# The big Blender Sculpt Mode thread (Part 1)

**URL:** <https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731>\
**Category:** Blender Development Discussion\
**Created:** [March 11, 2019, 4:26pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731 "2019-03-11T16:26:10Z")\
**Posts on this page:** 20\
**Page:** 201

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**Author:** ![lethal01](https://blenderartists.org/user_avatar/blenderartists.org/lethal01/32/32704_2.png) [@lethal01](https://blenderartists.org/u/lethal01)\
**Post date:** [February 26, 2020, 11:06pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4140 "2020-02-26T23:06:30Z")

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I love Pablo but he does have some of the worst takes at times.

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**Author:** ![Loner](https://blenderartists.org/letter_avatar_proxy/v4/letter/l/7ba0ec/32.png) [@Loner](https://blenderartists.org/u/Loner)\
**Post date:** [February 27, 2020, 9:43am UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4141 "2020-02-27T09:43:13Z")

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Speaking categorically. Dyntopo is and remains in previous versions. You can sit there, but, I emphasize, but without new features. Would you agree to that…? I mean, or dyntopo or new functions.  
I can see it that way. Pablo do double work when it starts adding new functions.Because of the dirty hack in code Dyntopo.

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**Author:** ![avpiedra](https://blenderartists.org/user_avatar/blenderartists.org/avpiedra/32/626438_2.png) [@avpiedra](https://blenderartists.org/u/avpiedra)\
**Post date:** [February 27, 2020, 10:04am UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4142 "2020-02-27T10:04:09Z")

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Oh yeah, thanks for sharing!

Below FUTURE paragraph one can find Texture Mesh Filter section and that’s exactly what I would envison.

  
That’s the video clip from linked article.

Cheers!

edit:  
[https://developer.blender.org/D6156](https://developer.blender.org/D6156)

> **[Sculpt, Paint, Texture Module](https://projects.blender.org/blender/blender/issues/63745)**
>
> This page is in the process of being fully replaced by #sculpt\_paint\_texture
> 
> \---
> 
> Order of importance:
> 
> \- {icon circle color=red} \*\*Very Important\*\* - \*These we should handle before the next release.\*
> \- {icon circle color=yellow} \*\*Somewhat...

It’s currently on low priorioty.

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**Author:** ![CLuss](https://blenderartists.org/user_avatar/blenderartists.org/cluss/32/547306_2.png) [@CLuss](https://blenderartists.org/u/CLuss)\
**Post date:** [February 27, 2020, 12:27pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4143 "2020-02-27T12:27:46Z")

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this plus procedural textures plus good performance will kill the world  
can’t wait

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**Author:** ![Tosky](https://blenderartists.org/letter_avatar_proxy/v4/letter/t/c89c15/32.png) [@Tosky](https://blenderartists.org/u/Tosky)\
**Post date:** [February 27, 2020, 4:16pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4144 "2020-02-27T16:16:36Z")

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I hope @pablodp606 will add some slider to pinpoint a precise value you’ll apply on other subjects, since moving around the mouse it’s faster yet it become clumsy at some point.

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**Author:** ![xan2622](https://blenderartists.org/user_avatar/blenderartists.org/xan2622/32/582582_2.png) [@xan2622](https://blenderartists.org/u/xan2622)\
**Post date:** [February 27, 2020, 7:10pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4145 "2020-02-27T19:10:21Z")

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Modifiers: Subsurf modifier and Multires modifier add option to preserve and interpolate custom normals:  
[https://developer.blender.org/D6935](https://developer.blender.org/D6935)

* * *

[https://twitter.com/CodyWinch/status/1232416443649712131](https://twitter.com/CodyWinch/status/1232416443649712131)

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**Author:** ![captainkirk](https://blenderartists.org/user_avatar/blenderartists.org/captainkirk/32/4296_2.png) [@captainkirk](https://blenderartists.org/u/captainkirk)\
**Post date:** [February 27, 2020, 8:57pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4146 "2020-02-27T20:57:03Z")

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This has long been a problem for rendering toon shaded characters. It’s usually faster to add the custom normals to the mesh before subsurf is added, but you lose them afterward. I’m glad to see it’s finally being fixed.

