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

The mask brush has the “Toggle” option active by default that makes it so when you press the shortcut again you go back to the brush you previously had selected. You can activate it for any other brush shortcut.
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Wow, I thought the devs had ripped this out of Blender since 2.8. Gonna check right away if this also works for the Smooth brush.

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I had no idea about this, thank you! :star_struck:

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Is is possible to assign one brush to the pen tip and another brush to the pen eraser?

Wow! It works amazing! Exactly what I want! Thank you very much!

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Yeah, this really is the tip of the month, thanks @sick! I thought the toggle option was removed, and missed it for the Smooth brush. In 2.7x the toggle was on for the Smooth brush by default.

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Nice. That’ll make this free add-on obsolete. I hope it will include the same options:

  • Position: Change in vertex position is minimized.
  • Tangency: Change in vertex tangency is minimized.
  • Curvature: Change in vertex curvature is minimized.

I also hope “The same algorithm will be used to improve other existing tools” means Smooth brush improvement.

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Poor monkey :cold_sweat:

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Great new feature. I love that addon though, seem like pretty impressive piece of programming ( I know nothing about programming), so a bit sad it will be going away.

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I also love the Mesh Fairing add-on. The developer might continue developing it, because the add-on also works on Edit Mode selections. But maybe Pablo will take care of that too.

Writing wishes in this topic always feels like writing a letter to Santa Claus, and then be surprised when you actually get the present you wished for. :wink:

So I hope Santa Pablo reads this! :santa:

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Pablo is using the code from that addon, he said it on the following tweet, so maybe the exact same functionality from the addon will eventually be merged?
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:smiley::+1:

Gracias, Santa Pablo!

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Sergey Sharybin fixed multires creating spikes when subdividing ngons:

From tonight in 2.92 buildbot builds.

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I can’t believe it!
N-gons were not passing corner of 0 to the matrix construction function!
Oh c’mon!
:grin:

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Man what a bunch of amateurs ! omitting to build tangent matrices like that !

Thanks Sergey. :slight_smile:

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Sergey ‘Neo’ Sharybin!

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Captura de pantalla de 2020-11-24 15-01-31

I don’t even know what is he talking about. Sergey is a genius :heart_eyes:

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A matrix is basically an orientation. A tangent matrix specifically is an orientation that’s turned to be aligned to the surface normal and the surrounding geometry flow. Anything that exists with respect to that orientation is said to exist in “tangent-space” (such as tangent-space normal maps, where any given pixel modifies the surface orientation relatively to the surface underneath, as opposed to “world-space” or “object-space” normal maps).
What I suspect is multires needs a tangent matrix for each point in the mesh, so it knows in which direction to displace them when the user draws brush strokes (or maybe it has to do with propagation, I don’t know).
If some points (specifically those part of an ngon) lack this matrix, they simply choose to fly the fuck out the window.

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That’s interesting (now I understand it a bit better). Thanks for the explanation!

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