Commit Graph
3 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 c14525a2c8 Add HUD brush mask selector and fix dilation seam artifacts
- Add mask selector with previews to the brush card (data-driven from
  painter.brushMasks); persist activeBrushIndex with HUD layout.
- Fix alpha/coverage artifacts when overpainting after load or backend
  switch: derive the dilation source marker from a deterministic UV island
  mask instead of resetting it to "unpainted" on every seed.
- Import the two final brush mask textures (Brushes/).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 06:23:08 +02:00
adminandClaude Opus 4.8 b07d9a22d2 Add spray brush, paint interval, and per-channel paint opacity
Spray brush mode: bakes a procedural scattered-dot mask per stamp (random
position, size, alpha within the brush disc) and paints it through the
existing single-stamp pipeline; dot centers clamped to (0.5 - dotR) so the
spray footprint matches the solid brush radius.

Paint interval: float on MeshPainter; 0 keeps the continuous interpolated
stroke, >0 emits a single timed dab every x.xx seconds.

Color picker alpha: horizontal alpha bar on both HSV pickers, runtime-built
in Rebind (no prefab re-bake), passed through to brushColor.a / emissionColor.a.

Metallic/smoothness + occlusion paint opacity: new opacity fields applied in
both CPU and GPU backends (GPU MSO draw split into MS and occlusion sub-stamps
for independent opacity), with cloned alpha sliders wired into the HUD.

Also includes the prefab layout tweaks and scene adjustments.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 19:07:28 +02:00
adminandClaude Opus 4.8 c7ec12e6d9 Split mesh painter into partials and add occlusion via combined mask map
- Split MeshPainter into partial classes (Setup/Backend/Gpu/Cpu) for maintainability
- Add ambient occlusion painting, packed with metallic/smoothness into one
  MSO mask map (R=metallic, G=occlusion, A=smoothness) bound to both
  _MetallicGlossMap and _OcclusionMap, kept independently paintable via
  per-channel ColorMask
- Gate painting from a single IsChannelActive source so AO-only strokes work
- Blend albedo/emission in linear space on CPU to match the GPU framebuffer
- Pre-compensate data-channel writes for sRGB->linear so GPU matches CPU
- Harden GPU shader fallback to reflect real backend state

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 19:31:52 +02:00