Sculpt mode docs feedback


general.html

but Sculpt Mode uses a very different workflow: instead of dealing with individual elements (vertices, edges, and faces), an area of the model is primarily changed using brushes.

On the one hand it is very different but on the other hand you can initially make people feel more comfortable by relating it to taking Proportional Editing from edit mode and making a whole mode out of it.

In my early years I’d have liked a video showing moving 1 point in edit mode, another moving 1 point with proportional editing, and another with sculpt mode that has the firs stroke looking like proportional editing and then several more strokes demonstrating that the mesh now reacts like clay.

Note
It’s very important to have predictable brush behavior, to apply the scale of your mesh.

“… by applying the scale of your mesh.”

The importance of apply scale needs to be made very clear. Needs it’s own page. Needs 5 second video demonstrations of: how it affects sculpting, how it affects bevel modifier, etc.

brush.html

I would like a page or a video that does an almost unnecessarily deep dive into exactly what the heck “normal radius” is, with diagrams and visual aids.

Common Brushes

There are many brushes to choose from but these are the most common brushes to be sued during

typo: “used during” … “more information”

The common brushes icons should be individual images positioned exactly next to the corresponding paragraph to avoid confusion.

A little video of each of the common brushes doing one stroke would be pleasant here.

visibility_masking_face_sets.html

Hiding geometry als improves

typo: also

Hiding is shared between all modes, except Object Mode (i.e. hiding/showing of faces in one mode will hide the same faces in other modes too).

As a non sculptor this confuses me greatly. I’ve been using edit mode hiding for many years and the keyboard shortcuts being so different is a bit annoying.

I couldn’t really experiment with this new information because I do not know how to make face sets yet.

Perhaps this visibility info can come later. I don’t thing beginners really need hiding until after they have reached the level of making very complex objects in terms of poly count or overlapping areas where hiding becomes helpful. Masking and face sets I think should come before hiding.

Hiding is shared between all modes, except Object Mode (i.e. hiding/showing of faces in one mode will hide the same faces in other modes too).
Unlike Selection Masking in other painting modes, Sculpt Mode primarily uses Masks and Face Sets to easily control the mesh visibility and which faces can currently be edited. The exception is the Clipping Region, which can be used in any mode.

Hiding is one of the super useful and powerful things in Blender and could benefit from its own in-depth chapter somewhere else in the docs outside of sculpting.

The most common shortcuts are H to isolate the face set under the cursor (or show everything) and Shift-H to hide the face set under the cursor.

Yeah I don’t know how to make face sets yet.

The mask can for example be created/edited via the Mask Brush, Box Mask, Lasso Mask, Line Mask and Mask by Color tools.

I can tell you from experience that total beginners, especially people who don’t really sculpt or draw, but have some photoshop experience, primarily are looking for a way to use a detailed image as a mask to isolate a part of the mesh and displace a little decal on it. Myself and others would go down the rabbit hole of these links and then google searches and come up empty and confused and frustrated.

off-topic: How a pencil-challenged / stylus-challenged / anatomy challenged “digital artist” typically wants to use sculpting:

Creating masks follows a slightly different mental model than selecting in other modes. For example Shift-LMB is used for smoothing instead of adding to a mask.

Does this activate some kind of mask smoothing brush like the sculpting Smooth Brush or is it some magical shortcut with no UI equivalent, no tool equivalent, no settings? I thought maybe it triggered the Smear tool but that tool seems to do nothing to masks,… does nothing to anything. Moving on…

Instead a mask is typically always added to the current mask with LMB and subtracted with Ctrl-LMB. So if you wish to edit the masked surfaces, you’ll need to use the Invert operator,

Should mention that the invert operation is ctrl+i.

Both these operators can be quickly accessed in the A pie menu.

Where in the UI does one discover these pie menu keyboard shortcuts without consulting the documentation or a youtube video?


possible bug?
Paint with the mask tool ( should I be saying mask tool or mask brush), then A pie menu - smooth mask. The mask will be smoothed. The Adjust Last Operation box for Mask Filter will be visible. Paint with the mask tool again. The Mask Filter operation box is still visible. Change a value in the operator box. Your most recent mask strokes disappear.


Otherwise Face Sets can be created/edited with the Draw Face Sets brush, Box Face Set and Lasso Face Set. They can also be edited with the Edit Face Set tool.

This should probably be the first paragraph of this section.

