The big Blender Sculpt Mode thread (Part 1)

The issue is, it’s not exactly easy for someone to be well versed in creative thought and analytical thought at the same time. There is a reason for the term “programmer art” and the tendency for many artists to not want to touch coding unless it’s visual.

That said, it would be nice if many of the developers started using film-quality models (ie. Hollywood-grade) as the primary testing ground rather than Suzanne heads and the like, it would really cause bottlenecks to make themselves known for one thing.

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Of course not, new stuff can then be appended over. Append is like “import” in other software.

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UI fixes and some new Brush defaults committed:
https://developer.blender.org/rB7c544626b7139ab46647a646a3c0e5651825fa79
https://developer.blender.org/rBa0d4c2e607fc91a99e1272b1e975ec45e02c94fc

Edit: also he just committed:
Voxel Remesh: Fix poles and preserve volume
https://developer.blender.org/D5863

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And Quadriflow Symmetry
https://developer.blender.org/rBe5c9bf3aa28af3d1edddecb909b5a95fe029e18e

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At long last. The remesh changes are looking so darn good. Have been thinking about trying them out for days now. We’re getting so spoiled with all these goodies. ^-^

Edit: Can you already download the commits, or do we have to wait a bit before they’re out?

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Don’t forget to report the bugs. :wink:

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Jump in and try them yourself, you lazy bum! :stuck_out_tongue:

But sure, when I get the time I will report any findings.

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It’ll be in there whenever the buildbot updates. I’m on Linux so can’t check, but going by the hash it looks like the current Windows build should have at least the voxel remesh.

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I dont’ know if it’s just me but it looks like the Remesher is a bit faster ,i couldn’t tell.
The Quadriflow w/o Symmetry sometimes crashes on Windows though.

This is also an important performance improvement in Quadriflow because it only needs to process half of the mesh with half the resolution.

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The changes to Voxel Remesher make sure that it only remeshes parts of a mesh that do not match the density put in your settings. Meaning that after you increase your density and remesh, it will not have to calculate everything from scratch every time and just the pieces you sculpted, therefore increasing performance.

This is also how Dynamesh works in ZBrush and the patch basically makes it act nearly identical to that feature now.

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I couldn’t test 100% to confirm it, I guess someone else needs to do the testing until the crash gets fixed.

Been able to download and test the new changes. I have some great news that the remesh changes work and are working fairly well to boot. Voxel works fantastic so far and is very familiar to how ZBrush veterans would use Dynamesh. Here’s a quick dwarf sculpt I made using Dyntopo, Voxel, and finally QuadriFlow in about 40 min of work.

While I am the most pleased with Voxel, QuadriFlow got the biggest upgrade by far. It went from a very niche tool to something that you can have some more general use of. It is far from perfect, as can be seen in the screenshot below, but it now works as a more primitive version of ZRemesher. I hope the devs can keep building on this project over time so it can be used even outside of Sculpt Mode for stuff like hard surface objects.

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Hopefully subprojection comes next.

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Looks like an issue. It’d be great if you’d report it.

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Have some other stuff to deal with right now, so I’ll do it later. :slight_smile:

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I raise you with Voxel Dyntopo, allowing you to sculpt with quads live. Would be able to replace Dyntopo completely then. :slight_smile:

This might be the most expensive thing ever. Ain’t gonna happen. :wink:

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If you had told me last December that in less than a year after jumping on the Blender train that we would have a nearly fully featured Dynamesh and Elastic Deform, I would not have believed you. Yet here we are. :smile:

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Wait, give me a minute and I’ll code a realtime QuadRemesher / ZRemesher, intelligently quad-retopologizing meshes in realtime as you sculpt, while looking at a Machine Learning database for topology ground truth reference. Piece of cake. :grin:

Oh yeah, for convenience I’ll script it in Python within Blender.

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