Page MenuHome

Sculpt Face Groups and visibility tools
Closed, ResolvedPublicDESIGN

Authored By
Pablo Dobarro (pablodp606)
Nov 27 2019, 12:06 AM
"Like" token, awarded by knightknight."Love" token, awarded by Shimoon."Love" token, awarded by roman13."Love" token, awarded by kfir."Like" token, awarded by Constantina32."Love" token, awarded by Maged_afra."Love" token, awarded by Arkhangels."Love" token, awarded by MetinSeven."Love" token, awarded by d.viagi."Love" token, awarded by Brandon777.


Blender only has two operators to control the visibility of the mesh in sculpt mode(box hide and mask hide), which is limiting when you are working with complex objects. The new visibility system based on face groups and their tools should improve this.

  • Initial implementation of Face Groups and basic visibility operators D6070
  • Add the remaining Face Group creation modes (by loose parts, by UV island, by materials...)
  • Multires Implementation and multi level propagation

Event Timeline

One thing I don't see mentioned here is automasking by Face Groups, is that planned? It's a great way to divide an object into multiple parts without breaking it up, so you can for instance move the bottom jaw without affecting the upper lip, or work on fingers separately!

Untagging design tasks from specific releases, in general these should only be tagged with the relevant modules and listed on the module page.

Pablo Dobarro (pablodp606) closed this task as Resolved.Jun 8 2020, 6:04 PM
Pablo Dobarro (pablodp606) claimed this task.

Done in Blender 2.83