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Multires: changes not smoothly propagated from low to high, for example with apply base
Open, Confirmed, HighPublic

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Authored By

Description

System Information
Operating system: Windows 10
Graphics card: Nvidia GeForce TITAN Black 32GB RAM

Blender Version
Broken: 2.80 Beta, 0f5b53ba4dc, blender2.8, 2018-11-30
Worked: (optional)

Short description of error
Apply Base malfunction in the multiresolution modifier.
I have also noticed that the polygon counter does not work in sculpt mode.

Exact steps for others to reproduce the error

  • New scene with general design.
  • Ctrl + 5 to subdivide the cube.
  • Apply Subdivision modifier.
  • Add multiresolution modifier and subdivide 5 times. Tris: 12,582,912
  • The right button of the mouse. Smoth Shading.
  • Change to "sculpting" workspace.
  • Select the Grab brush and move the mesh.
  • In the multires modifier press "Apply Base"
  • The mesh is deformed in a strange way.

Details

Type
Bug

Event Timeline

Sebastian Parborg (zeddb) lowered the priority of this task from Needs Triage by Developer to Confirmed, Medium.
Alex (SpectreFirst) added a comment.EditedJul 23 2019, 5:55 PM

Are there any news about broken subdivisions, missing UVs and vertex colors in Sculpt Mode? 2.8 Release Notes says it will be fixed before the final release but since 2.8 got a second RC and all the problems seems to be there I’m starting to worry that we’ll have a release with broken Multires.

This bug really ruined my day. Lost a whole day's work as I had to re sculpt everything at a higher subdivision level. I don't mind occasional crashes, especially in OSS/beta software. But this bug essentially amounts to silent corruption.

I really hope @Sergey Sharybin (sergey) makes this as a higher priority fix. With all the changes already being done to Sculpt Mode, having a MultiRes modifier that doesn't work that well is really big obstacle for doing high quality work. This and Apply Base need to get looked at. Frankly, Apply Base should be removed from the MultiRes modifier and be done automatically to the base mesh. Having the modifier be this non-destructive just isn't a good way for any program that wants to do any serious sculpting work, especially when said feature is incredibly slow and doesn't work.

I think there's a need for a totally non-destructive MultiRes, but there should definitely be an option (possibly default) to automatically apply to the base mesh as well.
Another solution is to add the original form as a blendshape, so the user can always return to their starting point.

I agree, that the base mesh should stay intact, at least as an option. I don't see why non-automatic way can interfere with a serious sculpt work.
All we need is stable and correct work of the multires modifier.

I agree, that the base mesh should stay intact, at least as an option. I don't see why non-automatic way can interfere with a serious sculpt work.
All we need is stable and correct work of the multires modifier.

A subdiv system that doesn't do this automatically is a badly designed subdiv system for sculpting. ZBrush does this seamlessly and that is what MultiRes has to compete with to be taken seriously as a sculpting software.

Ok, I can see the statement, but not the answer why it's a bad design (except that it's automatic in ZBrush).

Ok, I can see the statement, but not the answer why it's a bad design (except that it's automatic in ZBrush).

https://developer.blender.org/T70700

See the videos for comparison. One is fast, easy to work with, and practical (ZBrush) and the other is slow, tedious, and nearly useless (Blender). Apply Base is just awful design since it most often than not does not work as expected, yet you still have very long wait times just to get back to work. To work with subdivs for sculpting is to work destructive.

ZBrush has other ways to work non-destructively by using layers that can save changes to separate timelines that you can mix and match at will. There is no reason to have the MultiRes be the non-destructive workflow when that is not the purpose of said feature. Its purpose is to create a fast and efficient (destructive!) workflow for high poly sculpts where you can make large changes in the lower subdivs without being slowed down while retaining high quality details like pores, materials, and other imperfections.

Please stay on topic in bug reports, use devtalk if you want to propose changes to the design. There is nothing preventing this to be an option.

why it's a bad design (except that it's automatic in ZBrush).

This is not a "zbrush only" thing. This is how it works on all sculpting apps.
If you want to keep your base mesh intact, just keep a copy of it on your hard drive.

And of course I'm not against having it as an option, but automatic should be the default.

Sergey Sharybin (sergey) raised the priority of this task from Confirmed, Medium to Confirmed, High.Tue, Oct 15, 3:03 PM