Yes, even after all these years I still have MAHcut Mech B in my custom brush palette. although the new Chisel brushes kind of overshadow the Mah cut brushes a bit now.
My main cutting brushes in ZB are Dam_Standard for all general cutting, Dam_Standard_02 and Pablo Munoz Knife_sharp_control for organics/wrinkles, Mahcut and Chisel for hard-surface. Slash 3 and Orb brushes for certain cases.
I’d almost forgotten about that spam merchant. I purchased his ‘free for life’ premium membership years back, just went on his site now, logged in…he’s charging $10 for brush packs. So much for ‘free for life’
The goal of Apply Base is to modify base mesh in a way that level 0 elements of the displacement grids are 0. While current refitting does not really achieve that perfectly it is possible to improve refitting.
To me it seems to address motivational part of this patch improving refitting algorithm is the way to go.
The fact that your new Apply Base behavior matches Rebuild Subdivisions suggests that it is the latter one which needs fixing.
Basically, the rule of thumb is: keep displacement as small as possible.
Not sure what he means by the “latter one”, but if it’s Rebuild Subdivisions he’s talking about, I don’t think I agree with his sentiment. The base algorithm for Rebuild Subdivisions doesn’t need to get fixed.
Honestly, the current one looks better and behaves better for most scenarios, while the old one is more suitable for restoring your mesh so it doesn’t shrink too much when resubdividing from scratch again.
On a side note, the creator of the original dam_standard brush came out with a dam_standard_02 brush which is even better than the original. Would love to see this make its way into Blender as well. https://www.artstation.com/artwork/mbrnE
Well, guys. It’s been fun, but I guess our hopes and dreams of Blender taking over all of sculpting are over. ZBrush has invaded Blender with a GoZ plug-in. It’s time to pack our bags and convert to becoming ZBrushers!
Jokes aside, it’s pretty cool how Blender gets more and more legitimate for professionals with additions like these.
Yes, he’s saying it’s Rebuild subdivs that is the issue. As far as I’m concerned Apply base is obsolete. Nobody is going to derive displacements from a mesh that is so far from volume/form as the subdivided version. As I said earlier, in over 10 years of baking displacement maps from head/character sculpts in a production environment in Zbrush, I’ve never once had to use the Cage feature(same as Apply Base)
Works with all the brushes for me. It works the same as topological masking in Zbrush so it will only affect the first mesh element touched by the brush.
In Maya or Zbrush (move topological brush) it only affects connected parts of the mesh and it is perfect. In Maya it is like that for ALL the brushes and it is awesome:
This is how Autodesk explains the Surface Falloff:
And the volume, whic is how Blender brushes work right now:
You’re right, I just tested again on a mouth with good topology and it’s completely broken. Grab works all right and I sort of got Clay Strips to work, but it’s inconsistent.
It does work fine on non-contiguous mesh elements, but is broken across topology spans.