[05 august]Sculpt mode win(08/05)/mac(07/29)/linux(08/05)

just another try, made from a cube:
http://plant.ffa.vutbr.cz/~novak/dwnflz/scexp.jpg

renderdemon - Youā€™re right about multires UVs using a linear subdivision algorithm. Iā€™ll take a look at the regular subsurf code to see how itā€™s done there.

CG_Tiger - The sculpt panels are in the wrong order for me as well, but Iā€™m not sure why. Consider it added to my mental todo list.

Meltdown - I donā€™t have a proper todo list at the moment, but I do have a PlanetSoC blog that I sometimes update with information about changes Iā€™ve made and changes Iā€™m planning to make: http://2006.planet-soc.com/blog/97
About ZSpheres ā€“ they are definitely in the ā€œbig challengeā€ category. They are not a part of my SoC project, so I doubt Iā€™ll be coding them in Blender during the SoC timeframe. However, I am very interested in implementing a tool like that, so who knows?

Now, about partial mesh hiding. Iā€™ve experimented with that sort of feature before. It was available in SharpConstruct for about one release, after which I removed it for being too buggy. However, it was my implementation that was buggy, not necessarily the basic idea. There are actually a couple ways I can see of programming this feature, the fast (but hard) way, and the easier (but who knows if itā€™ll be fast enough) way. I know that this would make sculptmode much easier to use, but thereā€™s always the question of time, so I canā€™t promise anything yet.

Lastly, about the wierd monkey nose issue, I clipped the model down to find exactly where the problem was. It appears that this problem appears when you have two quads that share three vertices. Iā€™ll be investigating further.

Thanks again to everyone for your feedback.

A nice feature would be to have the brush outline present all the time, rather than have it pop up when you do sculpt. Something like brush select (BB).
Also, to have itā€™s size match the size slider in the sculpt panel. This would make size selection easier.

Is the size slider a bit too large? I tend to use 10 to 50, on a mesh 2x2x2 volume. Maybe maximum set to 100?

The brush outline present all times is in current CVS. I donā€™t put a compilation because this is the only change, if you want I can put the compilation.

Thanks nicholasbishop,your project is really interesting!
I think that if armatures work(interpolating vertex groups ?),if uv interpolation work better than now(like the subsurf uv option for regular catmull-clark modifier)this tool become really interesting for characters,because we have much more control than using ordinary catmull-clark surfaces(even if we canā€™t sculpt massive details,at least we can move the points on level 2/3 or maybe 4 of a subdivisione surfaces).
Bye

New compilation :
Display brush cursor in sculptmode
Merged the two sculpt panels into a single panel. Itā€™s a little longer than most panels are, but it is better to keep the tools close in the interface.

Downloads windows : http://blendertestbuilds.de/index.php?dir=Testbuilds/SOC2006/Sculpt_CW/Windows/20060713/

You guys are amazing. :eek::eek::eek::eek:

Nice build. Look forward to testing it some more.:D:D:D:D

Nicholas Bishop made 1 update per day, I will try to make 1 compilation per day.

A feature request : now we have all sculpt tools in one panel, it would be cool to have the panel in the view3d like transform properties calling by NKey, with this we can work on fullscreen, only the view3d and a floating panel :cool:

the transform proprties is called by the function view3d_panel_object line 2200 in drawview.c

Texture based brushes are great :slight_smile:

great build so far. Question: are we going to get a mask tool in the brush section?

macosx build again updated
btw great work nicholas :slight_smile:

This keeps getting better every day

Thanks nicholasbishop.
I would be nice if you could ad a inflate brush like in zbrush (to dispalce the vertices outward according to their own surface normals) and a grab tool which can edit the mesh symmetrical, or
maybe a topology brush :slight_smile:

Just an update :
Added floating sculptmode palette for fullscreen sculpting

Now you can works in fullscreen (Ctrl+UpKEY) and push NKey the sculpt panel will be on view3D.

Download (only exe):
in 7zip (2.3MB) : http://blendertestbuilds.de/index.php?dir=Testbuilds/SOC2006/Sculpt_CW/Windows/20060713/&file=blendersculptEXE060713.7z
in zip (3.1MB) : http://blendertestbuilds.de/index.php?dir=Testbuilds/SOC2006/Sculpt_CW/Windows/20060713/&file=blendersculptEXE060713.zip

Nicholas Bishop works this night :stuck_out_tongue: :
- Added floating sculptmode palette for fullscreen sculpting

  • Fixed unsigned subtraction bug
  • Added floating multires panel, accessible from the Object menu
  • Added inflate brush. The inflate brush pushes vertices along their normals.

Download for windows : http://blendertestbuilds.de/index.php?dir=Testbuilds/SOC2006/Sculpt_CW/Windows/20060714/

Wow ThatĀ“s fast progres ā€¦
updated macosx build

I am astonished at the speed this develops, Mr Bishop, you are a genius!! I dont normally go into mad fan mode, but this may be the killer tool if this level of development continues.

Take a cube. Multires it 9 times, and Blender takes up ~250MB.
Go down a level, and del higher, the memory is not freed.
Take it down to level 1, and delete higher, same bug.

There is a Blender memory problem.
Add a multires mesh object, and then delete it. The memory is not freed.
Only things left in the scene is the camera and light.

When you sculpt a high res mesh, because the vertices are close, you get vertices dragged along with the brush.

Hereā€™s an image that explains the problem.
http://i81.photobucket.com/albums/j218/Photo_Tiger/bug.jpg
The left one is BB the vertices and Alt-S them.
The right one is with sculpt tool.

I did a little testing and noticed one tiny lacking feature pretty much right away.

I keep going back and forth to the influense size panel or zooming in and out of my object.

When we edit in proportional mode ( o button ) we can make the area of influense bigger or smaller by using the mousewheel. Perhaps this is not practical in sculptmode since I (probably you to) already use the mmb there for moving my view around, but I think perhaps alt + mmb is still available? I think itā€™d be a timesaver.

CGTiger: I donā€™t think thatā€™s actually a memory problem. Remember that blender doesnā€™t actually delete objectsā€¦ it just unlinks them from the scene. When you then save the file, objects that arenā€™t linked to a scene are discarded. If you then reload, the object wonā€™t be in your memory. At least thatā€™s how I understand it. Please correct me if Iā€™m wrong someone.