Pablo Dobarro reveals his master plan for sculpting


(TheRedWaxPolice) #21

Alright, thanks.

I read this image so I was curious. :wink:


(ouraf) #22

Current beta is “feature frozen”. if i got it correctly, they won’t add new features to the official branch until it gets out of the beta, so the new stuff will be developed in a separate branch and if all goes well it’ll all be merged in a future blender version


(TheRedWaxPolice) #23

Known issue.

Pablo shared a build with a different grab brush behavior., you should try that. Works much better already.


(mzprox) #24

The move brush behaves much better in that build, it’s great. i haven’t tested too much but some other brushes have errors (like the clay strips)


(TheRedWaxPolice) #26

You know the drill… Wip/experimental… :wink:


(zeauro) #27

A branch means sources easier to update and compile than a succession of patches.
Anybody familiar with building blender may follow development of branch as soon as an interesting change is pushed.

https://wiki.blender.org/wiki/Building_Blender
If user learns how to build blender, he is not forced to wait next day to provide feedback to developer.


(Markus Mayer) #28

Yes, I am aware, that the development of new features is done in a branch outside of master. I just asked about the necessity for an official one. Because in theory, anyone can clone master make a branch and start his own repository on let’s say Github or -lab.
I am just curious what might be the advantages to have it in the official tree.


(ouraf) #29

zeauro answered to that, i think


(zeauro) #30

There is a whole network of official blender sites.
Official git repository is monitored by developer.blender.org .
So, the development of branch could be followed on d.b.o by other devs with ability to easily comment, give likes, make reviews or create tasks pointing to branch commits.


(Markus Mayer) #31

Ah, yes. The networking aspect is of course huge.
Thanks that answers it.


(mzprox) #32

i’ve just checked Pablo’s twitter… it’s full of great stuff… I hope some of them will be released in a test build.


(Ruslan) #33

https://lists.blender.org/pipermail/bf-committers/2019-March/049877.html . Brecht answered that given his commit rights.


(Ace Dragon) #34

That can only be a good thing, assuming he follows Brecht’s guidelines to dramatically improve the chance of features going into master.

One or two features at a time, polish them real good and get them to master before the next set.


(Ruslan) #35

Yes, I also think that it is necessary to gradually approach the addition of new features and things.


(• I don't speak English "by default", so... ) #36

Cool stuff.

That would be a very powerful fork. hahaha :wink:


(Metin Seven) #37

I’ve noticed the Grab brush seems to behave a bit more like the ZBrush Move brush when you switch the brush curve to linear.


(Frank S) #38

Oh wow this really getting good as far as the basic feel goes. When some of the other tools in the plan come together it’s going to be amazing. I’ll be following this development.

I especially like the part of the long term plan that involves sculpting in VR.


(Ace Dragon) #39

First commit to the new branch, the new brush cursor.
https://lists.blender.org/pipermail/bf-blender-cvs/2019-March/120861.html

Once a build is made, go ahead and enjoy :slight_smile:


(• I don't speak English "by default", so... ) #40

(English is not my native language) #41

OpenVDB Voxel remesher: Initial implementation:
https://developer.blender.org/rBe2f23d91b989e05ff743260d18c85a17f78439a9


Some time ago I had tried the brush cursor related patch, and the performance while sculpting was not good. But testing the cursor from Pablo’s new branch, the performance is great and it’s really a sweetness to work with the new cursor.
(I’m using Linux and my builds are not portable, so I’m sorry, I can not share the build)