The big Blender Sculpt Mode thread (Part 1)

Is he still working on updating the sculpt branch or just working on moving features to master?

this is fantastic … I expect something similar for the previewing snapping mode @mano-wii (sorry, today I’m tagging you several times between blenderartists and devtalk … but apparently you’re the protagonist of crucial things ^ ___ ^)

Limit grab brush updates per second

August 6
https://developer.blender.org/D5429
https://developer.blender.org/rBca9698b8e0d4f5748a4730bfff154a05eb8cc44c

Current:

The patch to solve the lag:

It could be done for Texture painting and other brushes too.

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Indeed! You’re right.

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Been sitting down this afternoon and tried out the latest version of the sculpt branch. To say that I am impressed would be an understatement. The Remesh feature is so ridiculously good and time efficient (it is super darn fast) that I would even dare say that it is better than ZBrush’s Dynamesh when going from low poly to more high poly sculpting. Here’s what I managed to do this afternoon (I did cheat a bit by starting the file yesterday, but I had barely done anything that I couldn’t have done in less than 30 min):

It is much easier to build details with this sculpting method over Dyntopo from my previous experiences (i.e. easier to keep details like edges more sharp). The two advantages I see Dyntopo have over Remesh are the ability to add more geometry live and the fact that Dyntopo doesn’t merge stuff together. For example, the armpits on my model would disappear completely if I used Remesh, because the arms are too close to the body. With Dyntopo you would not have this issue. However, this is on a case by case basis. The merging aspect of Remesh is solving one of my biggest gripes with Dyntopo in a lot of cases when I tried it in the past, so I wouldn’t really go back to that method just for that.

I have more feedback to give and some ideas on how to improve some of these tools, but I have a few things I need to take care of first. Also, excellent work, Pablo! :smile:

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I had issues with some other brushes as well for being slow. The performance differences between the Draw and Clay brushes are quite stark, where Draw is significantly faster than Clay.

Hopefully this solution you linked will fix those brushes as well. :slight_smile:

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Question. How do you get the Paint brush to work so you can start painting in colour? I can’t get it to add any paint and I have tried switching from matcap to Eevee to viewport shading, etc.

Check…

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Thanks a lot! :smile:

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I do hope the Sculpt Mode Features UI will lend some convenient usage elements from ZBrush. In ZBrush, smoothing is simply a slider (Polish / Relax / Smooth) you can put in a custom UI, and slicing / trimming / clipping can be used with a simple key combination and a screen-space gizmo. In Blender Sculpt Mode Features, to smooth a masked area you first have to press a toolbar button, then choose Smooth from a drop-down menu at the top of the screen before you can use it. Functions you use a lot should be instantly accessible.

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https://twitter.com/pablodp606/status/1160727407894175744

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I don’t know if this has already been posted in this thread, but I guess it’s important enough to (re)post if it has been posted before:

There’s a Sculpt Mode Features manual providing useful info in the English, Spanish and Portugese language.

I didn’t know about the Live Remesh workflow, and many other things that are discussed in the document.

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Made with Pablo’s branch https://youtu.be/fqVLTlnoGOE

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f

Will this feature merged to 2.81 as it is highly useful function for many things?

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Just wondering: will the Sculpt Mode Features branch builds soon be compiled using the 2.81 master builds as a basis?

No new builds? :frowning:

This has been committed to master today:
https://developer.blender.org/rBca9698b8e0d4f5748a4730bfff154a05eb8cc44c

This increases performance of Grab, Rotate and Thumb brushes.

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Yeah, no one talks about it. Weird af.

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https://developer.blender.org/D5364

Pablo said that he will be adding features from sculpt branch one by one and he don’t know if he manage to add all till features freeze. And remesher have high priority.

Edit:
https://lists.blender.org/pipermail/bf-committers/2019-August/050117.html

I’m currently making the final patches of all the features in the sculpt
branch for master. I will focus first on features that don’t rely on the
sculpting system (remeshers, view navigation, mask extraction…)and then I
will continue with all the code directly related to sculpt mode (cursor,
filters, automasking…). As most of these features are independent of each
other, I will try to include as many as possible for 2.81.

If code review goes well and we have a defined plan for the UI and
integration, maybe I can start looking at the vertex paint features. Doing
this after having the sculpting tools in master should be easier.

I also have the patch for the blueprint tool. It still needs some work and
I’m not sure how to make the integration with the tools system. A basic
version of this tool can also be ready for 2.81. Booleans and more advanced
drawing modes can come later.

Edit2:
https://developer.blender.org/D5407
| OpenVDB Voxel Remesher, Needs Review, Fri, Aug 2

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The thing is that the remesher modifier voxel thing was done by another dev iirc.

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