for UV stretching there was https://archive.blender.org/developer/D15195 it is complete and works it was originally supposed to come out in 2016 there was a talk about it and everything but the original dev dropped it.
The dev of UVpackmaster (I think it’s them) had picked it up and finished it but once again it seems like a patch that will be forgotten about.
seems it was https://uvpackmaster.com/slim/, as far is i know there isn’t and the dev has not uploaded it to the new git system so im not sure if it’s even possible currently to make your own build.
Hi. I’ve noticed a bug (?) happening with recent versions of blender. I think picture will explain it best. I used a grab brush here, it is an issue with every brush, but with grab or snake hook it is most visible. It looks like I am pulling a piece of geometry with not enough resolution on it, but thats not the case, remeshing is not helping either. This happens randomly, affects every object in the file and wont go away. I have to basically copy all the objects to new blender file to fix it. Do anyone have an idea what may cause this?
@fr002 I’ll try your emthod of remeshing and uwnrapping for VDM brush creation too. Thanks for testing that workflow!
@Lamia Thanks for sharing the Info on UV stretching. I’ll forward that to the devs and see if this can be prioritized to VDM creation easier in Blender without addons.
@czerw Can you report this bug? I didn’t notice this yet.
No, there is no mask there. It affects most/all brushes and all objects in the scene. Similar thing also happen when you lock an axis in sculpt mode and forget about it, but that is not it this time either.
But ctrl+alt+r seems to apply or delete the multirest modifier and then run the remesh. I don’t see ctrl+alt+r in the menus anywhere though. Using 3.4.1
I tried to make a ‘‘one-click’’ solution to bake VDM brush with Geometry node But it didn’t really work-out
Mostly because after the remesh, the material and UV map are gone (obvious ! but it took me some time to realise what whas going on), so that complicate the step a bit
There is still a lot of click involve, but with a bit of practice, it can take only a few second.
*notice the mokey ear at the end, that is because I should have ‘‘un-stretch’’ the geo…
Here is how to do it :
Import your mesh
Select your mesh in ‘‘join cube’’ GN modifier
Make a copy of the object
Apply first 3 modifier, delete last 2
Go inside sculpt mode, use ‘‘box face set’’ brush and ‘‘edit face set’’ use the Fair Position
Inside the ‘‘Baking’’ GN modifier, select your faired mesh
Use Factor to see the result ! And set factor a 0
Apply first 3 modifiers (Join Cube, Remesh, Delete Bottom)
Because of the remesh, we lost material and UVs, recreate them again on the object
Basically it merge your sculpt (or any model) with a cube, remesh, delete the bottom and calculate the difference in position from the ‘‘faired’’ plane.
I don’t think I had it returning after moving everything to a new file. I’d say it is pretty rare, It happened to me maybe 5 times past last year. But it is really annoying when it happens and you have to move your whole scene out to a new file.
Hey, does anyone know the developers reasons for making Multires level 0 always stay the same? Is it a technical limitation? A requirement for some kind of other functionality (maybe armatures)? Is it just because it’s a modifier and they’re supposed to revert to the original mesh when removed?
I remember there was discussion about this when Multires was being fixed a few years ago and whether to keep it as a modifier, but I can’t find it now.
Yes. That’s it.
But in theory, if you want to apply changes to basemesh without removing multires modifier, you can, by pressing Apply Base button under Shape sub-panel.
In practice, that may not be result you expect if you created subdivisions of Simple or Linear type.