This is a high-level overview of the planned roadmap for sculpt mode.
Note the order of items may change based on user feedback.
An important part of the roadmap is VDMs, or Vector Displacement Maps. VDMs are textures (either uv-mapped textures or multires grids) that store tangent-space displacements. They have a number of advantages:
- VDMs use a lot (as in a lot) less memory.
- They save a huge amount of GPU bandwidth.
- Users can sculpt a lower-resolution mesh and see the higher-resolution detail applied as a normal map.
Note that VDMs will be implemented as part of a unified displacement stack along with sculpt layers.
Very Near Term
Move sculpt colors out of experimental in master.
- Merge sculpt-dev into master.
- Review all new brushes and hide any that are unstable or buggy behind experimental preferences.
- Begin incremental C++ refactor.
- Unified displacement stack with support for:
- Vector displacement maps.
- Sculpt layers.
- Multires Improvements:
- Custom attribute support.
- Speed up switching levels.
- Treat multires grids as a type of VDM.
- Remove PBVH_GRIDS. Load active subdivision level into a PBVH_FACES. This way the full set of sculpt brushes will be available for the densest multires level users can fit into RAM. Finer levels are accessible through a subset of brushes that support VDM.
- Brush presets and asset manager.
- The Great UI Update.
- New brush texture system.
- Node-based brush editor.
- Sculpt on UV unwrapped mesh.
- Lattice-based elastic deform brush. Lattice cage is created from an octree.
- Faster OBJ export/import
- Multires export/import via PTex
- GPU compute (CUDA? HIPS? OpenCL?).
- Rewrite paint mode.
- New quad remesher.
- Sculpt proxies. Associate a low-res mesh with a high-res one and update it when the sculpt mesh changes.
- Smooth brush whose strength does not depend on topology.
- Data-oriented C++ BREP.