real MSVC C2280 if you try it — confirmed by +attempting it. `TextureDisplacementFacetsData` (a `std::array`, +used to carry paint-mask *data* around, e.g. into the bake job) is fine as a real `std::array` +since `TriangleSplittingData` has an ordinary public ctor — only the `FacetsAnnotation` object +itself has the friend-ctor problem. + +Plus `std::vector texture_displacement_layers;` — the plain-data layer +definitions (texture bytes + params), ordinary public ctor, safe in a vector. + +Touch points that had to mirror the existing `FacetsAnnotation` pattern (see `supported_facets` for +the template): all constructors' asserts, copy ctors' init lists, the `-1`-id deserialization ctor, +`set_new_unique_id()`, cereal `save`/`load`, `is_texture_displacement_painted()`, and +`reset_extra_facets()` (called whenever a topology-changing op like Simplify or subdivision +replaces the mesh — this is what drops any unbaked texture-displacement paint, since there's no +remap-across-topology-change support for it yet, see Limitations). + +### Bake algorithm (`libslic3r/TextureDisplacement.cpp`) + +`build_texture_displacement(base_mesh, layers, facets_data)` is **accumulate-then-displace, and +topology-preserving**: the returned mesh has exactly the input's vertices and triangles, in the same +order — only the positions of displaced vertices differ. + +1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops + *unreferenced* vertices, and preserves the order and indices of the rest). It is there to + guarantee the index alignment step 3 depends on. +2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both + projects and displaces along these, so a vertex covered by several layers moves along one single + well-defined direction. +3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against + the **base mesh** (never against a previous layer's output), then + `selector.get_facets_strict(ENFORCER)` → the painted patch. Two facts are exploited: + - `get_facets_strict()` returns the mesh's **entire** referenced vertex array regardless of which + state was asked for — only `.indices` is filtered by state. So `get_facets_strict(ENFORCER)` + and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary + detection be a plain index check instead of a position-hash lookup. + - The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a + brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the + referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**. + Split vertices live past the end of our array and are simply skipped — they sit on the paint + boundary anyway (splitting only happens at partial coverage), so they would be pinned regardless. +4. A vertex used by at least one **unpainted** triangle is a boundary vertex — pinned, never + displaced (its final position is ambiguous, it belongs to both regions). Only vertices used + exclusively by painted triangles get displaced. This is what keeps bakes seamless with zero + remeshing/hole-filling at the seam. +5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods) + and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's + `TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once** + per vertex, no matter how many of the patch's triangles share it — otherwise a Multiply/Subtract + layer would apply two or three times over depending on local triangle fan-out. +6. Finally, move each touched vertex along its (step 2) normal by its accumulated total. + +**This replaced a sequential design** that re-meshed after each layer and carried the next layer's +paint mask onto the result with `TriangleSelector::remap_painting()`. That was the root cause of the +reported "the second texture is never applied" bug: remapping a mask onto a mesh whose vertices had +just been displaced out from under it routinely produced an empty bitstream, and the layer was then +silently `continue`d past. It was also what forced the per-layer vertex duplication and the final +`its_compactify_vertices()` weld. The current formulation has neither problem, is substantially +faster (no remap, no welding, one pass), makes blend modes possible at all (they need a shared +per-vertex accumulator, which sequential re-meshing cannot provide), and — because the output keeps +the input's exact vertex indexing — lets GUI code overlay a preview on the base mesh with no index +translation. + +### Blend modes + +`TextureBlendMode` {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the +total accumulated by the layers **below** it (lower slots). The quantity blended is a signed +displacement in **mm**, not a pixel value. + +Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and so need a unit +convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm` +a gain, and — the property that makes a Multiply layer usable as a mask — a layer with depth 1 mm +sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged. +Divide floors its divisor's magnitude at 0.05 — a black texel samples to *exactly* zero, so the +divisor really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands +of mm away and poison the mesh's bounding box (and every plate/print-volume check downstream). The +floor doubles as a cap on how far Divide can amplify the relief beneath it: at most 20×. + +The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide +against an implicit zero base would annihilate (or blow up) it. Enforced in `build_texture_ +displacement()` (the first layer to reach a given vertex always folds in additively) and surfaced in +the UI, which labels that layer "Base layer" instead of offering a control that silently does nothing. + +### Projection methods + +Four choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()` +(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by +`sample_layer_height()`, which returns a **height**, not a UV — because Triplanar takes three +texture samples per vertex and so has no single UV that represents it. + +- **Triplanar** (default) — samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`) + and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4). + This is the fix for a real, user-reported bug. The previous version *hard-picked* the single axis + most aligned with the normal, which is discontinuous wherever that dominant axis flips: on a +X + face the planar coordinate is `(y, z)`, on a −Y face it is `(x, z)`, so at the shared edge `u` + jumps from `y_edge` to `x_edge`. On a box centred near the origin those two happen to **agree** at + the (+,+) and (−,−) corners and **differ by the full corner width** at the (+,−) and (−,+) corners + — which is exactly the "two bad corners, two good ones" symmetry that was observed. A weighted + blend is continuous across the transition by construction, since the weight of the axis being left + behind falls smoothly to zero. (Note this removes the hard *seam*; some cross-fade blurring in the + band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap around a box + needs a real unwrap — that is what the LSCM mode is for.) +- **Cylindrical** — wraps around an axis through the patch centroid, axis auto-picked as the world + axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a + cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along + axis`. Approximation, not an exact fit for arbitrary geometry. +- **Spherical** — longitude/latitude around the centroid, scaled by local radius. Same caveat. +- **LSCM** — real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's + `Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not + per-vertex like the others — it's a single global least-squares solve), then each vertex looks up + its precomputed UV. Requires the patch to be a single topological disk (one connected component, + one boundary loop) — `compute_lscm_uvs()` returns empty and the layer silently falls back to + Triplanar if not (e.g. multiple disconnected painted islands, or a fully closed patch). + CGAL's parameterizer needs a mesh with no isolated/unreferenced vertices, but `get_facets_strict()` + returns the *whole* mesh's vertex array — so there's a compaction step + (`compact_patch_with_map()`) that builds a clean sub-mesh + an index map back to the original + (uncompacted) vertex numbering, purely local to this file. +- **ViewProjected** ("From view") — a flat projection along a fixed direction captured from the 3D + camera, like a slide projector. `capture_view_projection()` takes the camera's right/up axes, + transforms them into the volume's *local* frame (so the projection rides along if the part is later + moved), and stores them as `TextureDisplacementLayer::view_project_right/up` (unit vectors, so the + projected coordinate stays in mm and `tiling_scale` keeps meaning mm). `sample_layer_height()` + projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so — like LSCM but unlike + blended Triplanar — the fast preview and UV-check overlay precompute it per vertex + (`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from + the projector smear; that is inherent to view projection, not a bug. + +### Manual seams and island cutting + +`TextureDisplacementLayer::lscm_seam_edges` — undirected mesh-vertex-index edge pairs the unwrap is +forced to cut along, on top of the dihedral-angle seams. `segment_into_charts()` takes a set of these +(translated from mesh → compacted-patch numbering inside `compute_patch_unwrap()`) and refuses to +union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the +gizmo's `UVEditorState` include the seam list, so marking a seam (which leaves the paint mask +untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on +any topology change. + +Two ways to write to it: +- **Mark seam (manual, #9)** — a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses + painting. A click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`, + `idx` = the volume's slot among model-part volumes), finds the facet's edge nearest the hit point, + and toggles it. Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the + camera so they read on top. This is the Blender mark-seam workflow. +- **Cut island (auto, #17)** — `cut_island()` takes the selected chart's triangles (back-mapped from + the unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles + the mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its + narrow waist — the "islands might be very long" case. Exposed as the UV pane's **Cut** button. + +### UV-check overlays (checker / distortion) + +`resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}`, one shader with a `mode` uniform, +drawn over the painted patch (`rebuild_uvcheck_mesh()`/`render_uvcheck_mesh()`, P3N3T2: `normal.x` = +distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** (#13) samples a +procedural checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar +otherwise) — squares that stay square mean low distortion. **Distortion** (#14) colours each triangle +blue→green→red by `log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a +globally-scaled unwrap reads as uniformly ideal and only relative stretch shows), averaged to +vertices. A separate **Show mesh wireframe** toggle (#8) draws the whole volume's triangle edges, +rebuilt only when the vertex count changes (not per stroke). + +### Tiling + +`DecodedHeightTexture::sample(uv, tile_enabled, tile_method)`. Two tile methods when enabled +(Repeat, MirroredRepeat). **When `tile_enabled` is false, sampling outside `[0,1)` returns `0` +directly** — clamping the *coordinate* into range (what an earlier version did) instead smears the +border row/column of pixels outward to infinity in every direction, which is a real bug that was +reported and fixed (visually: streaky lines radiating out from the painted patch). + +### Subdivision (`subdivide_mesh_uniform()`) + +Deliberately **whole-mesh and uniform**, not limited to the painted patch. A patch-only / +adaptive subdivision would create a classic T-junction/cracking problem where the denser +(subdivided) and sparser (untouched) regions meet — the fine side has edge midpoints the coarse +side doesn't know about, producing a real (non-manifold-looking) crack in the baked geometry. This +was consciously scoped down from the original plan's "adaptive per-patch subdivider" idea to avoid +that correctness risk (a subtly-cracked mesh is a much worse outcome than "not implemented yet"). +Algorithm: recursive 1-to-4 triangle split via edge midpoints, with a shared per-pass midpoint cache +(keyed by sorted vertex-index pair) so triangles sharing an edge get the *same* new vertex — capped +at `max_iterations` (default 6) passes to bound worst-case triangle-count explosion. + +Wired as a "Subdivide model" button in the gizmo panel — a real, committed geometry change (like +Bake), using the same `save_painting()`/`set_mesh()`/`restore_painting()` dance `GLGizmoSimplify` +uses: supported/seam/mmu/fuzzy-skin masks get remapped onto the new triangles, texture-displacement +paint does not (no remap support yet) and is dropped rather than left pointing at now-meaningless +triangle indices. + +### Preview pipeline (perf) + +`rebuild_preview()` used to call `build_texture_displacement()` **synchronously on the UI thread** +on every stroke-end and every slider release. With multiple painted layers this got slow (each +layer's PNG sampling + vertex welding + `remap_painting()` stacks up). Fixed by moving the actual +computation into `TextureDisplacementPreviewJob` (mirrors `TextureDisplacementBakeJob`'s +process()/finalize() split), queued on the app's shared UI job worker via plain `queue_job()` (not +`replace_job()` — that worker is shared app-wide, including with Bake; `replace_job()` would cancel +an in-flight bake if one happened to be running). A `m_preview_generation` counter discards stale +results if a burst of edits queues several jobs in a row and an older one finishes after a newer one. + +Two other real perf fixes worth remembering: +- Sliders in ImGui report "changed" continuously on every drag frame, not just once on release — + gating the (then-synchronous) rebuild behind "mouse button not currently down" was necessary to + stop dozens of rebuilds per drag. +- `decode_height_texture()` used to re-decode the same PNG from scratch on every call. Now cached + in `TextureDisplacement.cpp`, keyed by a `weak_ptr` to the layer's `image_data` (not just the raw + pointer — a `weak_ptr` correctly detects a freed-then-reused address, where a raw-pointer key + would alias a stale cache entry onto an unrelated later texture). + +### Fast bump preview (GPU-only, no CPU meshing) + +`resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}`, registered as +`"texture_displacement_bump"`. Perturbs the *shading* normal from the height texture's local +gradient instead of moving geometry — active-layer-only, toggled via a "Fast preview (normal map)" +checkbox. Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the +per-vertex paint weight (0/1) and `tex_coord` carries a precomputed texture UV, so it can use +`GLModel` normally instead of needing a hand-rolled VBO/VAO manager. Weight buffer is +rebuilt at the same cadence as the true-displacement preview (stroke-end/slider-release), using the +**live** `TriangleSelector` state (not the flushed model facets), so it doesn't lag by a full model +round-trip. + +The perturbed normal is the analytic one for a height field `H = ±depth_mm · h(uv)` displaced along +`N` over any orthonormal surface tangent pair `T`/`B`: + + N' = normalize(N − (dH/da)·T − (dH/db)·B), a = dot(p,T), b = dot(p,B) + +The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to +match the bake's — see bug #13. + +**Two projection paths (`use_vertex_uv` uniform):** +- **Triplanar (`use_vertex_uv = 0`)** — `uv` and the `T`/`B` axes are both derived in-shader from + the dominant normal component, mirroring `project_planar()`/`apply_uv_transform()`, and the slope is + formed analytically. `T`/`B` are the projection's axis-aligned pair, exact only when the face is + axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here + one `uv` unit is exactly `tiling_scale` mm, so the `1/tiling_scale` gradient factor is right. +- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM)** — `uv` comes per-vertex from the CPU + (`compute_lscm_uvs(patch, layer)`, so island placement + tiling/rotation/offset are already folded + in), and the perturbed normal is built with **Mikkelsen's method** ("Bump Mapping Unparametrized + Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the + *sampled height* and position. **This makes no uv→mm scale assumption**, which is essential — + the first cut used the same global `1/tiling_scale` factor as triplanar and the depth came out + visibly wrong, because an LSCM map is **conformal, not isometric**: it is globally area-scaled but + the *local* mm-per-uv varies across the chart. `dFdx(h)` captures the true on-screen rate of change + however the chart is stretched. **This path is also what makes the fast preview follow the UV + editor: move an island and its uv — hence its bump — moves with it** (the bump mesh rebuilds on + drag-end, since `on_island_edited(finished)` → `rebuild_preview()` → `rebuild_bump_preview_mesh()`). + The branch is uniform (`use_vertex_uv` is a uniform) and the paint weight gates by multiply, so the + texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv → the + `det≈0` guard skips it (a localised preview-only artifact, never in the bake). + +Remaining deliberate approximation: the GPU sampler's wrap mode stands in for +`tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside +`[0,1)`. + +> **Known divergence from the CPU path (not yet reconciled).** The shader's `project_uv()` mirrors +> the *hard-axis* `project_planar()`, but the CPU's Triplanar mode is now a **blended** three-plane +> sample (see Projection methods — that change is what fixed the 90°-corner seam). The two therefore +> still agree on any face that is roughly axis-aligned (one blend weight ≈ 1 there, so the blend +> degenerates to exactly the hard-axis pick), and disagree in the cross-fade band around a sharp +> edge — precisely where the fast preview will still show the old hard seam that the true preview and +> the bake no longer have. Reconciling it means sampling all three planes in the shader and blending +> the three gradients by `pow(abs(N), TRIPLANAR_BLEND_SHARPNESS)`, the same weights +> `sample_layer_height()` uses. Also note the shader is still **active-layer-only** and knows nothing +> about `TextureBlendMode`, so a multi-layer stack cannot match the true preview by construction. + +### On-canvas "Adjust Texture" gizmo + +A per-active-layer toggle ("Adjust placement (drag on model)") that disables painting and shows a +flat pan panel (free 2D drag on both axes) plus two arrows along the patch's own U/V axes +(constrained single-axis drag). Anchored to the painted patch's centroid/average-normal +(`compute_layer_paint_anchor()`). Hit-testing is screen-space distance/point-to-segment (not real +3D ray intersection against the handle geometry) — simple and good enough at this handle size. + +Known unverified detail: the **offset-drag direction/sign** is reasoning-based (increasing `offset` +shifts which texel is sampled at a fixed world position, which visually slides the pattern the +*opposite* way — so the code subtracts), not visually confirmed, since this environment can't +render pixels. May need a one-line sign flip once actually tested. The rotation-arrow-implied +direction should be reliable (it follows directly from a self-consistent 2D basis, no such +ambiguity). + +### UV Editor pane + +`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) — a standalone `wxGLCanvas` rendering the +flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background +quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a **`UVEditorPanel`** +(same file) that adds a button row (Frame / Snap / Average scale) and a Blender-style status line +along the bottom naming the current gesture and the shortcuts in play. The *panel* is what is +registered as a `wxAuiPaneInfo` pane on `Plater`'s `m_aui_mgr`; `Plater::show_uv_editor(bool)` +shows/hides it (deferred via `CallAfter`, since the gizmo calls it mid-3D-frame), and +`get_uv_editor_canvas()` returns the inner canvas the gizmo talks to. + +Deliberately **shares the app's one real `wxGLContext`** (`wxGetApp().init_glcontext(*this)`, the +same call `View3D`/`Preview`/`AssembleView` make) rather than creating an independent context like +`SkipPartCanvas` does elsewhere in this codebase — this is what lets it reuse the already-registered +`"flat"`/`"flat_texture"` shaders and `GLModel` as-is, instead of needing its own shader +compilation/VBO management. + +**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per +island; each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed +with the layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. This is +the fix for the ~200 ms-per-frame island-drag stall (#3): the old design pre-transformed every UV on +the CPU and re-uploaded the entire wireframe on every mouse-move event, which on a million-triangle +patch is exactly as slow as it sounds. Now a drag updates one matrix per island and touches no vertex +buffer — `on_island_edited(!finished)` calls only `set_island_transforms()`, and the full +`set_islands()` rebuild happens solely when the unwrap itself changes (`unwrap_changed` in +`update_uv_editor()`). + +**Gestures** (canvas-owned, reported to the gizmo as incremental deltas via `IslandEditFn`): left-drag += move, right-drag or **R** = rotate (hold **Shift** to snap to 15° steps — quantised on the +*cumulative* rotation, not each delta, so it doesn't judder, and accumulated incrementally so it +survives crossing ±180°), **S** = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel = +zoom about the cursor, middle-drag = pan, **Home**/**F** = frame all. Scale writes +`TextureIsland::scale`; "Average scale" (`average_island_scales()`) sets every island to the mean, so +one island scaled by hand can be matched back to its neighbours' texel density. **Snap** (canvas-owned +`m_snap_enabled`, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a +neighbouring island's at drag-*end* only — a magnet that re-applies mid-drag is very hard to pull out +of. Toolbar commands the canvas can't service itself (Average scale) are