The big Blender Sculpt Mode thread (Part 1)

i quess it depend if Pablo is going to work on that or someone else cuz there is " Pablo Dobarro’s" in title :stuck_out_tongue:

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:slightly_smiling_face: I decided to open a new topic about Autoremesher, just to make sure. Anyone’s welcome to participate:

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even meh, C4D have this brush from beginning.

Sculpt: Use vertices instead of faces to limit the grids in each PBVH node

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Cloth Brush simulation area property
https://developer.blender.org/D8481

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It already got accepted for master as well. I like it when things go smooth. :partying_face:

I’m trying to use the collisions with the Cloth Brush. But something is wrong. Collisions work but they are glitchy. Like… they are not accurate enough and meshes go through other meshes in some places. What am I missing?

Hello, I am not sure if this is the right place to ask, but here is the question: is it possible to bridge subdiv levels between zbrush and Blender?
I tried goz, but it seems those only use the lowest subdiv.

You can export the model from one program to another and rebuild all the subdivision levels with SubDiv and MultiRes respectively. They are two separate programs and their subdiv systems are not one and the same code wise, so I don’t think it is possible for each program to read and recreate each others’ subdiv levels without having to manually rebuild the levels.

I hope that Pablo will add some shear / bending / self collision compression parameters to the cloth brush and the cloth filter.

My main concern actually is about the stretching bug that happens sometimes

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Looks like vertex painting in sculpt mode is almost ready to roll.
https://developer.blender.org/T79215

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Pablo abandoned the the pinch patch for the Draw Sharp brush because of this performance patch. Apparently we’re going to get something better which takes into account this new dynamic spacing feature. I do hope he delivers, since a super solid Dam Standard type of brush would be fantastic.

https://developer.blender.org/D7646

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Dang… my most antecipated featuure is doomed I guess… :smile:

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It’s not all gloom and doom. Pablo is pretty fast, so we’ll likely see it in a month or so (or maybe even faster?). :wink:

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Hey, do you guys think there’s any chance that, for 2.9, they’ll finish multires support for the new vertex painting? 2.9 is in the “improve and stabilize” phase, but the whole vertex paint system got moved to experimental, and I don’t really know what that means. Is it frozen till the next version?

I really just want to have it :smiley: I can’t believe how much faster it is compared to texture paint, not to mention the deathtrap that was the old vertex paint.

Zero chance. More likely for 2.91 or 2.92. Devs are already in “only bugfix” phase for 2.90.

Invert Smooth to Intensify Details
https://developer.blender.org/D8509

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:astonished: Be still my beating heart.

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