Pablo Dobarro's master plan for sculpting and painting, development news

It’s hardcoded.

Either way, I gave up on trying to approximate the blender brushes to zbrush, they are just too different in feeling no matter what.

Pity. Without a decent brush engine I just can’t see myself wanting to use it. Probably not an issue at all for those whose brains haven’t been hardcoded by Zbrush, but the difference in the Clay engines seems to be huge.

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I did a couple of tries with the Grab brush in Blender and compared it to Move in ZBrush. I think they behave fairly similarly by just increasing the Strength and change the Normal Weight some in the Brush menu with some experimentation.

As for the Clay brush, when taking a look at how it works in ZBrush, the closest I could find in Blender is strangely enough the Flatten brush (try the brushes with or without Accumulate if you like to have that on your brush, which works the same as in ZBrush). Just change the brush default setting to negative, the Plane Offset setting to 10-20 cm, Fallof set to Smooth, and play with the Strength setting. You will get a decent enough replicate of the ZBrush Clay brush on a positive setting. However, the downside to this is that the inverse setting for Flatten creates a sharpening effect, so carving stuff out will not work the same. You could just make a new brush and just make the Plane Offset have a negative value for the inverse effects, but that’s still just extra work to add.

You could try asking Pablo if he could make a new brush with the settings above, but with a better positive and negative setting to replicate the ZBrush Clay brush. Shouldn’t be too hard when the settings I used aren’t that complicated.

You can change the brush shape by adding a square or circle alpha for instance, btw.

Hope that helps! :partying_face:

Just give it a shot. It feels weird at first, but after several tries, things become workable.

The UI/UX is terrible though, specially if you have a lot of custom brushes, but that’s another story. :wink:

See, this is one of the main problems, negative has no effect on Flatten/Scrape, which means they can never behave like other Zbrush clay brushes like the Trim and Polish. Then there is a separate brush for fill… making 2 versions of the same brush just to go from add to sub isn’t an option. :smiley:

The power of the Zbrush Clay-based brushes is that the Clay engine is an entirely custom made behaviour that is 100% designed to mimic real-world clay. It’s very hard to describe the difference, but Blender’s brushes just don’t compare, really. They don’t feel like they’re part of a system at all. Thanks for the tips, though.

Workable is one thing. Good enough to ignore the Zbrush icon on my start bar… :wink:

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Not directly related to the pivot UI issue, but to Sculpt Mode UI in general: I’m currently exploring the Blender Atelier: Sculpt add-on for a BlenderNation review (Cubebrush link, Blender Market link). It provides an impressively comprehensive expansion of the Sculpt Mode tools, and includes customizable Sculpt Mode UI elements. Here’s the manual if you want to check out the features.

I’m using Originie, by @kkar. Offers lots of pivot auto-placement options.

Coming soon to a Blender near you. :slightly_smiling_face:

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Is there anything we can do with masking shortcuts? Ctrl/alt is used for brush so you have to switch tools all the time to mask then back to your sculpt brush. It should just be a click and hold and then auto switch back to the brush when you let go. I dont remember how other programs do it but i think zb is more like that. Maybe same thing for extrude outwards and creating panels etc. Speed is missing in this regard.

Just wondering if theres some ideas on this front or if im not understanding.

Most of users are agreeing that would be welcomed.

Pablo created a pie-menu relative to mask tools mapped to A key. He kept M as key to call the mask brush.
But change proposed by @xan2622 did not happen, yet.

Masks were introduced in 2.72. But in middle of 2.7x series, we lost the dev who was working on texturing/sculpting and this module became orphan with sporadic updates until Pablo’s arrival.

That seems a totally logical request to complete mask workflow with such shortcut.

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I am getting a bit restless having to wait for all the Pablo patches. Honestly, would be nice if the other devs took the time to check at least every 2nd day or so so at least one of Pablo’s patches could get through. Alpha/Beta testers would be able to start testing the changes as well then. The number of patches are really starting to pile up now.

It’s time for the Blender Foundation to hire a full-time personal assistant to Mr. Dobarro. :slightly_smiling_face:

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And a full-time UI-Designer. Reading the new “development” of the pivot edit makes me want to pull my hair out and smash my head against something solid.

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I think with time he might get commit rights but until then someone has to approve it, the issue is some of his code doesn’t work with Win/Mac and needs to be reviewed & the other Devs are working on their own stuff too, this adds delays to code review.

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No word since on the Blueprint tool he was developing?

Pablo has commit rights. There is no exception just for him.
The other day, I asked to antonioyia to correct a bad naming. Although, he agreed ; he had to ask for somebody else point of view.
They are all submitted to same review process.
They decided to be more strict on it to avoid as much as possible to retake too impulsive new concepts in master.

That does not mean that reviewers never miss something and there is no commit reverted.
But there is probably less surprise from developers point of view that way.

That is the first time that in theory, master is not frozen while a release is in bugfixing state.
But in practice, if reviewers are bugfixing 2.81 ; they are not free for reviews, at same moment.
So, there is a high probability that reviews about Pablo’s work will only happen on Bcon4 week of 2.81.
It is a little bit worrying that we are getting closer to 2.81 release and amount of bugtracker reports does not go down or stagnate.

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To be fair, BlenderCon wasn’t that long ago, so getting back to working on the bug tracker was delayed for a bit for a bunch of the developers. Brecht who was the primary code reviewer for Pablo also went on vacation. Pablo also has made patches to address bugs, but again, it seems that the other devs are occupied with other stuff to properly review all the features.

The way things are looking right now, I think the developers will have to slightly rethink the way Bcon1 for the next Alpha and Bcon4 for the final Beta are overlapping. Maybe moving the BCon1 two weeks into the start of Bcon4 or extending Bcon1 a bit would allow them to put more time into reviewing the new features and bugs for us Alpha testers to start doing our work before Bcon1 is over.

We may not be coders, but we are an important line of defense for doing quality insurance and finding the most glaring bugs needed to be addressed for the official release. The sooner we get to test the changes, the better.

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Haha ofc not. Blender is not ready yet to replace ZB. :wink:

This is being requested all the time, but there’s no UX dev, so it’s always ignored.
Some apps have this functionality built in their keymap system, blender should do the same, instead of hardcode things.

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I also updated it recently to include the 2.81 pivot enchancements. I think that Originie should do what @Musashidan is looking for.

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I checked the patch and it seems the Devs are waiting for the new boolean system by Mr Howard ,he said in BConf that it will be ready in a month or two…judging by that then it’s 2.82 if everything goes as planned.

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My very first sculpt using Blender new tools and i am quite enjoying working with it.

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Cheers, mate. Thanks for the heads-up.:+1:

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