forwarded to the gizmo via +`CommandFn`; view-only ones (Frame, Snap) it handles directly. + +## Bugs found and fixed this session (worth remembering) + +These were all real, confirmed root causes (found by reading the actual code path, not guessed): + +1. **Cross-face projection distortion** — see "Triplanar" above. Fixed by projecting each vertex + with its own normal instead of one shared patch-average normal. +2. **Disabled-tile smearing to infinity** — clamping the UV *coordinate* into `[0,1]` instead of + returning 0 outside it, when tiling is off. Fixed in `DecodedHeightTexture::sample()`. +3. **Invisible checkbox/radio "checked" state in light mode** — `ImGuiWrapper::push_toolbar_style()` + sets `ImGuiCol_CheckMark` to white while the checkbox/radio frame background is fully transparent + (alpha 0) over a light window background — a white checkmark on an effectively-white background + is invisible by construction. This is a **pre-existing, general app-wide bug**, not specific to + this feature (every panel using `push_toolbar_style()` in light mode has it) — fixed by changing + just the light-mode branch's `CheckMark` color to the app's teal accent. +4. **Distorted (non-aspect-correct) texture thumbnails** — was forcing a square `ImGui::Image` size + regardless of the source image's actual aspect ratio. +5. **`std::array` compile error** — see Data model above (MSVC C2280, + `std::array`'s implicit special members don't inherit element-type friendship). +6. **Eigen ternary expression-template type mismatch** (MSVC C2446) — `cond ? (n / len) : + Vec3f::UnitZ()` fails because the two branches are different unevaluated Eigen expression + *types* with no common type; fixed by wrapping the non-`UnitZ()` branch in an explicit + `Vec3f(...)` to force a concrete common type. +7. **Post-bake stale preview** — `GLGizmoPainterBase::data_changed()`'s change-detection only + checks object id / volume count, neither of which changes when Bake replaces a volume's mesh + (same object, same volume count, just a new mesh/id on the volume itself) — so the gizmo kept + rendering/painting against the pre-bake `TriangleSelectorPatch` until manually deselected and + reselected. Fixed by explicitly calling `update_from_model_object()` in the bake-completion + callback. +8. **Bake job / crash-report `resources` junction going stale** — unrelated to this feature's code, + but hit during testing: `build/src/Release/resources` was a leftover **empty plain directory** + instead of the junction CMake's post-build step creates (`if not exist` skipped it because the + empty folder already "existed"), so the built exe couldn't find `resources/data/hints.ini`, + leaving `HintDatabase`'s hint list empty → `rand() % 0` divide-by-zero crash before the UI ever + opened. Fixed by deleting the empty folder and manually recreating the `mklink /J` junction. +9. **Fast bump preview showing a solid black object** — `GLModel::render()` **unconditionally** + re-sets the shader's `"uniform_color"` uniform from its own internal `Geometry::color` field + (defaulting to `ColorRGBA::BLACK()`) right before every draw call — so a manual + `shader->set_uniform("uniform_color", ...)` call made just before `.render()` gets silently + clobbered. Any `GLModel` that needs a specific flat color **must** call `.set_color(...)` on the + model itself, not set the shader uniform directly. Found by reading `GLModel::render()`'s actual + source rather than guessing at shader/lighting math. +10. **UV editor canvas rendering nothing / showing stale content on resize** — the canvas requested + a generic `wxGLAttributes().Defaults()` pixel format while sharing the app's one real + `wxGLContext` (which was originally created against `View3D`'s canvas, itself requesting a + specific RGBA/24-bit-depth/8-bit-stencil format). `wxGLCanvas::SetCurrent()` on WGL/GLX + generally requires the target window's pixel format to be compatible with the one the context + was created against; a mismatch can make `SetCurrent()` silently fail, leaving the canvas + showing whatever was last in its backbuffer (looks exactly like "blank" or "stale image on + resize"). Fixed by requesting the same explicit attribute list + `OpenGLManager::create_wxglcanvas()` uses for the main view canvases — but see bug #14: the + first attempt at this copied only *part* of that list and the symptom therefore survived. +11. **`` / `` include-order conflict** — `wx/glcanvas.h` pulls in the + platform's real `GL/gl.h`; if that happens before `` is processed in the same + translation unit, glad's own header errors out (`OpenGL (gl.h) header already included`). + Fixed by including `` first in `UVEditorCanvas.hpp`, before `` — any + file that includes this header (including `Plater.cpp`, transitively) needs glad to win that + race. +12. **Fast preview hidden behind the paint-highlight overlay** — `render_painter_gizmo()` always + drew the selection-highlight overlay on top with a depth-bias trick (`glPolygonOffset`) that + only makes sense for the *true*-displacement preview: real geometry moves in the painted area, + so the depth-biased overlay only wins the depth test in the *unpainted* (coincident) region. + The bump preview never moves geometry — its depth is identical to the overlay's *everywhere* — + so the overlay was winning the depth test across the whole surface and hiding the bump shading + entirely. Fixed by skipping the overlay draw entirely when the bump-preview path is active. +13. **Fast preview's apparent depth not matching the true preview's** — the bump shader built its + perturbed normal as `normalize(N + depth_mm * vec3(hL-hR, hD-hU, 0))`. Two things wrong with + that. (a) `hL-hR` is a height difference across *one texel step*, i.e. `dh/du` already scaled by + `2·texel`, and `du` is in uv units, not mm — the real surface slope needs the full chain rule + back through `uv = R(rotation) · planar_mm / tiling_scale`, i.e. a further `1/tiling_scale` and + a rotation of the gradient by `−rotation`. The missing `1/(2·texel·tiling_scale)` factor is + ~26× at a 1024px texture and a 20mm tile size, all in the flattening direction — which is + exactly what "fast preview has a different height from the real preview" looks like. (b) the + gradient was added to model-space `xy`, but the two axes the planar projection actually runs + along are `yz`/`xz`/`xy` depending on the dominant normal component, so on any face not + dominated by `z` the perturbation was applied to the wrong axes. Fixed by computing the real + mm-per-mm slope and rotating it into the projection's own `T`/`B` axes (see "Fast bump preview" + above for the derivation). +14. **UV editor pane still blank after bug #10** — three separate causes, all of them live at once: + - The bug-#10 fix copied `OpenGLManager::create_wxglcanvas()`'s attribute list but **dropped its + multisampling attributes** (`WX_GL_SAMPLE_BUFFERS`/`WX_GL_SAMPLES`, 4 samples by default), on + the reasoning that a flat 2D wireframe view doesn't need AA. But a differing sample count *is* + a differing pixel format, so this left exactly the `wglMakeCurrent()` mismatch bug #10 set out + to fix. It now mirrors the full list, AA included, reading `OpenGLManager::can_multisample()` + (already resolved by then — `View3D` is constructed first). + - `set_mesh()`/`set_background_texture()` each called `render()` **inline**, and both are reached + from `update_uv_editor()` → `rebuild_preview()` → the gizmo's ImGui panel — i.e. from the + middle of the *3D* canvas's GL frame, and (since `show_uv_editor(true)` is the last line of + `update_uv_editor()`) while this pane was still **hidden**. `wxGLCanvas::SetCurrent()` returns + false outright on a canvas that isn't shown on screen, and the old code ignored the return + value — so every GL call in `render()`, `glViewport`/`glClear` included, silently landed on the + 3D canvas instead. These now only mark dirty + `Refresh()`; `render()` bails unless + `IsShownOnScreen()` *and* `SetCurrent()` succeeds; and `Plater::show_uv_editor()` defers its + AUI relayout via `CallAfter` so the pane's first size/paint can't be delivered mid-frame either. + - Even once drawing, nothing would have been *visible*: the background quad spanned `[-1,1]²` + while LSCM UVs land around `[0,1]²`, and the view was centered on the origin at a half-extent + of 0.6. The quad is now the unit square in the same UV space the wireframe uses (which is also + where `sample()` maps the texture, regardless of its pixel aspect), the projection's Y is + negated so `v` runs down-screen (putting the texture's first pixel row at the top rather than + upside down), and the view auto-fits to the unwrap ∪ unit square the first time a patch shows up. +15. **A second texture layer was silently never applied** — the reported "multiple textures don't + work reliably". Root cause was the old sequential bake: layer N's paint mask was stored against + the volume's original mesh, so before layer N+1 could be deserialized the mask had to be carried + onto the mesh layer N had *just displaced*, via `TriangleSelector::remap_painting()`. Remapping a + mask onto geometry that has moved out from under it routinely returned an empty bitstream, and + the code then did `if (data.bitstream.empty()) continue;` — i.e. dropped the layer **without any + diagnostic**. Fixed structurally rather than patched: every layer is now evaluated against the + base mesh and merged per vertex (see Bake algorithm), so no remap happens at all. Covered by a + regression test. +16. **Hard-axis triplanar seam at exactly two of a box's four vertical corners** — see "Triplanar" + under Projection methods. Worth recording the *diagnostic* here, because the asymmetry is what + pinned it down: the user reported the seam at the (X+,Y−) and (X−,Y+) corners with the other two + clean. That is precisely what a dominant-axis switch predicts (`u = y` on an X face, `u = x` on a + Y face; those agree where `x == y` and differ by the corner width where `x == −y`) and it ruled + out every "the texture is wrong" hypothesis, since the texture itself is fine — the *mapping* is + discontinuous. Fixed by blending the three axis projections instead of picking one. +17. **Use-after-free when removing a texture layer** (latent, pre-existing — found while touching the + panel, not caused by it). The layer list's "Remove" button called `remove_texture_layer()` *in + the middle of rendering that layer's row*. That erases the layer from + `mv->texture_displacement_layers`, shifting every later element down — after which the loop + happily carried on dereferencing `layer` for the rest of the row's widgets (depth/tiling sliders, + `PopID`) and kept iterating `ordered`, a vector of pointers into the storage that had just moved. + Never crashed loudly because `vector::erase` doesn't reallocate, so the reads landed on a *valid* + but *wrong* (shifted) layer. Fixed by recording the slot and doing the removal after the loop. +18. **Every LSCM island collapsed to a point** (the UV editor was empty; the Tile-size slider did + nothing; an LSCM bake came out as a flat "single-face extrude"). One line in + `compute_patch_unwrap()`: `chart.indices = std::move(chart_mesh.indices);` ran *before* + `area_3d(chart_mesh)` was taken. `area_3d()` iterates those indices, so on the moved-from + (emptied) mesh it returned `0`, giving `scale = sqrt(0 / uv_area) = 0` — **every chart's UVs + multiplied by zero**. That one zero explained all three symptoms at once (no island extent to + draw; a zero-size unwrap is still zero after any tiling divide; the bake sampled ~one constant + texel per chart). Fixed by measuring the 3D area before the move. Found only by instrumenting the + actual island bbox into the panel — three rounds of reasoning from screenshots had each guessed + wrong, because a collapsed-to-a-point unwrap and an off-screen-framed one look identical. + +## Known limitations / deferred work + +- **No `.3mf` serialization** for texture-displacement paint data or texture assets. A background + agent attempted this in an earlier session, hit its own usage limit mid-edit, and left + `bbs_3mf.cpp` with an undefined forward-declared function; that partial edit was reverted rather + than shipped broken. Practical impact: **baked** geometry round-trips fine (it's just an ordinary + part of the mesh via the existing mesh serialization path) — what does *not* survive a project + save/reload is any *unbaked* paint stroke and texture layer definition. +- **No remap-across-topology-change** for texture-displacement paint (`ModelObject::split()`, mesh + boolean ops, Simplify, and now `subdivide_mesh_uniform()` all drop it via `reset_extra_facets()`). + The other four paint channels (supported/seam/mmu/fuzzy) do get remapped in these cases. +- **Cylindrical/Spherical axis/center are auto-picked heuristically**, not user-controllable — no + UI to override the auto-detected wrap axis if it picks the "wrong" one for an odd shape. +- **Fast preview covers the active layer only**, while the true preview stacks every painted layer — + so with more than one layer painted the two will legitimately not agree, independently of bug #13. +- **Bump preview and true preview both only refresh at stroke-end**, not continuously during an + active drag (a deliberate scope cut for simplicity/consistency — the original plan's "instant + update mid-stroke" idea for the bump shader specifically was not carried through). +- **On-canvas Adjust-Texture gizmo's offset-drag direction is unverified** (see above). +- **The bump shader still uses hard-axis, single-layer projection** while the CPU path is now + blended-triplanar and blend-mode aware — see the callout under "Fast bump preview". +- **Displacement resolution is capped by the mesh's own vertex density.