If you know Gio(the artist that inspired the brush) the main purpose of the brush is to separate organic forms in a very natural way. Pablo Gomez already has a Knife brush that does this very well, and I know that Gio has used that for a long time over the DamStandard.
I’ve been using his Knife brush for a few years myself, and it’s using Displace base brush too.
It’s pretty much the default, all I did was up pinching, play with the the falloff to get something more similar, and decrease spacing. After that it’s just finding a good brush size, and maybe decrease the strength to 0.5 so creases ain’t that deep.
This one looks pretty similar, but I didn’t understand a single word you wrote. I mean, I did understand, but didn’t know this was possible through using geonodes. Can you point me to where I can learn more about it?
It is a simple setup, normals are scaled based on edge angle. You can build it, save as asset and use it whenever you need it. Just play with values, negative deflates positive inflates. GN is powerfull tool, check Erindale, Johnny Mathews, Cartesian Caramel etc. tutorials among thousands in youtube. I learned through experimenting, don’t possess prior math knowledge.
It doesn’t customize brush. It scales general mesh normals, but limits it with edge angle. You can mask the area with attribute paint of course. Above I shared the setup, blue part is inflated with geo nodes. I hope more communication is build in future between sculpt and GN. Especially accessing to face sets.
Attribute/vertex paint pbr materials is so cool. Performance looks decent too.
Automated decimation and reprojection to images textures is another great feature.
Yeah, I usually check in and see how Shapelab is progressing every now and then. I own it, but haven’t used it much beyond learning the UI and messing about.
I tried it for a little bit & i actually really love it !
It also works perfectly on object without multires or object with modifier stacks + geometry nodes
Only issue so far is applying in sculpt mode doesn’t work, it need to be in object mode but it’s kinda fine because it doesn’t remove the proxy mesh…
Performance when sculpting are more than fine honestly unlike the video, just entering & applying can take few moments.
I really hope it doesn’t break for future blender updates tho…
I tried to make something like this in the texture node editor for brushes. It is fully procedural and can be tweaked. I made use of the vector displacement setting of a brush so I can ‘displace’ vertices inwards as well as up and down: