The big Blender Sculpt Mode thread (Part 2)

Nope- Joseph Eager got into trouble through being combative and not cooperating with Sergey. As if happened on Blender chat, anyone can read it and see.

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2024-09-10 Sculpt, Paint, & Texture Module Meeting

Present

  • Hans Goudey
  • Sean Kim
  • Wu Yiming
  • Julien Kaspar
  • Daniel Bystedt

Since the Last Meeting

  • N/A - Most effort outside of fixing high priority bugs in the module has been on the ongoing project.

Meeting Topics

  • Sculpt Pivot
    • There will be some time to work on this for 4.3. As a break from refactoring and an opportunity to get some smaller user-visible changes in 4.3.
  • Automasking
    • Moving cavity masking out of automasking in favor of the bake option
      • Why?
        • One of the last remaining areas for refactoring in the project, have been questioning overall usefulness as it needs to recalculate if the shape of the mesh changes & can be unintuitive & produce weird artifacts.
      • Undecided on a path forward with this, Julien uses it for paint brushes often but agrees that for deformations it’s less useful. There are workflows that benefit from the combination of automasking and normal masks.
    • Making mask from boundary / face set boundary
      • Makes sense, it would be a nice feature. But it may not be worth the time compared to working on other larger projects. Prioritization is going to depend on amount of effort needed.
  • Mask Support for Node Tools
    • Useful for more flexibility when building masks
    • What are other blocking things for node tools in sculpt mode?
      • Some form of multires and dynamic topology support.
  • Q4 Quality Project
    • A developer focused project, not really impacting users.
    • The past few months have basically been a “quality project” so maybe we won’t plan another one. Depending on others’ availability it may make more sense to slowly start focusing on other larger next steps.
    • If we were to pick one thing it would be regression testing for sculpt brushes.
  • Polishing the Painting Experience
    • Yiming will likely be working in this area soon.
    • Handling the undo bugs and UDIM bugs that have/haven’t been reported are probably good priorities.
    • Also starting to work on the new 3D brush sculpt texture painting code (i.e. figuring out if it has bugs and fixing them or looking into optimizations).
    • Image syncing between editors doesn’t work anymore. Maybe we need the concept of an active image per material, rather than just an “active node”.
      • The simple/stupid method of just selecting an image in the dropdown could be more convenient. But somehow we should support the workflow of quickly switching objects and images at the same time.
  • Possible short term fixes for Clay Strips issue
    • This needs some investigation, no current ideas that were listed panned out.
    • Geodesic distances is likely the ideal fix here, but that would not be backported to supported LTS releases due to the overall size and complexity.
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ah, geodesics in sculpt mode would be great. Their addition in edit mode was very appreciable already, but sculpt mode needs them too. I hope the existing solution can be adapted somehow

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Ahh could this mean cavity masks could possibly be moved to the bake from multi res function along with displacement and normal maps ? This is a basic workflow and quality of life improvement I am very much hoping for.

Original idea about painting attributes in sculpt mode was about brushes able to sculpt and paint, at same time.
It seems to be a very far away target.
I am not against more stability, during the wait.
But maybe , that will need to be restored, in the future.

I think they are rather talking about Create Mask button.
I would prefer that they put in place support of multiple masks by sculpt mode, first.
We are using workarounds for that. Automasking is a way to avoid them.
Any automasking feature removal is forcing to use them, more.
They are not as efficient as a direct support of multiple masks by sculpt mode.

I agree here - eventually, the cavity mask needs to be reassessed. For a painter like me, I am at odds with it because there is no dedicated overlay for feedback to see the effect of the curve drawn as in other software, so it is a hit or miss for knowing what the outcome is going to be. If it is to be more useful, it should be visible like the Cavity overlay in Solid mode.