The A and W pie tools should be followed by pointing out that all of those commands, and more, are in the Main Menu under Masks and Face sets. I love keyboard shortcuts more than the average person but I hate when shortcuts and gestures don’t have a corresponding entry in the UI.

off-topic: The main properties panel has all kinds of stuff that needs to also exist in the main menus so I can properly set keyboard shortcuts on them or add them to my quick favorites

off-topic: The smooth face set boundary feature would be so useful in edit mode. In addition to the loop tools addon’s circle command, I’d probably often make use of this face set smoothing tool in edit mode.

filters.html

all good

transforming.html

Needs visual aids. If not for the recent discussion around sculpt mode pivot I’d have no idea what’s being said here.

multiple_objects.html

This page has the first mention of “initialize face sets”. That probably should have been mentioned in one of the earlier places mentioning face sets.

In the case that Face Sets were already used, joining objects or creating new geometry in Edit Mode will automatically assign new Face Sets. This makes it immediately possible to target each new geometry, for example via auto-masking.

I won’t actually understand what this means until I setup a test case and experiment.

off-topic: I’d like a page that clearly explains the difference between face sets and face maps and vertex groups.

adaptive.html

This technique is especially useful to block out the initial shape of an object. It also has the advantage of removing any overlapping geometry and creating a manifold volume as a result.

off-topic: Would be nice if a team of volunteers went through all of the documentation and linked as many words as possible to the Glossary page entries, like “manifold”.

Any currently used mask, face sets and color attributes will be re-projected on the remeshed result.

This did not happen in my experiment.


… but I’m using 3.4 - will test 3.5. - failed in 3.5 also

To more easily access this feature, use the shortcuts R to define the resolution, and Ctrl-R to execute the remeshing.

R actual triggers Rotation. Should be shift+r

off-topic: Does this really need to use shift+r and does it really need to be 2 separate steps? Many people wish for a “repeat last stroke” command and the most blenderrific key for that would be shift+r. Couldn’t ctrl+r show the resolution grid ui and then left-clicking applied the remesh command and right-click cancelled (while remembering the new resolution value that was set)?

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… to be continued …

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Smooth Brush is a sculpting brush. It is modifying vertices position.
Here, that is Smooth Mask Tool option, displayed in Mask brush properties, that is enabled by same shortcut.
Same thing happens when Paint brush is used and shift key is pressed.
There are no paint tool Draw / Smooth buttons in paint brush properties. Same thing for ability to smooth Face Sets boundaries with Draw Face Set brush.

Smear brush is only working on painted attributes. That would be pertinent to add to it, Paint / Mask buttons, to make it work on masks.
But I suppose that to be stored, masks will evolve to become common attributes.
So, I don’t know what should have priority between update of Smear tool and masks storage.

That should work for 3.4. It was officially released.
That is working for me in 3.5, under linux.

Shortcut have been modified in master. It will be R in 3.5.
There will be no more shortcut to trigger rotation in sculpt mode in 3.5.

@thinsoldier Thanks so much for looking over this and giving such detailed feedback!

I’ll fix all the typos you pointed out and improved wording.

More visual examples are definitely needed. Especially for technical or abstract concepts.
Terms like “Sculpt Plane” and “Normal Radius” need to be precisely showcased so users don’t have to guess what they mean.

Also thanks for pointing out information that can be left out or is confusing.

I can tell you from experience that total beginners, especially people who don’t really sculpt or draw, but have some photoshop experience, primarily are looking for a way to use a detailed image as a mask to isolate a part of the mesh and displace a little decal on it.

I’ll see if I can make that first paragraph way more clear on what the general purpose of masking is right now.
I think it would be good to make a comparison to “selecting” here:
Masks are areas that define what surface can be sculpted. They are meant to be fast to create, temporarily used and just as quickly discarded (Just like a selection).
Does that make sense?

seems to do nothing to masks,… does nothing to anything. Moving on…

True, this part is too specific to the Mask Brush. I should edit that.

Should mention that the invert operation is ctrl+i.

One mportant aspect of this page is to let users know that the shrotcut A is faster.
I’ll see if I can point that out. Ctrl I is the universal (also in other modes) but slower shortcut.

Where in the UI does one discover these pie menu keyboard shortcuts without consulting the documentation or a youtube video?

Right now there is no way to show pie menu shortcuts anywhere in the UI. Until this limitation gets addressed, the user manual and tutorials are the only way of communicating this …

possible bug?

Sounds like it. But I can’t reproduce it with the latest version. Maybe a 3.4 specific bug?

off-topic: The main properties panel has all kinds of stuff that needs to also exist in the main menus so I can properly set keyboard shortcuts on them or add them to my quick favorites

Can you name some examples?

