The big Blender Sculpt Mode thread (Part 1)

First time I remember png as files for 3D was japanese TechArts3D own format for their waifu 3D custom girls… ex 2007… or 2009? lol

Yeah principally right, speed gains are possible here, depending on how the used compression works and where the bottlenecks lie in the given scenario and environment. Beside that you got me a bit wrong. I never wanted to say that textbased formats would be able to rival in terms of speed, it was rather about binary formats versus compressed binary format. Textbased fileformats have other benefits. Superior speed is none of them.

But as @Metin_Seven seems bugged by that subtopic I’ll leave it with that.

OMG ! they invented modifiers ! XD

Just kidding, nice stuff. The rascals. :joy:

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Ok this is big. It’s like those dynamic brushes in painter or ps. Imagine having that in sculpt mode. Not sure how it’d work I’m just fantasizing.

Not sure if this is what you mean, but it does seem to work for sculpt too:

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Oooohhhh dear Holy Mary

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No one is denying that but i don’t think this cloth system was planned years & years ago ,Pixologic loves to show even features while they’re WIP like Peel UV…etc so probably a year or two but i do think that Blender made them accelerate the process to not lose (so to speak) many of their devout customers , many Zbrush Artists pro & new showed interest on what Blender has to offer, and if they can manage to do as equal work then you wouldn’t need to jump between Zbrush and another DCC especially for people who don’t have to produce your typical blockbuster stuff on a daily basis.

This is not personal. As a moderator I need to watch if threads are remaining on topic on behalf of the Blender Artists community. Some deviation is no problem. I’m frequently guilty of that myself. :slightly_smiling_face:

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That makes me think that a custom plane or center of symmetry is still missing in sculpt mode.
If we have brushes with cool effect, we may want to multiply stroke effects through a custom radial symmetry.

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Hej Metin, no problem it wasn’t meant personal by me either, rather an excuse for a rough-edged shortened reply to keep my anwer from fueling the discussion.
While it’s something i generally understand, I find that kind of restriction much more reasonable in threads where a narrowed down topic or question is being discussed and not when the topic is like here an ongoing stream of new roughly sculpting related topics where anything that gets discussed here changes permanently anyhow.

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Depending on the parameters it comes with, it could be useful for things like muddy roads full of tracks or random imperfections on an otherwise flat surface. Perhaps it could also be utilized for fibrous surfaces that don’t quite qualify for hair particles.

For the first one, we would need the ability to have each strand utilize a texture in rake mode. The second one could be done if the strands had random jittering or lengths, and so on.

I wonder what happened to this very welcome improvement of the Draw Sharp brush:

https://developer.blender.org/D7646

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Yes meanwhile this brush should be a damn standard in blender. :wink: :+1:

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The patch was downgraded to a “WIP” state… Not sure if that’s good or bad… lol…

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I guess asking Blender users to give some love to a seemingly forgotten task might not have worked out the way I hoped. :slightly_smiling_face:

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I think it’s good news. He already implemented the pinch/expand code for Smear and Relax tools, so I guess Draw Sharp and other brushes are next, right?

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I hope so…

But I’m not so sure… this patch is quite old already :weary:

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Does anyone have an issue with the smooth brush where it behaves differently between the smooth shade and flat shade modes of a mesh in 2.90 beta? It behaves more like the regular smooth brush in flat shade.

Yes, it happens to me as well. I think it’s reported already…

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It looks like Shading switch is switching Smooth Brush mode.
Laplacian mode acts more like Surface mode and the reciprocal seems true, too.

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