The following is the long list of useful features he plans to add to Blender’s sculpting module.
If you’ve got good constructive feedback or an interesting suggestion regarding Blender Sculpt Mode, you can post it in the Blender Devtalk forum’s Sculpt Mode feedback discussion.
Please don’t flood it with complaints and bug reports, so Pablo and fellow Blender developers will have a clear, useful collection of Sculpt Mode feedback.
I think that they are just meaning that code to displace from vector maps is already here.
What is missing is a way to create those vector maps in Blender.
Nothing new in that area. But as the almost last thing planned, Cycles may have vector displacement baking before they reach that step in their new sculpt mode branch.
All these points are great. That ambitious plan will probably take years to be accomplished.
But that is a great news, after a period when sculpt mode was orphan, to see a developer ready to invest work time for several next years.
this is really nice to hear, i was hoping he gets the attention from BF one day ,just like Clément with his PBR branch, and becomes one of blender’s core team…Sculpting quest now closer to reality
If the BF can find a way to get Psi-Fy back on Blender for a few months, then we would have all of the needed devs. for a sculpt quest (since it’s not realistic to have Brecht, Campbell, Sergey, Bastien, and Clement come to the institute to work on that only).
While I have absolutely no objection against it. Could anyone please explain why it is important for this to have an official branch? Can’t it just be forked and worked on?
The three things holding me back to do the sculpting in blender:
1, performance, this is the most important
2, some brush works better in zbrush… most notably the move brush… so much better than the grab… I don1t know what causes the big difference
3, i slightly prefer the main controls in Zbrush… the ability to rotate the mesh without pressing any button.