The big Blender Sculpt Mode thread (Part 1)

15 million?..
How long did it take the remeshing process with voxel?
I mean, I’ve tried it with just a couple millions and it would take like 10 seconds every time I would want to remesh something.
I’m not reading/seeing people complaining about it and for me is super annoying. Coming from dynamesh and the fast remeshing it has this is unbearable for me, sorry.

Because Dyntopo adds geometry live while Voxel doesn’t. It makes some brushes a lot better like Snake Hook. Not having to remesh over and over again with Voxel is convenient. That convenience becomes less convenient once you have everything in place and performance starts slowing down significantly.

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Dynamesh in ZB can easily take 10+ seconds when working with very high densities.

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Few new commits:

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Don’t remember. It did take a while, but it doesn’t matter that much since you will not be remeshing with Voxel more than once or twice once you switch over. You only remesh with that many vertices if you are planning on actually committing to adding detail. The proportions of your sculpt should be pretty much finished by then.

Also, it takes a while for ZBrush to remesh with those mesh densities as well on my computer, so the waiting is about on par.

Have to say that sadly, Dynamesh is easily about 5 times faster than Blender’s current voxel remesher.
I remember doing some test when it came out in Dobarro’s build.
I hope it changes in the future, can’t wait to skip the Zbrush part of my workflow for good.

i don’t think C is the problem. it’s not that hard to learn (C++ is a different topic though).

the difficult thing is learning to work with a huge code base like blender and all the required 3d-maths stuff. that’s my problem. :slight_smile:

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@Fweeb Gotcha :+1:

That’s my point. This is far from good. I actually think this is a bug.
When the first version of the sculptris pro was added to zbrush, it was crappy, it struggled with less than 300k polys, but then they fixed it on newer versions, and now it’s a game changer.

Dyntopo needs some love. :wink:

I’ve been using Sculptris Alpha 6 for years now (For its auto relaxing tools and Dynamic topology), trying to use Voxel remeshing has been a pain lol.

With Voxel remeshing, everytime you need more detail for even something like a foot, you end up with 1 million polys just to get more detail or avoid it filling in the spaces and crevices.

But with Sculptris my entire sculpt would be under 1 Million because of the Reduce tool (Similar to Blenders Simplify) and its auto relaxing. Also I think it tries to keep the triangles connected edges under 4 edges unlike Blenders Simplify which decimates the topology to death with no intelligence.

So yea Dyntopo is still what I’d prefer but mostly Sculptris’s way of doing it (Not Zbrush’s Sculptris pro but the actual Sculptris Alpha 6).

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I too have used Sculptris on and off for many years. It’s a little unstable, but as you say, the dynamic topology is very slick.

I also like the flatten tool in Sculptris, seems to work much better and more consistently than Blenders. I hope this tool gets some love in the near future.

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Hmm yes unbelievable that a single developer, who has been working on this less than a year, can’t get it on par (yet) with over 20 years old Zbrush, that is specialized in sculpting /s

Seriously, is this a trolling attempt, or your genuine opinion?

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If he was able to do that then he wouldn’t actually be a developer. He would be a magician, and even the current dev. fund would not be enough to afford him :upside_down_face:

Pay attention son, we are talking Dyntopo only here, which is a feature that was implemented in blender many years ago, unlike the new baby sculptris pro that was just added to zbrush a few years ago. So technically Dyntopo should be more mature and optimized.

It’s get mature when someone work on it. Blender won’t mature with your rant on the commit log and other Dev’s.

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First, I’m not your son.
Second, this thread is about Pablo’s sculp tools.
And third, you compare Zbrush’s industry-wide acclaimed tool set, that is in development for decades, with Blender’s relatively young sculpting tools.

I think nobody here has an issue with pointing out flaws, or coming up with suggestions. But only complaining and acting like a spoiled kid, doesn’t help in the slightest.

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Oh man, this is amazing. :upside_down_face:

Cheers.

Blender’s sculpt tools may never get to the level that z-brush is at. Z-brush is a much more focused application and so far more time is dedicated to those focused tools.

Pablo is definitely taking Blender in the right direction, the rate at which we are now getting improvements is awesome and very welcome. I’m sure many of the points being raised will be addressed - just take Cycles as a point of comparison, it’s a very different beast today than it was in the early days.

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I’m also confident that Pablo will bring much more magic to Sculpt Mode. Every once in a while I reconsider a return to ZBrush for sculpting (like after the recent release of ZBrush 2020), but Pablo’s development momentum is just too exciting. He single-handedly adds more to Sculpt Mode in a few months than the ZBrush dev team adds in one year.

Of course there are still a lot of sculpting areas where ZBrush still reigns, but I can get along quite nicely without ZBrush lately, and if I compare Sculptris Pro to Dyntopo, the feel of Dyntopo (the way new geometry is generated) has my preference. For example, Dyntopo has a more balanced triangle distribution, while Sculptris Pro can sometimes result in singularities where many triangle edges are joined.

I’m hoping very much that Pablo will soon find time to upgrade or maybe even rewrite the Dyntopo engine. That would turn it into a real powertool.

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Agreed.

I don’t think Blender needs to be at the same level as Zbrush actually. Blender is already far ahead, when it comes to sculpting, compared to any major 3D package. If you really need something more specialized, you can always use Zbrush.

It’s definitely awesome to see how far sculping tools in Blender came, in just a couple of months. I have the utmost respect for Pablo.

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We already have the most powerful ZBrush feature at our disposal (if you’ve got some budget to spare): Quad Remesher = ZRemesher.

Next step: a Blender alternative to UV Master. :smiley::+1:

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