** Baking only ever *moves* + existing vertices (it never inserts any), so a coarse patch cannot show fine texture detail no + matter how high-resolution the height map is — that is what the "Subdivide model" button is for. + Since the rewrite the bake is topology-preserving, so this is now a hard, explicit property rather + than something partly papered over by the old per-layer re-meshing. +- **Placeholder toolbar icon** — reuses `toolbar_fuzzy_skin_paint.svg`, noted as a TODO in code. +- **Textures are matched to the picker by absolute path** (`TextureDisplacementLayer::path`), so the + picker's "which entry is selected" highlight goes blank if a project is moved between machines. + Harmless — the layer keeps its own embedded `image_data` and still bakes correctly. + +### Requested UV-editing features — status + +A user working through the feature end-to-end asked for a batch of UV-editing features. All of the +functional ones are now implemented (see the sections above): checker (#13), distortion heatmap +(#14), mesh wireframe overlay (#8), cut island (#17), project-from-view (#6), and Blender-style mark +seam (#9), plus per-island fills, the fast preview honouring the LSCM unwrap and island moves (#1), +the UV pane toolbar + status line (#18), Shift-snap rotation, midlevel/bidirectional displacement +(#19), and island scale/average/padding/snap (#15/#16/#2). + +Remaining cosmetic / known gaps: +- The UV pane toolbar has **text buttons, not icons** — no existing SVG reads cleanly as "average + island scale" / "snap islands", so real icons are deferred rather than mis-assigned. +- **Mark-seam edge picking** snaps to the nearest edge of the *hit facet* only; it does not + highlight the candidate edge on hover before you click (a hover-preview would be a nice refinement). +- **Cut island** always halves along the longest 3D axis; there is no UI to pick the cut line. + +## File map + +**libslic3r (core, no GUI dependency):** +- `src/libslic3r/TextureDisplacement.hpp/.cpp` — data model, bake algorithm, projection methods, + tiling, subdivision. See doc comments throughout, they're kept accurate and up to date. +- `src/libslic3r/MeshBoolean.hpp/.cpp` — added `parameterize_lscm()` in the `cgal` sub-namespace, + reusing the existing `CGALMesh`/`_EpicMesh`/conversion-helper infrastructure already there for + mesh boolean ops. New CGAL includes: `Polygon_mesh_processing/border.h`, + `Polygon_mesh_processing/connected_components.h`, `Surface_mesh_parameterization/{Error_code, + LSCM_parameterizer_3, parameterize}.h`. No new dependency — CGAL 5.6.3 is already vendored and + the `Surface_mesh_parameterization` package headers were already present, just unused before now. +- `src/libslic3r/Model.hpp/.cpp` — the 8 named `FacetsAnnotation` fields + accessor, + `texture_displacement_layers`, and all the mirrored touch points (see Data model above). + +**GUI:** +- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` — the gizmo. Panel controls: dock/ + undock toggle, brush/face/connected-area selection mode + "select whole model" button, per-layer + texture picker + depth/tiling/rotation/invert/tile-mode/projection-mode/blend-mode controls, + "Adjust placement" toggle (on-canvas gizmo), "Fast preview (normal map)" toggle, "Subdivide model" + button, Add layer/Erase all/Bake. +- `src/slic3r/GUI/TextureLibrary.hpp/.cpp` — scans the shipped + user texture folders, imports an + arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes), + and loads a library file's bytes for a layer. The image→grayscale-PNG conversion lives here, on the + GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped + texture" path go through the same one function. +- `resources/textures/displacement/*.png` — the 10 shipped height maps (Bricks, Grid, Hexagons, + Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512×512 8-bit grayscale and **seamless** + (each is periodic over the full image in both axes, so tiling shows no seam). Generated + procedurally; the whole `resources/` tree is installed recursively by CMake, so a new folder under + it ships with no build-system change. +- `src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp/.cpp` — background bake commit. +- `src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp/.cpp` — background preview compute + (mirrors the bake job's shape but commits nothing to the Model). +- `src/slic3r/GUI/UVEditorCanvas.hpp/.cpp` — the 2D UV unwrap viewer widget. +- `src/slic3r/GUI/Plater.hpp/.cpp` — `uv_editor_canvas` member, AUI pane registration, + `get_uv_editor_canvas()`/`show_uv_editor()`. +- `src/slic3r/GUI/GLShadersManager.cpp` — registers `"texture_displacement_bump"`. +- `resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}` — the bump-preview shader. +- `src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp` — `PainterGizmoType::TEXTURE_DISPLACEMENT`. +- `src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp` — `EType::TextureDisplacement` registration. +- `src/slic3r/GUI/ImGuiWrapper.cpp` — the light-mode checkmark-color fix (bug #3 above; a + pre-existing, general bug, not scoped to this feature). + +**CMake:** all new source files added to `src/libslic3r/CMakeLists.txt`, +`src/slic3r/CMakeLists.txt` (in roughly-alphabetical position matching each list's existing +convention), and `tests/libslic3r/CMakeLists.txt` for the unit test file. + +**Tests:** `tests/libslic3r/test_texture_displacement.cpp` — **run and passing** (7 cases, 116 +assertions). Covers `decode_height_texture` round-trip, empty-layer no-op, full-cube uniform +displacement, boundary-vertex pinning on a hand-built fan mesh, and — added with the bake rewrite — +a regression test that a **second layer over the same area actually contributes** (the bug that +rewrite fixed), a table-driven check of all four blend modes, and that the lowest layer ignores its +blend mode. `BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them: + + cmake -S . -B build -DBUILD_TESTS=ON + cmake --build build --config Release --target libslic3r_tests -- -m + ./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand + +## Build notes + +- Everything here lives in `libslic3r`/`libslic3r_gui`/`libslic3r_cgal` — no new external + dependency, no `deps/` rebuild needed. CGAL's parameterization package was already vendored. +- To build just this feature's code path fastest: `cmake --build build --config Release --target + libslic3r_gui -- -m` (pulls in `libslic3r` and `libslic3r_cgal` as needed). The full app target + is `OrcaSlicer_app_gui` (produces `build/src/Release/orca-slicer.exe`) — only needed to actually + run and visually test, not to verify compilation. +- `BUILD_TESTS` is `OFF` in the existing build cache; flip it on to actually run + `test_texture_displacement.cpp`. diff --git a/TEXTURE_DISPLACEMENT_GUIDE.md b/TEXTURE_DISPLACEMENT_GUIDE.md new file mode 100644 index 0000000000..ac16c97c9e --- /dev/null +++ b/TEXTURE_DISPLACEMENT_GUIDE.md @@ -0,0 +1,326 @@ +# Texture Displacement — Feature & Controls Guide + +Texture Displacement is a paint-style gizmo that stamps height-map textures onto a model's surface +and turns them into real relief — engraved or embossed detail — either as a live preview or baked +into actual mesh geometry. You paint where the texture applies, stack multiple textures as blended +layers, choose how each is projected onto the surface, and (for the unwrap projection) lay the result +out by hand in a dedicated 2D **UV Editor** pane. + +This document describes every feature and control. For the internal architecture and algorithms, see +`TEXTURE_DISPLACEMENT.md`. + +--- + +## Table of contents + +1. [Quick start](#quick-start) +2. [Entering the tool](#entering-the-tool) +3. [Selection modes](#selection-modes) +4. [View modes](#view-modes) +5. [Auto update](#auto-update) +6. [Texture layers](#texture-layers) +7. [Per-layer settings](#per-layer-settings) +8. [Projection methods](#projection-methods) +9. [The UV Editor](#the-uv-editor) +10. [Seams](#seams) +11. [Adjust placement (on-model)](#adjust-placement-on-model) +12. [Preparing the mesh: Subdivide & Remesh](#preparing-the-mesh-subdivide--remesh) +13. [Baking & resetting](#baking--resetting) +14. [Controls reference](#controls-reference) +15. [Tips & limitations](#tips--limitations) + +--- + +## Quick start + +1. Select an object and open the **Texture displacement** gizmo from the left toolbar. +2. A texture layer is added automatically. Pick a texture from the layer's picker, or import your own. +3. **Paint** the area you want the texture