The big Blender Sculpt Mode thread (Part 1)

Move Face Sets random color generation to its own function
https://developer.blender.org/rBa540d16ee82e6c91d76fdfea8c0b90b922ece4d9

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In short Breсht accepted a fix many, Pablo is left to fill in the master.
Reset Face Set data when cancelling the expand operator
https://developer.blender.org/rB6eb76f64304235bd91e7a226019da5424e0b28d3
Remove hardcoded hardness from Clay brush
https://developer.blender.org/rBc65b9fb825f61dceda5fc4565c8df01a3b837447
Add visibility checks to Face Sets creation operations
https://developer.blender.org/rB503d5c0c652dbce9dad428ab4b19e021c0ca8a39
Rebuild the Face Sets datalayer after slicing the geometry
https://developer.blender.org/rB0030e6a2fc265258be7e02bedb89d81feda2adda
Fix Cloth Brush not working with automasking
https://developer.blender.org/rBe702c9a7000bf4096546b876ae6a926acaa8d6ec

Face Sets: Add relax support to Mesh Filter and Draw Face Sets
https://developer.blender.org/rB0dfb4ac1ff9a81864d44f91e259a829d80863a80

Face Sets: Use white color for a default Face Set to enable the overlay
https://developer.blender.org/rB18e3615a68191c9f35303139d109972744499565
P.s. Decided to Supplement here, so as not to clog the topic.

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do you have a zbrush subdiv model? bake a non tangent vector displacement map (tangents are buggy with cycles) with flip and switch 27 and apply it with a vector displacement node and adaptive subdivision with cycles - can’t get easier than that :slight_smile:

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FTFY… :stuck_out_tongue:

I think he’s talking about Zbrush’s Vector Displacement Mesh

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:grinning:. Mistaken. Reformed.

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This reminds me I’ll soon have to make my monthly statement of returning to ZBrush again, only to find out I miss Blender and you guys too much. :grin:

you don’t have to return just use the best parts of both programs :wink:

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That’s what hurts me . Some of the function that add Pablo to the review are reviewed by 2 reviewer. When 1 is accepted , the second pulls and pulls. For example. https://developer.blender.org/D6705 . Although they write that it is ready to fill.Well, I think that because of 2 reviewer , he does not fill it.

Some patches are meant to die… :wink:


But this committ is useful… :slightly_smiling_face:
Add relax support to Mesh Filter and Draw Face Sets

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Pablo clearly says in his last comment why he hasn’t applied that patch yet.

Clearly. I am Read through.

It just got committed a few minutes ago. :joy: :joy: :joy:

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With the introduction of Face Sets i saw an issue in the drawing of wireframes, if you have face sets,wireframes and mask all enabled you get a mixed black & white wireframes, I had to put mask opacity to 0.4 but still you get few dashed dots.

I hope they take a look at this and make masking not affect the wireframes drawing.

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Would you be so kind and give me a hint on how to make the face sets visible in the viewport? :slight_smile:
Cant seem to find the right option.

Edit: Nvm, Im blind. :wink:
Its in the Overlay menu.

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This is definitely something I’ve been eagerly awaiting since the first time Face Sets were mentioned.

Next step: an easy extrude function for isolated Face Sets. :smiley::+1:

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Don’t get me started… :smile:
Everytime I look at those Face Sets, I’m instantly thinking on Panel Loops, GroupsLoops, Crease, a mini ZModeler brush with at least Extrude/QMesh/Bevel/Inset/and Insert Edge Loops…
I’d also love to have Auto Groups and Group by Normals functionality… and as a bonus: UV unwrap based on Face Sets (UVMaster style):wink:

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I think those might come later on… this task mentions (by loose parts, by UV island, by materials…).
Don’t forget Zbrush has tons of features added over the years while Blender has only Pablo working tirelessly to add the most important ones…if he can get more help that would speed the developement a lot.

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It looks like white is due to cavity at same location than wireframe.
It looks like object color used by cavity is not affected by color of face sets.

Easy. Just isolate the set in Sculpt Mode and go to Edit Mode. Then select all the faces and extrude. :wink:

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I don’t understand what you mean by cavity, is it the overlay option or the form of the mesh? because it’s the same on flat surfaces.