The big Blender Sculpt Mode thread (Part 1)

Hello @julperado , thank you for chiming in !
Yes, perhaps indeed. But just to be clear : are you confirming that you can indeed paint dense sculpts at high framerate, using the special sculpt vertex colors mode and the paint brush from sculpt mode ? Or, do you just mean that regular vertex colors are working fine ?

Yes I’m talking about the vertex painting tools in sculpt mode, not regular vertex color, those are still as slow as ever :stuck_out_tongue:

Hi again @julperado, that’s noted. I’ll be testing things out further asap, comparing the behavior between win7 and win10. Thanks again for confirming !

[Edit] Well actually, I take that back : After flushing out my preferences, they are indeed working ! That’s an odd one. Really curious as to what could possibly be causing this.

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Yeah, saved settings can interfere with new changes in daily builds. That’s why I always use this add-on to auto-reset Sculpt Mode brushes, to make sure I don’t miss out on new default settings:

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Not really sculpt related, but I’m too lazy to start a new thread.

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Oh lord it is getting tracktion. Thanks for sharing!

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So sad. Looked cool.
But that’s not all. Looks like it uses this guy here.
Sounds like a ultra-hefty commercially licensed tool… of those ones which run in the order of, you know, $$$ licenses…
:grimacing:

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Oh, that layer stack node!

That is so much better than the mix node monstrosities we have to build right now:

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That is nice, similar to how Mari handles layers.

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Now we really need node portals!

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The quad version looks good and follow original triangle topolgy.
Will need a binary to test it and see if it is good.

Meanwhile , 3D Coat retopo or it’s Instant Mesh option works great.

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Yeah, and Keyshot.

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Quadriflow in Blender supports symmetry and few options.
It is probably possible to improve defaults of QuadWild with similar option.

Quadwild is working with patches determination. So, symmetry should be possible.
It is detecting lines features. That means that is probably possible to make it take into account edges marked by user.
We could imagine that edges marked as Sharp could be used to improve quadrangulation.

We can not really judge the library from dataset that has probably been converted with default settings.
Converting Blender sharp edges into a .sharp file is necessary to really know if it would be deceiving.

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srsly tho if the rgb mix node is permanently changed/ expanded into a practical layers node that would be a huge shot in the arm for the whole suite

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Might it be worth trying to crowdfund to buy out the Quad Remesher dev and make it open source?

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Does anyone know where this resides in Blender 3.0. I have done an F3 search for it and looked for it in addons - but can’t find it anywhere.

Remesh panel of mesh properties.
After pressing Quad button, Voxel Remesh button is renamed Quadriflow Remesh.
After pressing that button a floating panel appears showing options.

F3 should work if active mode is not edit mode.

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Interesting idea, but I guess Maxon won’t like that, as the algorithm is incorporated in ZBrush as ZRemesher. Quad Remesher’s developer will probably receive royalties for that as well.

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but it‘s worth a try

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He would never agree with that I guess… Quad Remesher code is too precious hehehe…
Maybe with a few million dollars… :wink:

It’s amazing how many attempts are there, but still none can match it’s great results and speed…

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