to affect (or press **Select whole model**). +4. The relief appears live on the model. Tune **Depth**, **Tile size**, **Rotation**, etc. +5. If the model is low-poly, use **Subdivide** or **Remesh** so there are enough vertices for detail. +6. Press **Bake** to convert the preview into real geometry, or leave it as a live preview. + +> The tool only ever affects the **painted** area. Everything you don't paint keeps its original +> surface, and bake blends the relief seamlessly into it. + +--- + +## Entering the tool + +The gizmo lives on the left gizmo toolbar (icon: `toolbar_texture_displacement.svg`). Its settings +panel opens beside the toolbar. You can **Dock panel / Undock panel** (top of the panel) to pin it or +float it freely over the 3D view, and **Close** at the bottom exits the gizmo. + +When you first open the tool on a never-textured object it starts with **one texture layer already +added**, so you can paint straight away. + +--- + +## Selection modes + +Choose *how* you paint. All three write into the **active layer's** mask. + +| Mode | What it does | +|------|--------------| +| **Brush** | Free-hand painting with a round brush. Shows a **Brush size** slider and a **Circle / Sphere** choice (circle = surface disc, sphere = 3D ball that also paints around curves). | +| **Face** | Click a single triangle to paint it. | +| **Connected area** | Click to flood-fill a region; the **Angle threshold** slider limits how far the fill spreads across changes in surface angle. | + +- **Select whole model** — marks the entire model as painted for the active layer, instead of + brushing it by hand. + +--- + +## View modes + +A row of icon buttons labelled **View** controls how the painted area is shown. The first four are a +radio group; **Wireframe** is an independent toggle. Hover any icon for its tooltip. + +| View | Meaning | +|------|---------| +| **Normal** | The true displaced geometry — exactly what **Bake** produces. Rebuilt in the background. | +| **Fast** | A GPU bump-shaded approximation of the *active layer only*. No real geometry movement — quick to update, not exact. Best while tuning or dragging islands. | +| **Checker** | A test grid painted over the unwrap so you can see stretching (squares stay square where the map isn't distorted). | +| **Distortion** | A blue→green→red heatmap of how much each area is compressed or stretched in UV space. Needs the **Unwrap (LSCM)** projection. | +| **Wireframe** | Overlays the mesh edges (white). Independent of the view above; in **Normal** view it sits on the displaced surface. | + +--- + +## Auto update + +**Auto update** (on by default) rebuilds the true displaced geometry as soon as *anything* changes — +painting, swapping textures, moving sliders. Turn it off on very heavy models to only rebuild when you +release a slider (painting still updates on stroke end). + +--- + +## Texture layers + +You can stack up to **8** texture layers. Each has its own independent paint mask, its own texture, +and its own parameters, and they combine in slot order like layers in an image editor. + +- **Add a layer** — the **+ icon** to the right of the *Texture layers* heading (reuses the tool icon + for now). +- **Remove** — the button on each layer's header row. +- **Active layer** — click a layer's header (or anywhere in its block) to make it active. The active + layer is the one you paint into and the one whose block is tinted. Only one layer is active at a time. +- **Erase all** — clears the active layer's paint. + +Each layer shows a texture **picker** (large preview + name). Open it to choose from the shipped +library or import your own image (any png/jpg/bmp; it's converted to an 8-bit grayscale height map and +copied into your user texture folder so app updates can't overwrite it). + +--- + +## Per-layer settings + +| Control | Range / options | What it does | +|---------|-----------------|--------------| +| **Depth (mm)** | 0.01–10 (log) | Maximum displacement along the surface normal. | +| **Tile size (mm)** | 0.2–200 (log) | Physical size of one texture tile on the surface. | +| **Rotation** | 0–360° | Rotates the texture on the surface. | +| **Midlevel** | 0–10 | The grey level that means "don't move". At 0 the texture only pushes outward; raise it and darker texels cut *inward* (one map both embosses and engraves). 0.5 makes mid-grey neutral. | +| **Smoothing** | 0–1 | Blurs the height texture before it displaces — rounds hard edges and removes speckle without needing a softer source image. | +| **Edge smoothing** | checkbox + **Edge amount** 0–1 | Fades the relief to flat toward the *edge of the painted area*, so it blends into the surrounding surface. A small amount softens only a thin band at the very edge; the maximum flattens the whole painted face. | +| **Invert** | checkbox | Flips the height map (peaks become valleys). | +| **Blend** | Add / Subtract / Multiply / Divide | How this layer combines with the layers **below** it where they overlap. Add/Subtract pile relief on or carve it away; Multiply/Divide scale the relief underneath (a mask). The lowest painted layer is the **Base** and always behaves additively. | +| **Tile** | checkbox + **Repeat / Mirrored repeat** | When off, the texture is placed once (a decal) instead of repeating. Mirrored repeat flips every other tile to hide seams. | +| **Projection** | see below | How the texture is mapped onto the painted surface. | + +> **Midlevel warning:** cutting inward can fold the surface through itself in sharp concave corners or +> thin walls. Keep Depth small relative to the feature you're cutting into; the panel warns when a deep +> inward setting is risky. + +--- + +## Projection methods + +How the 2D texture is wrapped onto the 3D painted area. + +| Method | Best for | Notes | +|--------|----------|-------| +| **Triplanar (blended)** | Patches wrapping around edges | Projects from all three axes at once and blends, so there's no seam across a sharp edge. | +| **Cylindrical** | Round, tube-like selections | Wraps the texture around the patch's own centre/axis. | +| **Spherical** | Ball-like selections | Longitude/latitude wrap around the patch centre. | +| **Unwrap (LSCM)** | Flat, controlled layout | A real conformal unwrap. Cuts the area into pieces at sharp edges (see **Seam angle**), flattens each, and lets you lay them out by hand in the **UV Editor**. Unlocks Checker/Distortion, seams, and island editing. | +| **From view** | Decals / slide-projector look | Projects straight onto the surface from the current camera direction. Use **Capture current view** to re-lay it from wherever you're looking. | + +### LSCM-only controls + +These appear when a layer uses **Unwrap (LSCM)**: + +- **Seam angle** (5–90°) — edges sharper than this are cut so each piece lies flat. Lower cuts more + (less stretching, more seams); raise to keep more in one piece. A box's 90° corners are cut by + default. *Ignored once you've marked any seam by hand* (your seams then define the pieces). +- **Connect islands** (on by default) — lays the unwrap out as a **connected net**: pieces that share + an edge are unfolded next to each other (a cube becomes a joined net instead of six loose squares). + They stay separate islands, so you can still move any of them by hand. Turn off for the classic + packed-grid layout. +- **Open UV editor** — shows the flattened unwrap in a side pane (see below). Opens *only* when you + turn this on — it