Unable to work on lower subdivision - multires modifier issue #35560

Closed
opened 2013-05-29 12:05:38 +02:00 by michalis zissiou · 5 comments

%%%OSX 10.6.8, MacPro 16 threads dual Xeon, ATI HD 5870, 24GB RAM

Tested on almost all revisions after official 2.67a
Last revision, 57101

Unable to work on lower subdivision in multires modifier.

Have a subdivided cube ~1200 faces (apply)
Use this as a typical base for sculpting.
Do some aggressive extrude or anything, use the twist tool for instance.

Apply base !

Go to lower subdivisions
The problem is obvious.

Just for fun, try to smooth at a lower level, maybe you can fix the spikes.
Go to the higher level now.

Sometimes these spikes go to infinity, (LOL almost)
Have a look at the attached image.
Thank you for fixing the other issue with normals -smooth shader. It's fine now under r 57101

%%%

%%%OSX 10.6.8, MacPro 16 threads dual Xeon, ATI HD 5870, 24GB RAM Tested on almost all revisions after official 2.67a Last revision, 57101 Unable to work on lower subdivision in multires modifier. Have a subdivided cube ~1200 faces (apply) Use this as a typical base for sculpting. Do some aggressive extrude or anything, use the twist tool for instance. Apply base ! Go to lower subdivisions The problem is obvious. Just for fun, try to smooth at a lower level, maybe you can fix the spikes. Go to the higher level now. Sometimes these spikes go to infinity, (LOL almost) Have a look at the attached image. Thank you for fixing the other issue with normals -smooth shader. It's fine now under r 57101 %%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%When you're applying deformation on base mesh, this changes tangent space of in which sculpt data is measuring. There're some heuristics happening in Apply Base to preserve highest level untouched, but lower levels could start having artifacts.

Will have a look on whether it's possible to improve behavior here, but this is probably just a math limitation of how multires works.%%%

%%%When you're applying deformation on base mesh, this changes tangent space of in which sculpt data is measuring. There're some heuristics happening in Apply Base to preserve highest level untouched, but lower levels could start having artifacts. Will have a look on whether it's possible to improve behavior here, but this is probably just a math limitation of how multires works.%%%

%%%Checked on the issue and the code actually works as intended. It probably possible to tweak some heuristics there in the math side to make levels below highest be smooth, but that i would actually consider a TODO (http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Multires_Modifier).%%%

%%%Checked on the issue and the code actually works as intended. It probably possible to tweak some heuristics there in the math side to make levels below highest be smooth, but that i would actually consider a TODO (http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Multires_Modifier).%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

%%%Thanks Sergey
I thought this thread was closed.
A TODO thing, I agree.
Anyway, a massive reworking of the multires code may take place soon, so... there isn't much need of this report.
Thanks , once again.
%%%

%%%Thanks Sergey I thought this thread was closed. A TODO thing, I agree. Anyway, a massive reworking of the multires code may take place soon, so... there isn't much need of this report. Thanks , once again. %%%
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Reference: blender/blender#35560
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