I don’t think that people interested in Sculpt mode will care about 4.2.
Improvements brought by Asset Shelf and Refactor will create such a gap between 4.2 and 4.3 ; that sculptors will directly pass to 4.3, unless the release will be very unstable.
So, a change fixing bugs in 4.3 will be welcomed, anyways.

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@Frozen_Death_Knight hey bro do you have the link of your updated matcaps? its not currently available the link from the matcap blender thread.

I had to clean my Google Drive for other projects, but I guess I can add them back up.

I think it’s about time that the devs implement them into baseline Blender libraries, since that topic has a couple of years on its neck already. :slight_smile:

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They should become downloadable from the extensions portal, IMHO. Seeing how many themes have appeared since this function became available, I think it’d have a similar effect with matcaps.

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Agreed. Is there a way for me to add those in myself? Relying on my Google Drive for years before anything happens is kind of an issue.

Matcaps are planned for extensions platform, but its a long way out. Out of node groups, brushes, and etc. it’s low priority, and since it’s not a data-block now it requires some design work which will not happen until asset browser improvements and first steps of online assets are done.

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@MichaelBenDavid Here are the matcaps:

Here are the source files:

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Well, it’s good that the systems are starting to come together at least. Been really liking the Extensions Portal. Once I have some time I probably will upload a few things myself, including my matcaps.

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yo @TheRedWaxPolice heads up, your rcs is moving forward, thanks to sean kim :+1:

nice :v:
the implementation is a little weird tho

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Great news… Thanks for the heads up… :slightly_smiling_face:

Hmm, definitely not what I had in mind… but hey, if it works, it works… :wink:

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something for those who like the 3d cursor

i really dont like this, oh well :disappointed:

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To me, confusion of pivot desired per object part and 3D cursor potentially used for scene is a bad move.

Except Julien and Nika, most of people were not enthusiast about that.
I don’t get why Hans went in trying to accomplish a design task, that should have been redone according to feedback.
Now, after a quick testing, Nika is complaining about issues, too.

That can make only sense, if 3D Cursor is more developed, first.
We are exchanging an unsatisfying pivot behaviour proper to Sculpt mode, to a 3D Cursor behaviour proper to Sculpt mode, unsatisfying outside of Sculpt mode.
That will just create more confusion.

The points in favor of this are gizmo moving with 3D Cursor, use of shortcuts for placement and a visible overlay of 3D Cursor that is too intrusive for Julien.
They could have made a proposal to add that to Sculpt Pivot.

I proposed a lot of time to add 3D Cursor active tool to Sculpt Mode, because of presence of annotation tool and transform orientation in Sculpt mode.
But confusing 3D Cursor with pivot is a totally different project.
That is not simplifying workflow. That is just messing up concepts of UI.

I love that you’ll do anything for your agenda but don’t put words in my mouth lol. I found bugs and reported it, which is what reviews exist for.

I’m extremely happy about the design, and the potential improvements I mentioned even if not incorporated (although I think they will be) can be done on python level as well, so I don’t mind too much if my preferences aren’t met.

Per-object pivot is indeed good idea, but this design doesn’t necessarily rule that out and given previously pivot wouldn’t even remember its own location when you switch mode, let alone jumped between objects, this is already an improvement.

3D cursor is scene-level property, but objects can be made to have personal pivot transforms which reposition 3D cursor when entering sculpt mode. This can be done natively if module agrees on it, but now it will be possible with python code as well, so I could do it if I needed it.

But personally I like idea of stored pivots more, so I’ll probably do panel where you can save number of pivots and switch between them and cycle through with shortcuts, and push it to my sculpt add-on.

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What I meant is that may be anticipated to obtain bugs about position of 3D cursor when moving stuff in sculpt mode, and position of mesh in sculpt mode when moving 3D Cursor in other modes. That will probably be recurrent.

Yes. Per Object pivot was a promise not fulfilled.
But 3D Cursor could be used for custom symmetry axis, center.
If it is forced to be pivot of transform ; that could not be possible.