Oh man that would be cool - thanks to you for asking Joe.
There’s a new build to test the new cavity auto-masking options: https://builder.blender.org/download/patch/blender-3.3.0-alpha+master-D15122.45e039c2efd8-windows.amd64-release.zip
Mask by cavity as auto masking is cool, but what I’d really like to see is an “operator” version of this… I want to deal with “real” and visible mask that I can manipulate further after I hit “OK”…
Dealing with an invisible mask can be quite painful…
In the live stream today Pablo demonstrated color attributes being retained after using voxel remesh. He also demonstrated UV maps being retained. I can’t seem to get that one to work.
I don’t think there’s UV map preservation.
Looking at the video I think he actually forgot to remesh after setting voxel size. UV editor shows exactly same meshes.
As far as I understand there’s also plans to improve the mask/selection tools and functionality for sculpt mode. I think the cavity auto-masking is meant to be just a temporary, quick way of masking.
Nicee! Can’t wait to try it
C’mon, I mean, c’mon… almost two years…
Can you guys even use the draw sharp brush without it? I can’t…
I had almost forgotten about it, and have gotten more or less used to alternating between the Draw Sharp, Crease and Pinch brushes.
PBVH Draw Support for EEVEE was recently merged into master: https://developer.blender.org/rB285a68b7bbf2fa40e41d507991467387f5dd5264
I can confirm a significant performance boost in sculpting/painting in EEVEE.
What? You’re a brave man, cuz that sounds painful hehehe…
Seriously, they really need to commit that patch…
Is it possible to sculpt on ~10 million polygon objects?
My rig is weak so I’ve never tried that level of sculpt. But I tested with 4 million polygon Suzanne, and sculpting/painting in Material Preview became “workable” (occasional hiccups and slowdown when updating/preparing? some data, still not as smooth as solid viewport) from “painful stop motion”.
Too slow workflow, having to select vertex and draw triangles insteda of directly drawing a Quad.
Instead propose the same Quad retopo way as 3D Coat.
But Smart retopo tool will make your workflow even faster and more easy
Well , we are not asking Blender to become as good as 3D coat about sculpting or retopo, but it’s good to show advanced features that could inspire Blender, who knows.
can you see textures while sculpting now? What about in solid view texture mode?
Oh yeah, now you can see textures while sculpting in solid view.
(Left: 3.3 alpha June 8th build, Right: 3.3 alpha June 11th build)
Yeah sure… for true retopo there are many advanced tools out there…
The stuff I showed is more for helping the sculpting process inside of sculpt mode rather than a full retopo solution…
Blender’s sculpt mode has a lot of potential but it still misses a lot of basic stuff…
But not in multires
Multires needs love asap. Attribute painting without Multires support is another huge bummer.
edit: I repeat myself i know.
can someone take a look here? https://developer.blender.org/T98849
Currently not sure if its a bug or just a missing alert not to use it with modifiers.