Keep Changes to Fleck Density After Merging Paints
Currently we can merge paintings and any changes in the Start/End Points will be kept. An example: make one very long stroke, set the end point to 50%, then merge it with another painting. The end result is the stroke remains shortened but the end point is reset to its default value (100%) meaning the rest of the paint flecks were permanently deleted.
For some reason Fleck Density does not share this feature.
It would be very helpful if it were the case, though. Optimizing paintings isn't as easy or efficient as sculpts are, and since there's no erase or subtract tool you have to plan most paintings way ahead of time or else you need to redo many areas. This change would allow us a quick way to reduce the overall thermo of a painting.
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This would be cool... but I think there may be some problems with how this would work that would actually have the inverse effect and increase thermo a lot if you did this.
Painting strokes aren't actually a list of fleck positions, but of points along the line that was drawn. For example, a line made with the ruler tool will have 2 points in it: the beginning and the end of that stroke. If you make a very quick motion with the controller to draw a very straight stroke it could have only 2 points also. Most likely it will have several as it's hard to draw a straight line with the human hand, even quickly.
This is also how we can easily set the beginning/end of a stroke--it's not skipping flecks, it's moving along the points of the stroke. And how it can animate flecks moving along the stroke--it's not moving 1 fleck to the position of the next fleck, it's beginning the render further along the points of the stroke.
So it's a lot cheaper on data stored, and allows for more interesting animations and effects because it's not tied to the positioning of specific flecks within each stroke.
Fleck density doesn't skip parts of the data like stroke start/end does; it just leaves gaps as it works its way along the stroke without being able to actually skip points. It doesn't turn them into several 1-fleck-long strokes. So merging and keeping the changes wouldn't make sense for that, I think. I can see the utility in it, but this is the logic as to why it doesn't work like this I think.
So a stroke is a list of points. The renderer then starts from the first point in the stroke and moves along toward the next point. As it goes, it renders a new fleck every 1 "pixel" (lets say for the sake of argument). With a lower fleck density setting, it renders a new fleck every 2 "pixels" etc.--leaving gaps between them.
If it were to bake in the fleck density, instead of storing 2 points for that long line... it would now need to store 500 points, two for each new stroke (or at least 1 per fleck)--ballooning the data required to store that painting, and defeating the purpose of using it to lower thermo.
Fleck density is still useful for optimising rendering because it's rendering fewer flecks. And can be used in conjunction with "stretch fleck" to cover the gaps of a line while still rendering far fewer flecks per stroke.
All that said........ they do actually have a "reduce detail" type tool for paintings in the works! https://trello.com/c/x5NC0ZmA/211-paint-reduce-detail-tool
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If it were to bake in the fleck density, instead of storing 2 points for that long line... it would now need to store 500 points, two for each new stroke (or at least 1 per fleck)--ballooning the data required to store that painting, and defeating the purpose of using it to lower thermo.
Weird, because when I did some testing after the update to the thermo meter I noticed it took about 53~ flecks (give or take 2) to add 0.01% to paint thermo. I then made two paintings:
- Painting A consisted of 5 paint strokes at 53 flecks to total 265 flecks. Result was 0.05% paint and about 0.045% shared memory.
- Painting B consisted of individual flecks, no strokes, totaling 265 flecks. Result was 0.05% paint and about 0.045% shared memory.
Merging both did not raise overall paint thermo, but oddly enough shared memory does go up another 0.045%. Doing the Start/End Point trick before merging however does reduce thermo on both metrics.
Fleck density is still useful for optimising rendering because it's rendering fewer flecks. And can be used in conjunction with "stretch fleck" to cover the gaps of a line while still rendering far fewer flecks per stroke.
I'm aware of that, but I'm trying to animate some things, and while it appears that the tools had animation in mind (the animation reel tab being a big indicator) thermo wise it's very difficult to manage over many frames. There's also paintings as textures which I'm very fond of but I'm finding myself having to go back and retexture things due to some things taking up more thermo than I'd like and there's no simple way to reduce it other than to redo the whole thing.
All that said........ they do actually have a "reduce detail" type tool for paintings in the works! https://trello.com/c/x5NC0ZmA/211-paint-reduce-detail-tool
Oh thank God! You just made my day lol. Well I would still take my idea into consideration but I'd much prefer that.
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