Great news about the grant! Can’t wait to see all those improvements in master 
I just hope Dyntopo doesn’t disappear, or if it does then at least not until there’s something that can fully replace it’s functionality…
He is two hours away by plain that cost around 90 € so, he can go for the meetings if necessary. A lot cheaper that living in Amsterdam. But time will tell 
Thanks very much! I had no idea such thing existed 
Beware though: at the moment I write this, the Sculpt Mode Features Remesh modifier’s Voxel mode operand rollouts are not visible when Modifier List is activated.
I can live with that. I haven’t used that one yet, but I will keep it in the back of my head. Thanks again! 
it’s 4 hours from Spain to Netherlands ,and Jacques is even closer about an hour i think & yet he is working full time from Armsterdam.
Downloaded the latest sculpt branch. Is the paint brush for vertex paint in sculpt mode still working? It was working in the earlier branch I had before this.
Thanks. I did check the thread but missed it. It seems a change was made to the way it worked earlier in the thread from that recent vid u linked to. Thanks a lot mate :- )
Good news, Pablo said that they are talking with the developer of the quadryflow and it seams he want to collaborate! This can be really good!!!
Pablo’s text in Spanish:
“de todas formas estamos hablando con el desarrolador de quadriflow y en principio quiere colaborar, asi que seguramente acabe mejorando”
Sounds promising. Also, QuadRemesher will soon be available for Blender:
And there’s @Jeacom’s interesting new project for Blender:
Looks like Pablo got his brushes working with Dyntopo.
check comments: https://developer.blender.org/T67518
“For multires things are more complicated. What we propose to do here instead is to remove the multires memory optimization which avoids creating a full Mesh and keeps data in grids in sculpt mode. The real-world advantages of this are questionable in the current architecture anyway. Instead there would just be a Mesh and BMesh for the sculpting and drawing code to deal with, and data would be synced to/from grids when exiting/entering sculpt mode. This will hopefully lead to much simplified code, but we have to verify that performance and memory usage remains acceptable.”
I asked Pablo about that, it seems we are going to have the same multirres for ages… there is no one willing to work o it, so they are going to make a hack, so they are going to copy the mesh into other mesh, so the sculpt will be in normal meshes, but the propagation issues will stay… so just a slower version of multirres, with slower level transition, and same errors as now… but! with the same functionality as the rest of the sculpt meshes since it will be a normal mesh… so not so good news
From his comments on the task it doesn’t sound like that . What he saying is some of the memory optimization used in multires need to be dropped, so it’s going to be the same as now just less performant , and he is not sure yet if the drop of performance will be that bad , so hopefully it’s not going to be
He said that for realism… that I should look to other software… I almost cry… at least for the plans as today
wasn’t his plan to make a new volume object first then start writing a new optimized mulit-res system for sculpting with better performance? maybe the devs rejected his proposal because it conflicts with what we have now with dyntopo & multi-res or maybe this is just a temporary solution until the new system gets written which could take a long time before we see it in action, i am confused now!!!.
All that is coming, but they find a way to bring all the tools of Pablo to 2.81 with an abstraction layer
i guess that’s they way then ,to hack the multi-res so his tools will work for 2.81 ,because he himself said that multi-res is bad as it’s and needs re-implementation.
And what about the remesh modifier (with voxel), is it moving to master as well? Anyone knows?