If you’re sculpting at level 2, chances are it’s because you’re trying to reduce the strain on your gfx card. If your gfx card is capable of displaying a couple of levels up from your current multres level, then why not simply go up to level 4 and continue on your merry way?
You can add details, switch to a lower level, block out some forgotten stuff, switch back to the higher level and the sculpting of the lower level will be “integrated” with the details of the higher levels.
I know what you are talking about and I think that it would be a great feature as well. It would be like Sculpting a Sub-Surfed model with iso lines showing (which is something I like to do also).
I think it really depends on how you approach your sculpting. If your starting from a simple subdivided cube, this would be really great. Generally when sculpting like this the form and volume of your model can change drastically between sub-d levels. The difference between levels can be so extreme that tweaking the lower level geometry becomes a pain because your left without too many visual clues about whats going on at the higher levels.
If however your just detailing a pretty well defined base mesh this becomes less of an issue.
Good idea I think. Hexagon has something like this I believe…
Yeah, I also think it’s a decent idea. It reminds me of videos I saw of Silo 2, where you can still see the sculpting on top and how it reacts, when you’re moving verts around in edit mode.
I don’t think anybody is shooting it down, actually, it seems like you pointed out an interesting direction for future development in the tool. I like the idea, it’s similar to working in subsurf in that you can keep the original control cage out there and still see the subsurf underneath, only with sculpt you’re dealing with more minute details on one level and basic form on the lower levels. Very smart, goo idea.:yes:
sorry didnt mean to shoot it down just quite did not get what you were asking but I remember this from Silo and the whole refining of the Sub-D cage, but yes this is entirely possible in edit mode in blender would be cool if ported to multires
i think this could be useful. you want to see the final detailed result, bot don’t want to risk loosing the details.
One thin I proposed to Nicholas a year or so ago was that highest subdiv levels could be drawn only as parallax shaders, which could possibly save the performance.
Not a good Idea, because not everyones hardware supports that. Remember this is a free program and as such there may be people using it that do not have very high end machines.
Not a good Idea, because not everyones hardware supports that. Remember this is a free program and as such there may be people using it that do not have very high end machines.
Should we remove fluid simulator and make it impossible to set subsurf/MRM level too high as well? If the user can’t use a feature due to his hardware it doesn’t mean a feature should be removed/not implemented. You can run Blender even on PocketPC. If we follow that line of thought, there would not be much left in Blender.