The big Blender Sculpt Mode thread (Part 1)

Yes @moony is right with the scrape brush. And btw. yes I also loved sculptris, I used it quite often before Pixologic bought and killed it in its original form.
I also agree that quite some tools in blender could still be optimized and would love to see iterations of blender releases that concentrate more on finetuning and polishing things.

Beside that the current flatten tool can be tweaked to be more comparable to sculptris. In case you didn’t already do that, under Advanced you can activate “Use Orginal Normal” and “Use Orginigal Plane”, you can also change the plane offset to adjust the target plane height of the flattening to get it behave more the way you described. A more equally strong brushstroke falloff with a bit of autosmoothing should complement that.

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Read original post, i already tried those options, same issues remains.
The scrape brush, is still not as good as Sculptris or Zbrush flatten.

For me to work on some hard surface parts the flatten brush is essential to work correctly.

BTW, specialized sculpting has those polished brushes, it makes a big difference.

It’s better getting strong basics before trying to get lot of new features.

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I know that announced feature too but the problem of bringing new features instead of polishing existing ones is not as drastically different in other apps as you say, even if their flatten brush is better.
3DCoat eg also has things that should be fixed before continuing with new stuff. Have you every tried to brush along a curve? Take a look at that video

At around 5:40 you can see the problem of missing “stamps”. That was 2012 and the problem still exists. :open_mouth:

But yes blenders flatten brush could be better.

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This last few days I’ve been sculpting and I’m new to it. Looking throught Pablo’s twitter to see shorcuts for mask I found these. Do you know if these changes have been commited?

Blur/Sharpen Mask https://twitter.com/pablodp606/status/1087835079957729280
Mask Expand by normal https://twitter.com/pablodp606/status/1168270886585217024
Dirty Vertex and Mask filters https://twitter.com/pablodp606/status/1137001639511023618
I also found this one, clearly not commited https://twitter.com/pablodp606/status/1120759294603997184

All these mask filters seem to be there, but you have to use the pie menu and repeat multiple times…

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I use the curve option for brushes a lot like extrude along a curve, the “object” curve when i used it is mainly to quickly make volume.
All programs have bugs and old bugs also, i was just saying some Blender basic brushes could be better.

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Hi,
Just an 2.9 alpha fun doodle.

-R

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Those tweets are relatively old.
Blur was renamed Smooth. By using pie-menu, you can smooth/sharpen mask.

The idea of vertex painting, in sculpt mode, has grown as a complete refactor of vertex color painting.
Pablo did work for that as patches.
Brecht will judge how first milestone should end-up in Blender for 2.90.

So, currently, there is no masking based on dirty vertex color.

Since those tweets, Pablo also developed concept of Face Sets.
So, the rest is available for Face Sets (creation by normals and selectability).
And you have ability to divert it as a mask by isolating Face Set and using Fill Mask operator.

Yeah, I’ve seen you can use pie menu, bug dragging left/right had more control.
Mask filters don’t seem to be there
Mask by normal now that I pay more attention looks like it’s shift alt A, but I thought it was simple doing the inverse of Shift A, looks like apart from doing a inverse mask it might calculate diferently as well…
Thanks for the info!

OK. I see what you mean. Pie-menu items are mask filters.
That is identifier to use to create a specific shortcut for them.
But yes. There is no ability to have same smooth dragging than for Mask Expand operator.

Shift A, Shift Alt A and Shift W are corresponding to same operator with different options enabled.

But you should take a look to Face Sets and Face Set menu.
There is ability to use Init Face Sets by Normals. It is very efficient.

One of the developers of Dust3D has put the code from libigl, CoMISo and libQEx to a single repository, these can be used to get some Quad meshes, does anyone know of they could be implemented into Blender? The developer mentioned that this remesher doesn’t produce articfacts like Quadriflow

https://twitter.com/jeremyhu2016/status/1273792032939470848


(image from the Dust3D site: https://blogs.dust3d.org/2020/06/19/auto-remesher/)

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the topology flow shown in the picture looks really iffy. especially the arms look “unsculptable”.

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vertex color ready to land

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Finally! Been waiting for so many weeks to test this feature that I started to become anxious. The most exciting sculpt development since MultiRes started getting some serious development. :partying_face:

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Similar to Quadriflow, this method would be used when the topology doesn’t need to be perfect and you just want to sculpt with multires.
There might be a way to control the edge flow of the topology by using guides and having the algorithm follow those guides

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I would prefer that QuadriFlow gets some fixes. Here, experiments showed that QuadriFlow generates non manifold geometry. Especially on symmetry axis. It also only uses one core. Its unnescesarly slow on a machine with does have more then one core.
There is currently no way to control topology. You could draw hint lines in InstantMeshes, might something like that be possible with QuadriFlow in future?

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Brecht made a TO DO-list for 2.90 improvements involving vertex painting and Sculpt Mode. This involves adding support for the feature to MultiRes.

https://developer.blender.org/T78041

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Theres this for Quadriflow gudies but Pablo doesnt seem too sure if it will work alright: https://developer.blender.org/D6158

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topology does not to be perfect, but there still has to be some sense in the flow of the polygons. such criss crossing as seen in the picture will lead to issues when scultping. this can be somewhat compensated with even higher subdivision (usually higher as would be needed), but it will never feel right or comfortable to sculpt on.

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TFW no sculpt layers on the roadmap. :sob: See you in 2022 I guess.

Nothing in the roadmap would block someone from suddenly appearing on the developer site with a patch adding sculpt layers. Besides that, the Multires item could mean a number of things since it is not specific.

There’s only so many people on Blender’s sculpt module (they could perhaps put a special emphasis on layers, but should that come at a cost of other pressing things like brush management)?

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