If it’s possible to implement mixed integer, they should just keep both. Just like we have conformal and adaptive unwrapping algorithms, both may have use cases.
Mixed integer creates much better flow though, which is better for retopo, sculpting, and hard surface.
I think so too. 3D-Coat’s Autopo is also similar. I made a comparison a few years ago.
Fully agreed. It would be great to have the choice between the two algorithms. Although Quad Remesher usually yields the best results, there are cases where the current Quadriflow result is preferable.
Both of these methods can provide the artists more control of the final edge flow, if there was an implementation of something like this in Blender, which one would you prefer?
I did some experiments with in the old sculpt feature branch by Pablo.
(the “mysterious” “Quad” option in Remesh Modifier, which didnt work for most people)
The “make deps” command was adapted to also deal with miq and libqex.
Compilation of it was not so easy and I only got something running in linux.
Unfortunately the MIQ algorithm implementation was different and not “reliable” as described in the paper and yielded (for me) only bad results. aka no sharp edges, odd rotation of the quads etc.
Furthermore it was rather slow and crashed very often.
Not sure if the situation has improved since, but this may be a starting point for a proper implementation.
I believe you can switch off the automasking in the Preferences though, but don’t know for sure. Might also regard a different tool. My ZBrush knowledge is fading away since I’ve fully adopted Blender.
Realistic character/creature models could benefit from it too as long you make sure the effect is localized, since one of the biggest things I see in beginner Blender sculpts is rough edges and lack of tightness/smoothness in spots.
By the looks of it, this tool will make it far easier to use sculpt mode for things like cars even.
Better keep that knowledge, in case Pablo proposes something unpopular and you announce a return to Zbrush
Dang, super nice. Now I want the regular polish slider that rounds edges but preservers flat surfaces. Inching closer and closer to being able to do the Boolean -> Dynamesh -> Polish hard surface workflow directly in blender!
The new Shift+R interactive voxel grid is a fantastic feature, but is there a hotkey to apply it live, rather than accepting and then having to apply it with Ctrl+R?
I’m still not convinced with Voxel remeshing though. It’s too blobby, loses the forms too much at lower res, crashes constantly at higher res, and is unsuited for retaining sharp edges/hard surface.
No, there is none. For now it’s just a live adjustment of the voxel size. Alternatively you can use the new modifier option for Voxel Remesher provided by Pablo, but don’t expect it to be super high performance.
How high res are we talking about here? Unless it is at the absolute lowest remesh values you can type in, Voxel Remesher rarely if every crashes for me. You should write a bug report if you’re having issues with crashes.
modifier is not a feasible option for sculpting, just like multires. When sculpting that’s all I should be considering. Sculpting remesh and multi-level should be specifically for Sculpt mode, as has been endlessly discussed on here already. Workflow is still too clunky, imo.
Something similar to Dynameshing a hard-surface mesh at 3-5 million polys, for example. Workflow is still way too centred around cartoon/stylised characters for my liking. This is the work Pablo does, and this is the work the main tester Julien Kasper does.
I know. I just made that suggestion if you were interested in trying it out.
Strange. I have done 7-9 million vertices with Voxel Remesher across several sculpts and I am pretty sure my PC is not as powerful as yours. Something doesn’t seem right here. A bug report I think would be justified.