No. Brecht is one of coordinator of 2.8 series roadmap. It just means that devs that Pablo visited, yesterday, agreed to let him add those things into official Blender after 2.81.
Yeah, it’s basically an official todo list. Nice having sculpting features on it for once, though.
Brecht also updated Sculpt, Paint, Texture Module. “New Sculpt tools” and “Vertex Painting in Sculpt Mode” tasks.
https://developer.blender.org/T63745
Workbench: Separate Lighting passes for multilayer matcaps
Okay, how long untill they say that dobarro is officially hired? ![]()
I really wish there was a quick way to apply different matcaps on different objects, or even on parts of the same mesh.
youtube went insane and isn’t opening here, anyone got a summary of the video?
It seems like the sculpting branch is coming to master in full power hehehe. Nice move.
at 30:37 and up mark what does he mean by that? “a new sculpt mode based on volume object (openVDB) and an optimized multi-res”,is he going to write everything from the ground up?
Lets hope Epic & Ubi contribution will turbocharge development of this Pablo sculpting, OpenVDB and Quadriflow which are very beneficial parts for game engine content development.
sounds like that. He even proposed that reworking the scuplt mode from the ground up would be the best solution:
thanks for the article ,from what i have read at the end that would be a huge task to take, hopefully he can tackle it with the help of other developers.
it’s happening ![]()
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https://twitter.com/blender_org/status/1154082816919003137










So many good news!
Hi @scorpion81,
Today I’ve reinstalled the latest Sculpt Mode Features build, so I could make a comparison between the Remesh modifier and the OpenVDB Remesh add-on for you:
I’ve tried to match the settings. They both use the Gaussian algorithm with 4 iterations, and have a comparable target resolution.
If you want me to test anything, just let me know (over here or in a private message).
Excellent move from the BF, that type of thing should help the big development fund boost become permanent (as it is already paying off).
Where/how did you get that better modifier stack layout? 
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It’s @Symstract’s free Modifier List add-on. Couldn’t live without it anymore.
About damn time! 
Anyone knows if he will work in Blender’s HQ in Amsterdam?
He said that not just now, because for the underline infrastructure is not important to work close to others, like when working with tools or ui
well if he is going to rework the system from the ground up like what Jacques lucke is doing for everything nodes then he needs time to discuss the design with other developers as he mentioned it in the stream, he also have questions about tools system…etc.
so it makes sense if he stays for few weeks or even months in Armsterdam… the good thing is he can choose and blender foundation allows it.
