The big Blender Sculpt Mode thread (Part 2)

Yeah, looks like it’s from him… I don’t know much about this addon tho, if it’s free or not…
Someone shared that video years ago in the old sculpt thread…

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Sdf Tool :crazy_face:

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Playing with sliders to adjust volumes is really not artist friendly neither intuitive.

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Nope it is not in this case. But I think this is just an introduction of function. They are designing some arrows and gizmos. I expect it will get polished by time.

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I only could find the addon included in the whole package. $697
it is in my opinion way to expensive if you just want the addon.

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I’m really not in favor of requesting that everything be shoved into sculpt mode. Blender is a whole cohesive experience. Features should go into the modes that already have the most building blocks and ui features to make them happen. If we can get switching between different modes to be instantaneous then that should be the best fitting solution to many sculpt feature requests.

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How did you set it up? :slight_smile:

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Nice! Will this be a competitor to ConjureSDF?

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It’s funny soldier, modes are exactly the thing that makes blender less cohesive lol…
Literally the worst part of blender imo…

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I don’t mind modes for jumping between object/edit/UV/etc, but for sculpting it puts me off more than anything. It almost feels like you’re working in 2 different programs(if using the tab layouts) It’s nearly as fast to GoB to Zbrush and back than go in and out of edit mode. :grin:

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Oh no, this guy has been working hard for months for that. Mine is just experiment with geo nodes. There are already signed distance, volume sample and some sdf nodes in experimental volume nodes. I just combine them with volume cube node. Not much to it. Probably much slower. But fun to play with.

In addition to above tool I made another one called “wrap array tool”. Also some group nodes for union and difference operations in geo modifier. If anyone wants to play with it:


SDF-Boolean_Tools.blend (4.8 MB)

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That’s how I feel about blender in genera lol…

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:grin:

I’m used to the object/edit mode switching because I came from 3dsMax, but the thing that annoys me the most is that switching between the layouts is so annoying the way the viewports are different. It would be far more consistent is the viewport was maintained. It’s just weird. This is what makes the experience feel disjointed. Why does it even do this?

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Gotcha… and I came from c4d, where most things are unified… you can sculpt/model etc without jumping anywhere, all you have to do is switch tools…

Yeah, that suxs…
There was an attempt to remedy this: Synchronizing editors between workspaces
But looks like the patch just died… as usual… :stuck_out_tongue_winking_eye:

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Synchronize Workspaces

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The tabs are literally for workspace layouts, not modes. If you want a different mode in your current layout just go into that mode. This is peculiar.

I guess if you only ever use 1 3d viewport but I tend to have 3 or 4 or 5. I would though at the very least enjoy having the 3d position data of the viewport camera exposed so I can use drivers to synchronize them on the occassions where I want that instead of having to create a camera and turn on lock camera to view (and I’m sure a more user friendly simple addon could be built on top of those exposed values)

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Well, it didn’t help that the point was missed completely: “Note that part of the purpose of workspaces was specifically to allow, different viewport settings based on the workflow, giving a quick way to switch between them.”

Blender doesn’t just “allow” the artist to have different settings per workspace, it forces you to have different settings.

Saying “you’re allowed to walk 20 miles” is far different than “you must walk 20 miles”.

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All it needs is faster switching times between sculpt and all the other modes (also from object to edit mode on dense meshes). I don’t mind switching modes but if it takes like 5 seconds or more it will definitely grind my gears.

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Remember, that in Geo Nodes Tools You can paint places for instances in sculpt mode, and remesh them instantly :smiley:

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If Hans is reading…

I downloaded the latest Windows build for today and despite what the commit message says, I still get the warning message and the erasure of the attributes when Dyntopo sculpting is applied.

Do I have to enable something first or is attribute preservation for main not enabled yet?