Nomad Sculpt desktop version available now

This topic has got me to steer back towards learning sculpting again instead of painting. Really, something I should’ve been spending more time with anyway.

Anyway, this is a good primer on using Nomad’s tube tool. They’re a lot like Blender’s curves and profiles, though much easier to use overall.

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I was just looking at some vids on this. Curve tools in Nomad look fantastic. He really nailed the workflow. You need to be on hallucinogenic drugs to use Zbrush curve tools effectively. :smile:

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Changing these 2 settings on the Clay brush dramatically improves the behaviour, bringing it in line with Zbrush clay feeling. Very nice.

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I hear they’re a lot like quantum mechanics, in that no one really understands them, but there’s always that one obnoxious guy no one likes who always insists that he totally figured them out in 2nd grade, and everyone else is just dumb.

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I am one of those guys. :smile: But figuring them out and enjoying them are 2 entirely different beasts. It’s just a bananas system. I don’t even bother using the curves themselves. Thankfully there are plenty of ways around it in Zbrush to avoid touching the actual curves, and the most annoying thing is that they already have the tech in Zbrush to use bezier points (bend curve deformer) but they stick to that shite, bonkers curve system. :smile:

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I think there are two possible scenarios:

  1. Owners of Nomad Sculpt for iPad don’t have to buy it again for desktop.

  2. Everyone needs to buy the desktop version.

Either way, the price will probably be comparably low to the iPad version, and I’m 95 % certain that there will be no subscription.

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not every subscription is bad. There are also subscriptions where you can keep the software in the latest version when you cancel the subscription like cascadeur is doing. this would be acceptable.

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Indeed. That’s actually how it has always worked: you pay for a major upgrade, or choose to stick with your version. It just wasn’t called a subscription. There’s something unpleasantly infinite about that word. :wink:

Not the case now though, unless you already owned a perpetual licence. For example, if you just rent Maya, Max, or Zbrush, you can only use it when the subscription is active. Once you stop paying you don’t have access.

I haven’t tried the desktop version, but the iPad version is way, way faster than Blender, despite also running on that very portable back-end as both Android and Desktop.

Yeah watched another video of it, where he goes over a lot of his brushes. Looks nice indeed. And yes it’s good to support the addon development in your tools of choice, I see it exactly the same way.

Yeah I wish blender texture node system would get a complete overhaul.

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It doesn’t need a complete overhaul.

…what it needs is a blur node. Just one. Doesn’t have to be fancy. it just has to blur.

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I am not talking of the shader editor, I am talking of the texture node editor.

There is one in the compositor. But really just one.

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That doesn’t count, and you know it!

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No I dont know that, what do you want to blur that it its better nested in a shader?

To be somewhat serious for a second, blur nodes would help tremendously with creating procedural textures. It’s such a basic function, I’m surprised that no one’s bothered to consider adding it.

I know you can create your own blur using math nodes, but it produces results that are a little too gritty to be useful for creating slopes and the like.

Its super expensive if the kernel gets bigger. I think thats why.

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How much of a performance deficit would a few extra nodes create, though?

well… this poses an interesting post-question:

Will the blur radius use pixels as a distance measuring, or should instead use dPdU/dPdV distances?
The first would be easy to implement, but it’s limited and it distorts easily when UV is not a simple planar one (or when islands have different scales). The second, far more complex, can make your render much slower and might need more parameters than just a simple radius value. :thinking:

dPdU/V would make it more versatile for creating procedurals, though it would be more expensive for complex scenes, yeah.

The simple answer would be to include both methods, and tell people to use what they think works best given the situation.

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