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Sculpt: Weight normal and area sampling towards the brush center

Authored by Pablo Dobarro (pablodp606) on Mon, Mar 2, 2:16 PM.



Previously, all vertices inside the brush radius were taken into account
equally when calculating the sculpt normal and area. This was causing
artifacts and unpredictable results with large brushes or meshes with
curvatures, as the strongest deformation point of all brushes is usually
in the center. By weighting the vertex normal and position towards the
center when sampling, all brushes should now behave in a more
predictable way in non-uniform surfaces.

Diff Detail

rB Blender

Event Timeline

  • Remove unrelated code
Jeroen Bakker (jbakker) requested changes to this revision.Thu, Mar 19, 10:04 AM
Jeroen Bakker (jbakker) added inline comments.

BM_log_original_vert_data alters pointers.
retrieve the pointer in a temp variable and copy the content over to co.

This revision now requires changes to proceed.Thu, Mar 19, 10:04 AM
Pablo Dobarro (pablodp606) marked an inline comment as done.
  • Rebase
  • Review Update
This revision is now accepted and ready to land.Fri, Mar 27, 8:25 AM