This did not happen in my experiment.

Might be because the startup.blend file that you’re using has objects that still have old defaults.
Go into the Remesh panel in the header and make sure all “Preserve” toggles are enabled.
Also disable “Fix Poles” for better remesh performance, at the cost of more geometry.

R actual triggers Rotation. Should be shift+r

The shortcut has been changed for 3.5. This will likely trip up many people but it was bound to happen eventually before it becomes a fixed shortcut convention.
This way Shift R can be used to immediately repeat the last used action. Especially for any masking & face set menu operators this will be useful.
R for rotation is an oversight. If nothing is mapped to R it will fall back onto rotation, just like object and edit mode.

Couldn’t ctrl+r show the resolution grid ui and then left-clicking applied the remesh command and right-click cancelled (while remembering the new resolution value that was set)?

Nobody got the time to work on that so far. I don’t think it’s that straight forward but I agree that this would be fantastic.

I recall reading that devs will not allow a “Render Button” because the UI guidelines say there should not be action buttons in the Properties editor. However:

image

image


I remember a time when I could not quickfav or shortcut these items but they all work now.
One of the “remove…” items is in the Object > Cleanup menu but none of the others are in the main menu.
I think there should be a Material section under the Object main menu.
image


I would like a menu under Object main menu that contains these, along with a pie menu, along with being in the right click context menu.
I use about 6 of these frequently and I often don’t have the properties panel visible and I have yet to remember the 6 shortcuts I set and my quick favorites list is already too long and I don’t want to add anything else to it.

image

I’m one of those people who has absolutely zero problems with controls being in multiple places all over Blender. The UI is so flexible and people come up with such singular configurations for a task/moment-in-time that it’s very convenient to have access to things in several places of varying levels of convenience. For example the sidebar is most convenient when you have one big 3d viewport but it’s not even an option when I have 8 very small viewports for a very important reason.

can’t set a keyboard shortcut on bake data or bake mesh:
image
But as far as I understand it, these buttons should not exist anyway for the same reason someone said a render button should not exist.

Well. Geometry Data panel is not really made of action buttons.
It is adding and removing attributes to mesh like +/- buttons of UI lists for shape keys, vertex groups and UVs, except that lists are not supported for these data types. In 3.3, there are not buttons.

  • button is useless. It is creating a weight of zero.
    Non zero data is generated in 3D Viewport, in edit mode.
    Logically, buttons should disappear to be replaced by name field for a mesh attribute.

Render button is relative to Scene.

Bake Cache are action buttons. But their action is relative to a specific cache of a specific object.
But they are also similar to buttons of Geometry Data panel. When baking is finished, button becomes a Free Cache button.
Logically, there should be equivalents in Object menus. But that would not be super efficient, because that would imply to create bake cache items for 4 bake cache sub-menus, as many free cache items.
And action would be at the opposite side of screen than info about status of cache to read.
People wants the button, near properties they are changing.
That was the reason of massive rejection of this guideline by users feedback, after attempt of Render button.
Developers have plans to remove physics properties tab, on the long-term. Physics should become nodes. So, they preferred to avoid conflict with users by letting buttons.

Remesh button was created by Pablo Dobarro. Button from Remesh Panel is the only way to access Quadriflow Remeshing (there is no shortcut for that).
He placed panel where he thought it would make sense.
After thinking about it, IMO, That is not really the most pertinent place. It should be in Item tab of sidebar.

About management of materials, geometry nodes changed linking of materials. Material tab is forced to evolve.

Options of Viewport Display panel accessible through a menu in 3D Viewport is a constantly repeated request. That is weird that when they added Auto-Smooth to right click menu, they did not think about it.

That is the case in paint modes.
Face Sets in Sculpt modes are similar but different ; because they are plural, when selection mask in a paint mode is unique.
Mask in Sculpt mode is unique, too. But it has an important difference with selection mask in paint modes. It is float values, not boolean.
Mask gesture tools are set up to act like boolean operators.
But Mask brush in Sculpt mode is behaving like Mask Brush in texture paint mode. That is painting an image.
Those 2 big exceptions to the idea of fast selection quickly discarded have to be mentioned.
Face Sets can be quickly discarded. But their exception and advantage of plurality is allowing them to stay longer.
Mask with its float values corresponds to a complex masking. Inability to store it is a disadvantage, a technical limit, because they were thought as a multiresolution feature.
That is why add-ons to store them, as vertex groups, have been developed.

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