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**Author:** ![bloox64](https://blenderartists.org/user_avatar/blenderartists.org/bloox64/32/639972_2.png) [@bloox64](https://blenderartists.org/u/bloox64)\
**Post date:** [February 27, 2020, 9:30pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4147 "2020-02-27T21:30:09Z")

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Really great, NPR really needs some love on blender, from what I heard softimage used to rule on that area.

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**Author:** ![SteffenD](https://blenderartists.org/user_avatar/blenderartists.org/steffend/32/22018_2.png) [@SteffenD](https://blenderartists.org/u/SteffenD)\
**Post date:** [February 28, 2020, 4:03pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4148 "2020-02-28T16:03:28Z")

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The cloth brush has just been committed to master:  
[https://developer.blender.org/rB4a373afa5fb8f9eab92314fac1b140b7803f30fe](https://developer.blender.org/rB4a373afa5fb8f9eab92314fac1b140b7803f30fe)

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**Author:** ![xan2622](https://blenderartists.org/user_avatar/blenderartists.org/xan2622/32/582582_2.png) [@xan2622](https://blenderartists.org/u/xan2622)\
**Post date:** [February 28, 2020, 4:09pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4149 "2020-02-28T16:09:34Z")

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[https://twitter.com/pablodp606/status/1233423811980267524](https://twitter.com/pablodp606/status/1233423811980267524)

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**Author:** ![zeauro](https://blenderartists.org/user_avatar/blenderartists.org/zeauro/32/443778_2.png) [@zeauro](https://blenderartists.org/u/zeauro)\
**Post date:** [February 28, 2020, 5:31pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4150 "2020-02-28T17:31:27Z")

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That is a little bit weird. Stroke method is Space method. But user has to anticipate Simulation limit.  
If it was possible to have a dynamic Simulation limit working with Anchored method, that would be more intuitive.

Falloff of Cloth brush is a sphere. That means that Simulation limit is radius of a sphere.  
If you do a stroke longer than Simulation limit, you reveal perfectly circular Simulation Limit.  
If that frustrates you, you will increase Simulation limit to be as wide as area you want to treat.  
Issue is that area will not be a surface, but a volume. Front Faces Only can help a little bit.  
But if you want to limit effect to surface you see, you have to do only short strokes or make an intense use of mask.

I think it will be interesting to try to limit volume of simulation by using a sculpt plane.

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**Author:** ![polynut](https://blenderartists.org/user_avatar/blenderartists.org/polynut/32/494168_2.png) [@polynut](https://blenderartists.org/u/polynut)\
**Post date:** [February 28, 2020, 5:43pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4151 "2020-02-28T17:43:22Z")

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Hope developers are going to grab the opportunity to make something similar to Marvelous designer since blender have all the require elements.

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**Author:** ![Rocksteady](https://blenderartists.org/letter_avatar_proxy/v4/letter/r/b9bd4f/32.png) [@Rocksteady](https://blenderartists.org/u/Rocksteady)\
**Post date:** [February 28, 2020, 8:15pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4152 "2020-02-28T20:15:38Z")

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> **[Garment Tool](https://bartoszstyperek.gumroad.com/l/GarmentTool)**
>
> Garment Tool is Blender addon (up to Blender 3.6, I'm working on update for Blender 4.x) designed to simplify process of making simulation ready cloth meshes inside Blender. Clot meshes are generated from 2d Bezier curves, sewed together and then...

Support the dev.

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**Author:** ![obsurveyor](https://blenderartists.org/user_avatar/blenderartists.org/obsurveyor/32/1476547_2.png) [@obsurveyor](https://blenderartists.org/u/obsurveyor)\
**Post date:** [February 28, 2020, 10:04pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4153 "2020-02-28T22:04:19Z")

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This one is good too:

> [@Modeling Cloth Addon for Blender 2.8](https://blenderartists.org/t/modeling-cloth-addon-for-blender-2-8/1162477):
>
> Modeling cloth is out for blender 2.8 There are lots of fun new features. I tested it on the 2.8 build today and it worked but blender is changing a lot so let me know if you have trouble getting to run. [Free on Github][https://github.com/the3dadvantage/Modeling-Cloth-2\_8/archive/master.zip](https://github.com/the3dadvantage/Modeling-Cloth-2_8/archive/master.zip)[Donate to help support me making cool addons](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4T4WNFQXGS99A)[Patreon](https://www.patreon.com/The_3D_Advantage)[Buy on Blender market](https://blendermarket.com/products/modeling-cloth)[buy on gumroad](https://gum.co/HJos)[My github](https://github.com/the3dadvantage)[Special thanks to Rico Cilliers for the artwork!!!](https://www.artstation.com/ricocilliers)

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**Author:** ![samdutter](https://blenderartists.org/user_avatar/blenderartists.org/samdutter/32/630392_2.png) [@samdutter](https://blenderartists.org/u/samdutter)\
**Post date:** [February 28, 2020, 10:33pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4154 "2020-02-28T22:33:04Z")

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Can’t wait to see what the community makes with this!!