never pops up on its own. +- **Mark seams** / **Path** / **Clear seams** — see [Seams](#seams). +- An **Unwrap: N islands, F faces, V verts** read-out tells you what the unwrap actually produced. + +--- + +## The UV Editor + +A dockable 2D pane (enable **Open UV editor** on an LSCM layer) showing the flattened unwrap over the +height texture. Islands are the flattened pieces; you can rearrange them freely — nothing re-packs them +behind your back. Moving an island updates the model **live** (in Fast view it tracks the cursor +smoothly, via a shader uniform — no rebuild until you release). + +### Navigation + +| Action | Control | +|--------|---------| +| Pan | Middle-drag | +| Zoom | Mouse wheel (zooms about the cursor) | +| Frame everything | **Home** or **F**, or the **Frame** toolbar button | + +### Editing an island + +| Action | Control | +|--------|---------| +| Select | Left-click an island | +| Move | Left-drag | +| Rotate | Right-drag, or press **R** then move the mouse (click/Enter to confirm, Esc to cancel) | +| Rotate snapped | Hold **Shift** while rotating — snaps to **global** 15° marks (0/15/30…). A protractor dial with tick marks and the current angle is shown. | +| Scale | Press **S** then move the mouse (click/Enter to confirm, Esc to cancel) | +| Undo / Redo | **Ctrl+Z** / **Ctrl+Shift+Z** or **Ctrl+Y** | + +The **selected** island gets a bold light-green outline and a brighter wireframe; unselected islands +are a translucent light-green wash. The texture underneath repeats exactly as it will when baked. +A **status line** along the bottom always names the current gesture and the shortcuts in play. + +### Toolbar + +| Button | Action | +|--------|--------| +| **Frame** | Frame all islands (same as Home). | +| **Snap** | Toggle magnetic snapping — a dragged island sticks its boundary to a neighbour's when they come close. | +| **Avg scale** | Give every island the same texel density (Blender's "Average Islands Scale"). | +| **Cut** | Split the selected island across its long axis (useful for very long islands). | +| **Join** | Unfold the selected island onto its nearest neighbour along their shared edge — keeps both as separate islands with their own borders. | +| **Unjoin** | Send the selected island back to its own packed position. | + +> **Checker / Distortion in the UV editor:** selecting those View modes also colours the UV pane — a +> checker background, or a per-island distortion heatmap — so you can judge stretch in 2D as well as +> on the model. + +--- + +## Seams + +Seams are edges the unwrap is forced to cut along, on top of whatever the Seam angle cuts — the +Blender "mark seam" workflow. They let you control exactly where the unwrap splits. + +Enable **Mark seams** on an active LSCM layer, then: + +- **Click an edge** on the model to mark it (it turns **red**); click a red edge again to unmark it. + The edge under the cursor is highlighted **yellow** so you can see what a click will toggle. +- **Path mode** (the **Path** checkbox) — for dense meshes where clicking each edge is tedious: click a + start point, then an end point, and the whole **shortest path** between them is seamed at once. It + chains (each click extends from the last point); the start vertex is shown in **green**. +- **Ctrl+drag** rotates/pans the camera while in seam mode. +- **Clear seams** removes them all. + +Once any seam is marked, the automatic Seam-angle cutting is disabled so *your* seams define the +islands — pieces you leave un-seamed merge together. + +--- + +## Adjust placement (on-model) + +**Adjust placement** (on an active layer) lets you position the texture by dragging a handle on the +model instead of nudging the Rotation/offset numbers. The handle is a flat panel in the patch's +tangent plane (drag anywhere on it to move freely) plus U/V arrows for single-axis nudges. It's +anchored to the painted patch, so paint something first. + +--- + +## Preparing the mesh: Subdivide & Remesh + +Displacement can only move vertices that exist, so a coarse model needs more of them first. + +### Subdivide + +Splits every triangle into four, **1–5 times** (each step roughly quadruples the triangle count). + +- **Subdivide steps** (1–5) — how many times to split. +- **Preview subdivision** — shows the result as a **cyan wireframe** without changing the model. +- **Apply** — commits the subdivision to the geometry. +- **Done** — ends the preview and leaves the model as it is. + +### Remesh + +Rebuilds the whole model with triangles close to a target edge length — evens out a mesh with wildly +varying triangle sizes (CGAL isotropic remeshing). + +- **Target edge (mm)** — desired triangle edge length (seeded to the model's current average). +- **Remesh** — splits the big triangles and merges the small ones to that size. + +> Both Subdivide-Apply and Remesh **replace the geometry** and clear any *not-yet-baked* paint on it +> (already-baked relief is kept). If you had the mesh **Wireframe** on before, it stays on afterward. + +--- + +## Baking & resetting + +- **Bake** — converts the current preview into real, permanent mesh geometry, restricted to the + painted area. Runs in the background; the button shows *Baking…* while it works. +- **Erase all** — clears the active layer's paint. + +Baking is the exact same algorithm as the **Normal** preview, so what you see is what you get. + +--- + +## Controls reference + +### Mouse — 3D view (while painting) + +| Input | Action | +|-------|--------| +| Left-drag | Paint the active layer | +| Ctrl + drag | Rotate / pan the camera (works in seam mode too) | +| Wheel | Zoom | + +### Mouse & keys — UV Editor + +| Input | Action | +|-------|--------| +| Left-click | Select island | +| Left-drag | Move island | +| Right-drag | Rotate island | +| **R** / **S** | Modal rotate / scale (mouse drives it, click or Enter confirms, Esc cancels) | +| **Shift** (while rotating) | Snap to global 15° marks | +| Middle-drag | Pan | +| Wheel | Zoom about cursor | +| **Home** / **F** | Frame all islands | +| **Ctrl+Z** / **Ctrl+Shift+Z** / **Ctrl+Y** | Undo / redo | + +### Seam mode + +| Input | Action | +|-------|--------| +| Click edge | Mark / unmark a seam (yellow = hover, red = marked) | +| Click (Path mode) | Set start, then seam the shortest path to the next click | +| Ctrl + drag | Rotate / pan camera | + +--- + +## Tips & limitations + +- **Paint first, then bake.** The preview is free to explore; only Bake changes the real mesh. +- **Not enough detail?** Subdivide or Remesh before painting fine textures. +- **Inward cuts** (high Midlevel + big Depth) can self-intersect on thin walls or sharp concave + corners — keep Depth modest there. +- **Fast vs Normal:** Fast preview shades a bump and shows only the active layer; use it for quick + tuning and smooth UV dragging, but trust **Normal**/**Bake** for the exact result. +- **Topology changes drop unbaked paint.** Subdivide-Apply, Remesh, and Simplify replace the mesh, and + texture-displacement paint isn't remapped across that change (already-baked relief is unaffected). +- **Island placements** are tied to the current unwrap. Re-painting or changing the Seam angle can + re-segment the charts and renumber them, so a re-unwrap re-lays the connected net and discards + hand placements made before it. +- **Connect islands** is on by default; turn it off (per layer) for the classic packed-grid layout, or + if an unfold looks wrong on an unusual mesh.