As long as the verticies are the same in number, you can copy changes from one mesh to another, seems like a really neat feature and could help speed up workflow for situations requiring many similar objects
http://www.vimeo.com/1390706
Now you can join objects with different multires levels, this could be really useful.
Just to note the GSoC projects are still full steam.
sooo, this means you can take a sculpt from a non-GSoC build and then copy the sculpt data onto the GSoC modifier base mesh of the sculpt? So that you can then add/subtract geometry from it in the GSoC build even though you began sculpting in the non GSoC?
Just a note to everyone here, the multires branch is now in a state where testing would be helpful. If you can find a recent build of the branch to test, please try to break things, and post bug reports. Thanks.
Hey there, I havenât been able to get my hands on the latest build but I do have a relatively older one and itâs pretty cool - it also resists crashes better than before. But i need to test a more up to date build.
In 2.46 I am able to go to around 400k faces and when I turn on partial redraw I can still rotate the view without much lag and even sculpt. If I go to 1,5 million faces, it lags a lot more, but itâs not completely critical.
In the latest windows release http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=716 things seem to work a tad slower (a bit hard to really evaluate this) and partial redraw doesnât speed up anything, so basicly the latest build works slower and worse than 2.46 release.
There is also no noticable difference if I set undo level to 0. The base mesh with both tests was around 100k polygon subdivided cube with already applied multires and then with added 1 or 2 levels of multires for 400k and 1,5 million mesh.
Iâm using
-Windows XP with SP2
-Geforce 7600GT
-1GB of ram
-single Athlon processor at 1,9ghz
-1024x768 screen resolution.
Nice! Though isnât that the wrong way around? Normally you copy from the active to the selected objects, not the other way around⌠cause then you get in trouble if you have multiple objects selected.
ur gonna need more than 1gb for 1 million face sculpting
Well doh, but the point was that sculpt works slower for me in the new multires branch than in 2.46.
I have strange save behavior. When I sculpt some details and just save file, then there is no sculpted data in loaded file. But when I go to edit mode and back and then save all data is saved well.
Iâve been following your progress since sharpconstruct and man⌠what a fantastic tool youâve created. I use the sculpting tools a lot in Blender and I surely canât live without them. They are the base of my workflow. So, a big thanks to you and Iâll defenitly try out the recent improvements when I have time.
Just wondering though: Is it stable enough to âworkâ with it? I just fear that I may loose my work or end with a corrupted file (note: that I save incrementally and a lot)
Thanks to everyone providing bug reports here. My progress fixing them has been a little slow; the only thing thatâs been fixed recently is the page up/page down shortcut keys in sculptmode.
A couple of performance notes for people testing: partial redraw in sculptmode doesnât work with the multires modifier yet; turning it on has no affect. Additionally, Iâm working on a new scheme to speed up subdivision and level switching, and hopefully get it back to at least as fast as the old multires.
alarionfirn: the new multires is still very much a work in progress, so I canât recommend it for production work. By the time itâs merged into trunk, I expect it will be very stable.
Another thing I noticed: when you press âcenter newâ for a multires object, the object gets moved instead of the pivot.
I also tried to âimportâ a 2.46 multires object to the new modifier and had some troubles. Iâll need to test it more but here is what I did (donât remember exactly): from the original object (2.46 multires) I made 2 copies, one applying multires in level 1, and another applying multires in level 8. I linked the objects to a new Blend project using the new multires build of Blender.
To the object with level 1 of old multires applied I added multires modifier and subdivided till level 8. Selected both copies, the one with 8 leves applied from old multires and the one with the new modifier, making âactiveâ the one with the modifier, and pressed âReshapeâ. Sometimes it said I didnât have two objects selected, other times it said âvertex count mismatchâ, and once, it did reshape but seems that the order was wrong and got all messed up.
I need to clarify what are the exact steps to get each result. Just wanted to give an idea of what is happening.
Eclectiel, Iâve fixed the crash you described. Regarding the trouble with loading from old files, the reshape button unfortunately wonât work for this, since the vertex ordering is different. Thatâs not to say loading from files is permanently broken, but it will require special handling (and the conversion will happen when loading the file, so you wonât have to use Reshape at all.)
Also, partial redraw works correctly with multires now.
Very cool man. Something that is very useful is the ability to transfer only selected area of the mesh. This is particularly useful for shape keys for animation from sculpts for generating normal maps, displacement maps, AO, etc. They also have this feature in ZBrush and Mud Box. I was wondering if you could add that ability also. They use masking to do their partial sculpt transfer. The code for transferring a selection to other models based on point position already exists in Blender while in edit mode on a mesh you hit the W-Key and then the specials menu comes up and then select Blend From Shape. You can choose what shape you want to blend the vertex positions from, and control the amount of blend with the mouse. There's also 'Propagate to All Shapes' which takes the current selection, and pushes those positions though, updating all other shapes.
Seems like your project is well setup for layer sculpting where you can sculpt on a layer like in photoshop or the gimp and then turn this layer on or off. Also if you could have it setup to have a slider for 0-100 percent the layer sculpt is expressed on the model that would be really cool. They also have this feature in ZBrush. The way you have done your project is super cool and it seems like you are really setup to do something like this.
Oh and to speed it up voxels seem to work very well for this because ZBrush and Mudbox are using them for the sculpting and ZBrush is also using them for painting. I know voxels are being implemented into Blender for effects, but I also know of an open source project that has voxels for geometry. Hopefully it is useful to you. I have no idea what method you are considering right now for the sculpting. http://www.ogre3d.org/phpBB2/viewtopic.php?t=27394&postdays=0&postorder=asc&start=75
Your doing awesome work. Best of luck and I canât wait to see the final results. I hope this information helps you if even a little bit.
Zbrush uses pixels+depth for its 2d canvas and rendering, but theyâre not really voxels, and the sculpting side is multiresolution mesh technology, same as blender, with clever memory management tricks. The other stuff like texture transfer is projection based, not voxel based.
You might be confusing their marketing term âpixolsâ with voxels. Again its not really a voxel, its a pixel with depth information, from which they can do simple shading and shadow tricks. Used to be a big thing when zbrush was primarily a 2.5d paint program, but of late the 3d side is much more important.
Thanks for clearing that up and setting me straight. I can think of one particular place where the depth information really comes in handy from the pixols and that is when creating alpha maps to use on your sculpting. You can take a model and turn it into an alpha map with depth info and you get much much better results than if you try to create the alpha in Gimp or Photoshop because you canât get the depth shading nearly as accurate and when you paint it. Man they mush have one heck of a good memory management system because I can sculpt 50 million polys with only 3 gigs of ram and it stays pretty light and fast. Their tool canât do what you guys are doing though. he he Thanks so much.