Independent Dyntopo Development

I was about to ask chat gpt to write me a shapekey eraser brush addon…

I hope you grt the support you need to do yyour work, I’ll see if I can help when I’m less broke.

Multires shape keys in blender is my dream.

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Ok I’ve editing the original post to include a list of simple non-Dyntopo features.

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What about allowing pre-made assets from the Asset Browser to be dropped in Sculpt Mode without creating multiple objects in the Outliner? I made a bunch of primitives that I like to re-use over and over again just to avoid having to tinker with the tool settings every time.

Would that be harder to implement than the current tools for making primitives?

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That’s a great idea. I added it to the list.

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Glad you think so! While we’re on the topic, perhaps it would be a good idea if dropping assets from the Asset Browser would apply whatever modifiers are used on said model before being added? That way it would make meshes that use stuff like Mirror modifiers or even Geometry Nodes compatible with whatever object that’s being sculpted.

I know that using the Convert to Mesh operator actually applies whatever modifiers the object is using, so if that could be automated when being dropped into Sculpt Mode it would make basically any type of asset compatible without needing to rely on assets without any modifiers for everything. That would even include everything from curves to point cloud objects, thus adding extra flexibility beyond just using mesh objects.

Here’s an example of assets that I’m talking about. Same shape, but built differently.
image

Heck, the same logic could even be used for modes other than Sculpt Mode. Imagine dropping a cube into Edit Mode for a curve and it automatically becomes a curve. Or a Grease Pencil object. Lots of possibilities. :smiley:

Recording some demonstration videos makes all the difference for the public
Many people can only understand changes with demonstrations
I recommend creating a YouTube channel
It doesn’t have to be something as far away as lives, just a few shorts attract attention.

He already does have a YouTube channel btw…

As for the brush ideas and settings here is more:

Advanced options for alphas editing such as blur, surface mode (or wrapping in the surface normals rather, surface mode in ZBrush alphas and texture options and alpha menu options in their wiki for reference)

Alpha roll but for VDM brushes and improve alpha roll is case it’s buggy or not well performing in very organic surfaces

Improve anchored stroke mode for very organic surfaces as well to wrap alphas evenly and without distortion.

Preserve Volume smooth brush and filter…

Improve rewrite clip/knife that’s works fast and that doesn’t crash blender :sweat_smile: and that a creates a nice subdivided surface (see ZBrush sculptris for reference) and no ngons and no the jagged surface that the brush currently has…

Lasso and I think box masking that allows you to only apply in front faces and not with projection like currently works…

A layer brush that actually works, the current one is hard to use and overlaps every stroke…

“Dam standard” or in this case the draw sharp with the creasing option and something else for more organic results…Pablo also has a commit of that and the improved scrape and I think fill/deepen brush remake…

Also a improved flatten brush…

Blend/blur brush for vertex painting
Color Gradient radial/linear brush and with 2d or 3d stroke curves mode … …
Bucket fill brush (I think this one is already there)… …

And possibly 3d curve based brush strokes similar to ZBrush

Yes a smooth surface for valleys/ridges that works stronger for high polycount surfaces…

Insert primitive brush which was never committed, and that works with dyntopo and as a boolean insert operation.

Being able to fill a constant resolution either in based in units (mm, cm, m) but thats works with masking, because in the old dyntopo it fills the entire object and ignores the masks completely…

Procedural noise/patterns and textures fill brush and single brush (displacement/back and white textures, and colored textures for vertex painting and combination of both for adding displacement+color)

Improvements and additional better/accurate algorithms (but having a toggle of simple/advanced per option in case is very slow to compute) for automasking specially topology, cavity, and front faces, and else. Also there is a bug likely or something that the topology automasking significantly slows down a lot the brush strokes in higher polycounts…

Also Idk how dyntopo is performing in creasing/sharpening, inflating/blob, snake hook and insert primitive s but is it possible to have a gradient/fade like polygon subdivision? (depending on how much it requires the shape to be preserved, or when you have for example a planar surface with a highly detailed blob, cut, VDM or something which from a low poly surfaces fades with a brush radius i guess into a high detail subdivision, hopefully this is self explanatory)

And importantly but hopefully easy to do for mouse users is a pen pressure sensitivity mimicking setting based in the how fast the stroke is done and a slider option for the falloff of the start and end of the stroke for both the strength and brush radius separatedly ofc…

As for sculpt and viewport performance overall there is a hack to gain some performance boost and less memory consumption but it could be improved further to gain extra performance, I talking about the clipping region feature which at some extent it helps to avoid blender from hanging out a bit less specially when working with a 20+ million verts object, but also the hide feature should do the same but sometimes I have noticed no difference…

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The symmetrize brush and the mask select brush ? (the polyloop mask is really useful, for example)
image

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There is already a Front Faces Only option for those tools. It is just disabled by default.

It works. It is not very complicated. You just have to respect 3 steps.
First, save blend file.
And when using brush, you just have to press Set Persistent base button to establish a reference for layer to be applied on, and check Persistent option.

Yes. We can smooth color by pressing shift. But we have no ability to fine tune a brush for that.
There is no Bucket fill brush. You have to create a mask, invert it and use Fill filter, to obtain something similar.
Color Gradient radial/linear tools exist in other painting modes.
The decision to abandon unique coherent paint mode, that would regroup all recent tools and make workflow during painting session efficient, does not make any sense to me.
Proposal done by Julien was great.

I think that one brush from Pablo that seemed not essential, became really useful with VDM baked from planes. That is Scene Project brush.

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I’ve tested the dyntopo branch the first time today and i’m blown away. Awesome job!
Any chance to get attribute paint support for multires working anytime soon? There’s already a patch right?

I gonna be your patron in the future.

