The big Blender Sculpt Mode thread (Part 1)

Normal Radius defines normal of cursor. Normal of cursor is mean of normals of faces contained into defined radius.
With a big radius, cursor has stable normal ignoring details of model.
With a small radius, cursor adapts its normal to details.

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ahhh amazing. Thanks!!

This should be merged to master because it is so big leap of Blender feature that even no words cannot describe.

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Finally had some time to test this build, the new brush settings feel a lot more natural now and the cursor is also a great addition, I love it!

But I have a question about the remesh. It seems to me it’s just a slightly different version of blender’s own remesh modifier, here’s a screenshot comparing the two…


Blender Remesh modifier on the right

Is that the case? If it is, then I think Pablo should take a look at the already available remesh addons and see if he can use some of that, because is not very useful right now.
OpenVDB Remesh
Tesselator
DynRemesh

Post your blend? Lemme try on my side.

It was just a test, I didn’t save the file. But the results of the remesher are almost the same I get when using the remesh modifier, like in the screenshot I shared

I know it’s the same for you, I wanted to see if it was an issue on your side since you seemed to not be sure.

Tested it myself
Middle is Pablo’s, right is Modifier.

Has some pretty significant advantages. Such as actually working.

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Thanks for testing, what voxel size did you use for that example? For something smaller than 0.05 I get a crash. Yours seems to be lower than that. And are you on windows or linux?

I’m using 0.02 and I’m on windows.
Got 6gb of ram and a gtx950m.

Hmm that’s weird, I’ll try deleting preferences and settings and installing again. Thanks @lethal01:+1:

Ignore normal radius on vertex and weight paint
https://developer.blender.org/rBb0169056dfe6c01791359adf34feaae3e4206762

For someone who asked about NormalRadius:

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So far so good. Has a few issues with Multi res modifier. Remesh is surprisingly fast.

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Enable OpenVDB by default
https://developer.blender.org/rB159bbb7755d74d3a962fad68c334f6f8ffff3670

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Sculpting is even better with this build. Gonna be amazing when it integrates to the main build.
Made this speed sculpt to test. Love the rotating cursor.

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Sculpt vertex colors: Initial implementation
https://developer.blender.org/rB6e81e5c70952004f6d24f58d2047227f2e73f1e9

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I suppose that this is a totally new world for those of us who are only Blender users?
I’ve read the commit explanations and I do not understand much.
Please, someone briefly explain about the main advantages of this, use cases, etc

Edit:
For now things like “Store/Load sculpt color” or Remesh with “Reproject Vertex Paint” makes Crash Blender on Linux (Segmentation Fault)
Edit 2:
Not crash if I’m in sculpt/vertex paint mode. I can load what I painted in Vertex paint mode to sculpt mode, I still do not understand main advantages of this and use cases
Edit again:
Oh, there is a brush to paint directly in Sculpt mode, you talked about it before…

Currently, workflow seems incomplete. Only sculptdraw tool can paint.

Load/Store buttons are easy to forget. And remeshing may delete vertex color channel.
It seems really easy to loose our colors.

I don’t think that adding a list with a disabled item is a good idea.
Currently, there is only 1 mix mode. But with more blending modes that will not be great to scroll to enable/disable color painting.

Automasking also, should not be a list.
This and enabling of automasking should be checkboxes or buttons.

It looks like setting to unify color to brushes does not work.
Only Topbar seems to be affected but color specific to brush is still used. Brush does not take option into account.

https://twitter.com/pablodp606/status/1114197345997139968

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Damn, this is huge. Vertex painting in Blender reached another level, almost like zbrush.
Well done!

I got some feature requests for this, but this dev is a ghost, no way to find him. :smile:

And Rambo, ma dude, you da man.