Pablo already said months ago that booleans in Sculpt Mode will not happen until the boolean system in Blender is being reworked by some other developer, which is actually planned. The reason being that he will have to start over with designing these tools for Sculpt Mode to benefit from the improvements.
Not just planned, the work is ongoing in a branch as we speak (newbooleans by Howard Trickey).
So they decided to simply fix the code of the currently existing MultiRes modifier? Either way, I am incredibly happy that some genuine progress is being made. It’s really the major thing that prevents me to sculpt solely in Blender as of now.
Not this kind of mesh boolean, I’m talking about openvdb boolean (dynamesh like)… the same one someone implemented on the remesher modifier sometime ago…
Openvdb has that, it just needed to be implemented in the sculpt remesh…
That would be a very welcome addition indeed. ZBrush (yes, here we go again
) Dynamesh also has Booleans.
Ideally the Voxel Remesh Booleans would automatically create Sculpt Face Groups / Sets to easily manipulate the resulting new areas.
I’m wondering: when you reset a brush, is the reset temporary (only during that Blender session, or saved along with a particular scene), or will the reset be remembered from that moment on, even when installing a new daily build? Or is a Factory Settings operation necessary for that? (resetting every other setting as well)
A permanent Reset All Brushes option would be very welcome, so you can retain your other Blender preferences.
Toes of feet or fingers of hand currently tend to meld. Thinking about this for some time.
Seems to be two paths. Adaptive Remesh is the first one. Being able to have high resolution voxels without memory overflow.
A non destructive merge-sculpts workflow would be the other path. We already do have kind of ‘voxel union’. Thinking about Voxel Booleans, as a part of a non destructive sculpting workflow.
When final sculpt is assembled from separate objects, wouldnt whole voxel grid adopt its object transformations? Asking myself, and indeed, if I transform an object, the whole voxel grid adapts. (Just translate and remesh Suzanne to see.)
This could help to keep low transform-refine related problems with voxels and gives more control which parts to refine.
Currently, you have to save startup.blend file. Otherwise reset is temporary.
A patch is ready to land.
https://developer.blender.org/D6830
It makes sculpt brushes presets like grease pencil brushes presets.
Article on blog, about UI-Workshop, has a paragraph about future of brushes management.
They will become separated files like Material Preview HDRIs.
Default set of brushes will be relative to those files. But changes to brush should stay local to .blend file until you decide to save it and add it to a custom set.
Exactly…
Blender’s voxel remesher only does union and not subtraction. It really should support both, to be more feature complete (not to mention the access to more smoothing/filter types)…
And now with the sculpt Face Sets, everything seems to be in place to be more easily implemented… You know, like in zbrush, white polygroups = dynamesh subtraction… We could do something similar in blender… ![]()
https://twitter.com/BlenderDev/status/1235210082553663488
Brecht and Sergey working on Multires
very funny
There’s a good chance @scorpion81’s Remesh modifier with OpenVDB mode will be part of 2.83. I really hope so! 
Just noticed that Pablo Vazquez actually confirmed that the MultiRes modifier has got a complete rewrite. So it isn’t just simple maintenance of the old code as I first assumed. ![]()
https://twitter.com/PabloVazquez_/status/1235256385308364802
Face Sets got a flood fill feature which makes it easier to create a set for individual meshes super fast. Pablo also confirmed that the current Hide Box and Hide Masked are getting rewritten in the future to support Face Sets after Pablo has added Face Sets support to the new MultiRes modifier. https://developer.blender.org/D6070
He also confirmed that Face Sets are ready for Master and that the sooner it gets added, the better the feature will be since the possible bugs still present should be fairly easy to fix.
That’s great news. Can’t wait to go for a Quad Remesher + Multires workflow.
Also good news. Face Sets really need tools to smooth the jagged Face Set edges though.
Get hyped! Face Sets is soon upon us!

Personally I would like to see all the remeshers support automatic Face Sets edge smoothing so you are always guaranteed at least one row of loops on each side of connected sets. Would make QuadriFlow and Voxel Remesher feel absolutely amazing since it would make both a lot more reliable on non-symmetric models like in a pose or big asymmetrical deformities.
I hope the guy behind QuadRemesher updates the Blender add-on to support the new tool for free for those who own it. I bought the current version of the add-on and it is great, but without a polygroups system you lose out on some extra degrees of control that you have come to expect from ZBrush.
I think I’ve posted this before something like the smooth boundary tool from Meshmixer would be great
Yes, this is what we need, also comparable to Polish By Groups in ZBrush.
Committed a few seconds ago: https://developer.blender.org/rB38d6533f212bf9001cd5f70ed8757eccb9b39dad