H hides; Shift+H hides everything but the selection; Alt+H unhides everything. Probably this needs to be the one and only behaviour through the whole application. Using different shortcuts in different editing modes doesn’t sound like the best idea
Could we have a Smoothness Simple subdivide for Multires?
Sometimes I just want to subdivide something but not shrink it down
Often have to use Simple and then go manually smooth out the entire thing.
If you don’t know what I mean, well when you do a Loop Cut, there’s a option for Smoothness where it tries to follow the curve of the object or something like that.
Yes, that’s exactly my point. I just formulated it incorrectly, sorry. H hides everything but the Face Set your pointer is on, which is usually Shift + H behaviour.
I’ll correct the way I wrote it.
I posted the design and reasoning behind the design on DevTalk. I also added back Catmull-Clark and Simple because someone made a good point about it. I still will not use it, but I can understand why some would.
Fair enough. Added it back. Also yes, that bug needs to get fixed if MultiRes is going to allow two subdivision solutions.
Creases are great for any kind of modeling, and especially hard surface - they alleviate the need for support loops in some cases and compared to those they give a more even mesh distribution. Proposing to remove such a functionality just because you don’t use it isn’t valid.
It is valid because it isn’t a sculpting tool in the first place. Plus, I am not the only one who agrees that it should be removed. In fact, it was someone else here who convinced me that it was not a good MultiRes feature. Sculpting is not box modelling and it never will be.
Besides, the feature doesn’t even work. Just tried adding edge creases on a cube in Edit Mode and barely anything changed when I used MultiRes on it with Use Creases. A pretty solid reason for removal if you ask me.
It works in 2.82a. That is probably same bug as Simple subdivision being not respected.
Fixing bug for Simple subdivision would probably solve that.
So, that is rather a weak reason.
Well, it makes some sense that your drawn face sets are based on the non-subdived version of the mesh. I just opened up ZBrush and one issue I noticed immediately when trying to create polygroups on a higher subdiv was that they broke immediately when I went down to the lower subdivs. You ended up with having polygroups only work on the non-subdivided mesh which then looked exactly the same on the higher subdivs because ZBrush tried to make sense of the polygroups I had created.
If ZBrush can’t do it, then I doubt Pablo will somehow find a solution.
I know its probably not the best place to ask, but since this is all arround the new Sculpting goodies…
What the new options to make the Scrap brush feel more like a Trim ? in 2.79 it was kind of decent … and now i cant make it work even with the “original normal” and “original plane”
Thx in advanced
the better point would be that the current implementation of simple ain’t very useful at all. we need to switch between catmull and simple independently on every level of subdivision. in zbrush one can sculpt on a very low poly basemesh, and subdivide without smoothing for keeping the basic shape. two to three levels in you switch on smoothing to sculpt further. this workflow is not possible with blender.
changing the subdivision mode changes it on all levels, and you can’t stack multires on multires. at least this was not possible with 2.79 - did something change on that front?
You should write that in the DevTalk thread so the devs will be able to read that feedback.
Nope.
We just need a brand new sculpting multires at this point… built from scratch…
Can you show the difference?
Here you go
In 2.79, there was no Normal radius. Increase its value and Scrape should feel more like in 2.79.
Since 2.79, there were several additions that were added as basic settings to all brushes.
For example, default FallOff are not the same, too.
Don’t forget to reset your brush settings to the defaults once you’ve installed a new Blender version. Brush defaults change frequently.
I made sure that i was using same falloff and other brushes felt the same.
Thank you and Metin, indeed the normal radius helped. Not as sharp as i wanted, but its better than nothing.
You can make it sharper by changing brush hardness. It affects the way fall-off works around the edges of your brush. You can get that hardness back that way.
The brush was with hardness at 100% and the falloff constant. It was the normal radius my biggest problem. But still the scrape is far from a trim.
Thank you anyway.