Wow Thanks everyone for the warm messages
And a huge thanks to @bartv for featuring my work its so much apreciated
@Tell : I’m also not a programmer, but I’m trying to learn python on my spare time which allows me to try this technique. But to be honnest since @pablodp606 implemented the Cloth bursh in Blender, introducing a more ‘simulation’ approach to sculpting, It was a game changer. I do beleve that implementing more dynamic way of sculpting could make blender so unique :
- Poisson disc → is more usefull than a ranom distribution as it ensure an even distribution witout clumps. It could be useful for Skin pores for exemple
- Reaction diffusion → This pattern can be realy tedius to sculpt by hand but it is easier to compute
Using my python script allows me to achieve the result that I wanted, but it is far from being efficient and requires many iterations. It is not interactive enough.
Here is the process :
1- I’m painting my density map, than I run the script that require some time to compute.
2- I’m looking at the outputed height map and I try to evaluate if the output is good enough. If it looks good I’m contrinuing to the next step, otherwise I’m going back to step 1
3- Importing the heightmap to a sculpting software, and most of the time this is when I really realize that some distribution doesn’t work well, ( too dense or not dense enough). Same here, if the result is not good enough I have to go back to step 1
So basically to really be efficient it would have need more interactivity, and being able to see the result on the mesh itself instead of on a flat texture.
The cloth brush it really good for that because the simulation happens on a limited zone and the defomation is visible after few miliseconds.
I really Hope that Blender developers will go a bit more in that direction in the near future