Enhancing Multires?

Came up with an idea of having higher subd levels visible when sculpting on lower.
Maybe a slider with number of levels above current level.

So, if I am sculpting on level 2, and slider is set at 2, that means level 4 is displayed, and maybe a wire is set to 2.

I think I saw silo with something like this in a modelling video of a kid head.

If I’m not mistaken thats already possible or at least it was.

You can find the Edges slider on Multires tab. Set even draw extra: wire (F7). (Might need to switch to lower res and back to take effect!)

I know about wire and wire levels. I was referring to subd levels.

That sounds like an utterly useless feature.

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?

I’m really scratching my head here.

Are you sure madc@w?

It sounds very usefull to me.

madc@w: Using lower res is not for low-end users only :slight_smile: This way you can modify the mesh without loosing the detail of higher resolutions.

That’s exactly what’s already possible :stuck_out_tongue:

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.

CG_Tiger,

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).

TorQ

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 think I understand. You mean like this.
http://img204.imageshack.us/img204/9336/isolinesid8.th.jpg

Glad some understood my idea, thanks guys.
Shame, it was shot down so quickly.:mad:
Doubt it would be implemented anyway, but had to put it out there.:frowning:

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:

Seems like it could be useful IMHO.

I think he is referring to M@dcows comment

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.