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**Author:** ![Tedri\_Mark](https://blenderartists.org/letter_avatar_proxy/v4/letter/t/51bf81/32.png) [@Tedri\_Mark](https://blenderartists.org/u/Tedri_Mark)\
**Post date:** [February 28, 2020, 10:42pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4155 "2020-02-28T22:42:33Z")

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Not sure if this is the place for this, but I’m using dynamic paint and a heavily damped wave modifier to make a sphere push an indented path along a desert, and a thought occurred - what if there was a sculpt brush modifier, or the dynamic paint modifier had a ‘sculpt’ option?

Basically, you’d be able to animate an object to act as the brush, and it would sculpt the surface.

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**Author:** ![polynut](https://blenderartists.org/user_avatar/blenderartists.org/polynut/32/494168_2.png) [@polynut](https://blenderartists.org/u/polynut)\
**Post date:** [February 29, 2020, 2:53am UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4156 "2020-02-29T02:53:40Z")

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Agree this guy is the closest so far but it’s still very far from the capabilities of MD but maybe it will get closer with time and of course i will support him.

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**Author:** ![zeauro](https://blenderartists.org/user_avatar/blenderartists.org/zeauro/32/443778_2.png) [@zeauro](https://blenderartists.org/u/zeauro)\
**Post date:** [February 29, 2020, 7:28am UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4157 "2020-02-29T07:28:16Z")

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Actually, Dynamic Paint can displace surface.  
After Particle nodes done, modifiers will become nodes.  
Pablo has also announced that Brush behavior will also be defined by nodes.

That should be possible in several years.

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**Author:** ![Nur\_Rp](https://blenderartists.org/user_avatar/blenderartists.org/nur_rp/32/1289734_2.png) [@Nur\_Rp](https://blenderartists.org/u/Nur_Rp)\
**Post date:** [February 29, 2020, 7:01pm UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4158 "2020-02-29T19:01:52Z")

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> [@julperado](#):
>
> Did you use dyntopo with constant detail there…? It appears so, because the detail where the alpha was applied looks too big for 98K polygons. Using constant detail defeats the purpose of having a tool that allows for localized detail.  
> Try again but tesselating ONLY where the alpha is going to be applied, and I’m sure you’ll be able to have a lot more detail under 98k
> 
> EDIT:  
> It depends greatly on how you use dyntopo; here I used brush detail instead of constant detail and look at the difference:

> [@zeauro](#):
>
> By default, Refine Method is Subdivide Collapse.  
> Your stroke subdivides mesh edges longer than precised detail but it also collapses edges smaller.  
> That is what is required when you define global shape of sculpt.
> 
> But if you want to detail by using a texture brush, it will be less problematic to jump to Subdivide Edges method and set Topology Rake to zero. Then, switch to Simplify brush and redo a pass to decrease polycount.
> 
> Brush Detail method was created to have detail consistent with a Brush using a texture with a View mapping. That way, you can set a detail percentage relative to texture details and you will obtain same desired result whatever brush radius is.
> 
> Whatever Refine method is used ; increasing a little bit Sample Bias when using texture can help, too.

Ahh you guys got me here. Tobe honest my sculpting workflow is very Zbrushy 😅

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**Author:** ![Blenditaway](https://blenderartists.org/letter_avatar_proxy/v4/letter/b/ebca7d/32.png) [@Blenditaway](https://blenderartists.org/u/Blenditaway)\
**Post date:** [March 1, 2020, 2:32am UTC](https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-1/1150731/4159 "2020-03-01T02:32:19Z")

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I wanna make a short movie and use blender to do the work cloth wrinkles .  
Name of the movie is spiderman 7, found a song from youtube and i dont know if the Licence is CC0.  
[https://www.youtube.com/watch?v=SXlhqITrL8k](https://www.youtube.com/watch?v=SXlhqITrL8k)

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