The big Blender Sculpt Mode thread (Part 1)

Hehe. :slight_smile:

Well, I don’t mind honestly. Used ZBrush before as well, so I know how fantastic ZRemesher is. QuadRemesher sounds great too, but I just hope that the price point is reasonable. ^^

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Done some more testing of the QuadriFlow and my conclusion of it is that it has a few uses when optimising your sculpt when you do not need a 100% clean topology for animation or the like. If you know what you’re doing, you can get it to work similarly to old school ZRemesher without guides for loops.

The best workflow I have found is to cut your model completely in half and activate Preserve Mesh Boundary and set Seed to 255, as previously mentioned. Then you have to experiment a bit with your face count, since you can get wildly different results in parts of your mesh from just adding/subtracting a number or two (I blame this on the fact that you can’t create guides). Try to avoid uneven numbers as well and work mostly in 10s when adjusting, since those seemed to create the best results. Once that is done, you can start mirroring and begin adding more geometry

The biggest con with this new system is that you can’t create loops for the remesher to follow. If you could do this then the usability of QuadriFlow would skyrocket. It would still be a lesser version of ZRemesher, but at least with custom loops it would be far less worse. Also, please give us a simpler way to remesh with symmetry so that it creates a clean quad loop that aligns with the center of the model. Right now this loop can break very easily in places and would require some custom edits in Edit Mode before sculpting again.

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Testing Quadriflow some more, it seems like I got better results if I stuck with Ratio Mode and made sure hard-surface meshes did not have faces where internally, the triangles would be long and skinny.

Still, I find it a bit rough around the edges, but the potential is there and it preserves sharper detail better than the simple OpenVDB remesher. The one advantage of the OpenVDB remesh (as of now) however is that due to its simplicity, it is super fast and never crashes with complex high-detail situations.

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I’ve also tested QuadriFlow. My impression:

  • It’s a bit hard to find in its current implementation. The Sculpt Mode’s Remesh section doesn’t contain it, it’s hidden in the Remesh section of the Object Data Properties tab.

  • It would also be nice to have QuadriFlow as an option in the Remesh modifier.

  • QuadriFlow is more like ‘QuadriSlow’ at the moment. When I set the amount of faces to only 20000, it takes more than 20 seconds to remesh a non-complex model on my reasonably powerful system. That’s not usable for frequent remeshing in Sculpt Mode, and QuadriFlow’s results are not good enough for final auto-retopology.

  • It’s got its issues, such as this deviation after a QuadriFlow remesh:

  • In the above screenshot you can also see that the distribution of triangles inside the quad faces is quite unorderly, which becomes apparent in Sculpt Mode.

  • As others have mentioned, a symmetry option is much needed, and should speed up the process as well.

  • Has anyone noticed the difference between activating and deactivating the ‘Use Mesh Curvature’ option?

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Any news on that? Fixed/not fixed?

It’s the weekend, when many of the developers don’t do a lot of coding. Sebastien has been looking at bug-reports in the meantime.

The beef is that this bug is on windows only, so they are strugglng to reproduce it since they don’t use windows. Scary stuff lol.

Coding on windows machines should be mandatory on BF. Literally a fraction of users use blender on linux/osx. :upside_down_face:

Or maybe using Linux for Blender should be mandatory? :rofl:
Remember that there are some people buying apple hardware just for a piece of software. Why not take free OS to use free software? :smile:

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Sharpen off:

Sharpen on (same voxel density):

Sharpen wires:

partial success with hard edge support in voxel remesh modifier :slight_smile:
(Has still issues when very near boundaries and when CSG operands interact / intersect each other, weird seams)

updated code is here now…

Might be possibly in one of the next builds of

Showed this also to Pablo, he seemed impressed :slight_smile: But not exactly sure whether it will all make it in this form to 2.82 (i hope so, but you never know…)

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quadriflow as modifier… would be way too slow. Tried this before with qex, but i think it was even slower and crashed often.

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Except you’re using a dev. build, which means the quality and the stability is not expected to be perfect right when the commit hits. When you used C4D, you probably would’ve noticed that their dev. builds until beta were only for internal testing at Maxon.

The feature set is (mostly) frozen now and the devs. will move on to bugfixing, stability improvements, and polish. Report the bugs and expect builds to get better, that being unless you go right to the dev. branch instead of the staging branch next month.

Not yet, his patch made it sort of possible to preview the geo but still many problems same for the Pose Tool too, it looks like the transform tools code is also conflicting with it and i reported that to Pablo,I assmue Jeroen is helping now since he is one of the main reviewers but Pablo should just get a Windows laptop or something to debug so he doesn’t have to wait for other devs feedback on issues like this.

Oh, come on…
You know that’s not true.

In master, I did not find an option relative to Dynamic Mesh Preview.

It looks like it is always ON.
Dot that is supposed to be pointer of my brush, is always snapped to a vertex.
That is really disturbing when you want to focus on position of your stroke when you are using another brush than Grab.

Did I miss something ?

I’m wondering: has Sculpt Mode always shown triangles only, or is this a recent 2.81 thing? Somehow it only recently occured to me that quad models in Object Mode are displayed showing all triangles in Sculpt Mode:

Can this be turned to quad display in Sculpt Mode? The triangle mess distracts from the quad flow.

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Might be a bug. Looks like in 2.79 it automatically shows triangles if dyntopo enabled ,but 2.81 it automatically shows triangles when you enter sculpt mode. Also, noticed the overlay wire slider does nothing in sculpt mode.

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Testing 2.81 today’s version on Windows, Keyboard shortcuts to change active sculpture tools do not always work. From the transformation or mask tools, you cannot call the rest of the tools using the regular assigned hotkey. Has anyone else noticed?

I think it’s always combined with Grab Active Vertex in the Brush settings, and only active if u use a subdivision modifier on a mesh that’s how at least got it sort of working.

Is anyone else experiencing a lot of crashes involving QuadriFlow? Have been trying it all weekend and I have found it extremely unreliable when it comes to just keeping Blender stable.

Have tried with or without special settings and if you have a model that is at least somewhat complex like a head sculpt with a few hundred thousand polygons it will crash. Even the live Remesh modifier I have been able to use on those same meshes without any issue.

Is someone able to shed some light on what is causing it to be so unstable? I am all ears, since I can’t really figure it out based on my own testing.

Thanks. Submitted it as an issue.

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