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I’ve been trying to use the dyntopo branch but it’s crashing a lot randomly, and I haven’t been able to reproduce any of them because whatever I’m trying to do will work perfectly once and then suddenly crash Blender at another time. I got crashes while:

  • Going into edit mode and then back to sculpt mode
  • Masking
  • Using snake hook brush
  • Trying to use Mesh Filter
  • Changing detail size in the Dynamic Topology options

The only one that is semi-constant is the vertex paint brush, that one almost always will result in a crash.

EDIT:
image
Ok this build is not crashing anymore, works perfectly so far :+1: :+1:

Also, now that it’s working I have to say, being able to subdivide/collapse with the vertex paint brush is pretty cool!

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Speaking of social media, one suggestion I have is to basically copy what Pablo Dobarro did when he began developing for Blender. He used Twitter/X to post video demos and also personal artworks that use the features he was developing to boost viewer numbers. It’s easier to convince people about funding your projects when they can see the potential with their own eyes. A YouTube channel may not be enough.

It may even be a good idea to have other Blender sculptors collaborate with you on social media if they have access to the branch, so more people are able to see what’s being developed. Just a thought.

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One of the things Elon Musk is actually considering now is putting the creation and the maintenance of all Twitter/X accounts behind a paywall (which will make the platform the first of its kind to no longer be free).

The rationale is that it will end the epidemic of bot accounts and spammers, but most people only have social media accounts to begin with because the usage of such is free. This forum meanwhile supports the WebP format (which allows for recordings), but with a low size limit.

Applying modifiers is definitely a good idea.

Their wiki seems to be down at the moment.

Projecting anchored stroke UVs is an intriguing idea (I assume that’s what you meant by wrapping alphas evenly).

The clip tools are tricky. They need to be rewritten to use a more forgiving boolean algorithm that trades less accurate intersection lines for speed and robustness.

I’m adding that one to the list.

temp-sculpt-dyntopo actually has a “persistent base” mode for the layer brush (it saves vertex coordinates inside an attribute and uses it to prevent double overlapping in the layer brush).

I’m going to need more details. Plane projection brushes (clay, scrape, flatten, fill) in general take lots of feedback to get right. It’s amazing how many brushes can be made from a simple base of projecting verts onto one or more planes.

While this is off the table for now, I really want to do this one day and the various pieces for it do exist.

The paint brush actually has wet paint blending functionality. The idea was to make a vertex paint blend brush asset, but then brush assets were delayed and all the settings were just dumped confusingly in the brush settings panel.

Ooh I like this.

Unfortunately that’s outside the scope of this project. Pablo did add a simple hash randomizer (I think it’s the “density” slider?) the sculpt-mode vertex paint brush though.

I’ll need more feedback for cavity and frontface automasking. I think I did a good job on a technical level when I implemented them, but like everything in sculpt mode getting small details wrong can have a huge impact on user experience.

This is possible, yes. temp-sculpt-dyntopo already works with masking. It doesn’t explicitly support detail- or curvature- based density variation (I was going to do that after it landed in master), though you might be able to do the same thing with some combination of sharp angle and cavity automasking.

This is another part of the brush properties project. I went ahead and brought it’s branch up to sync with master yesterday in case anyone at the BF wants to work on it, but I doubt it’ll happen anytime soon.

That’s probably a bug.

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Thanks. Multires attributes are not technically complicated to do, the problem has always been getting all the relevant devs to agree to a design. I don’t think it’s a matter of people disagreeing with each other so much as not having enough time.

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Thanks for making masking usable in dyntopo now, yes exactly curvature and radius based density…

Ah yeah is there that wet paint blending which should do that, ah ok there is smooth/blur paint already my bad :sweat_smile:

@zeauro

Ah I forgot the persistent option, well If I remember it doesn’t work well or am I mistaken about it…

There is another patch of Pablo of a displacement filter in this case, I don’t remember the name of the specific patch but is there.

Ah you made those right, well the automasking one sometimes it works and sometimes I don’t know what is doing the cavity it feels “dirty” and random is some parts of a model, but when generating the cavity mask operator I can really see what’s going on tho …

Ah if you can make a mask substract/add/multiply mask mixer (and black and white, or displacement textures) to a masked/empty area would be nice

The manual page actually. Yes without the distortion, I guess there should a simple algorithm (maybe) to wrap a texture in a surface quickly (or with some cost of performance), like a 3d plane projected to a object with a shrinkwrap modifier and baked into a diffuse texture kind of thing… Yeah it would be only for complex areas to wrap around with a toggle between simple (the default projection) and this complex one (like the boolean simple and exact button sort of thing) think about a very bended surface above 90, 45 or so degrees or a narrower side of a elipse cylinder…

Yup, the current one is just has a very jagged edges result.

Well the flatten in zb is supposed to exactly do that in a more predictable way, and the polish brushes works as they do and what the Blender’s scrape should closely be…

Yes of course is there but does this: it doesn’t work sometimes it ignores the other side randomly and projects the mask further and with narrower round objects (like an arm) is more noticeable.

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@joeedh You might want to have a look at these ZBrush plug-in videos for inspiration:

https://www.youtube.com/@smart_modeling_team/videos

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It was not working well in 2.7x and at start of 2.8x. But Pablo fixed it.

OK. Indeed, there is no occlusion.
Non projected Falloff is only Draw Mask brush and Expand tool.
I forgot that. I only use lasso or box to exclude big chunks. I would instinctively use brush, in that case.

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Word spreads fast. :grin:

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Twitter content is becoming more difficult to view by those of us who don’t have a Twitter account.

Not trying to turn this into a discussion on twitter, just pointing out that that platform is not what it once was if you want to reach the largest audience.

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