- User Since
- Feb 1 2018, 12:48 PM (88 w, 3 d)
Sat, Oct 12
Then I would suggest that at the very least it should work in Object Mode since there you won'e add or modify GP lines.
IMO Annotations should definitely be accessible when selecting any object in Object mode.
Fri, Oct 11
Just to say it here too: I noticed one last issue in the UI in GP Draw Mode. There is a Brush Settings tab in the topbar that includes all brush settings even though it's also split into individual tabs next to it.
Just tested it as well and I agree. Generally nice improvements and for now couldn't see any issue with the patch anymore.
Wed, Oct 9
@Pablo Dobarro (pablodp606) It still happens for me even with the patch. Other people at the studio can also reproduce it. Make sure the strength is set pretty high and that the stroke is as long as possible. It's more likely to happen that way.
Since T70564 got implemented it works much better. But there's still some inconsistency. Here's a list of modifier-shapekey cases where the mask disappears or behaves differently.
@Pablo Dobarro (pablodp606) If it has to be only one axis then here's my suggestion:
Tue, Oct 8
@Pablo Dobarro (pablodp606) There must be a way of using the vertical axis as well. In my opinion this is the only issue with this.
@Pablo Dobarro (pablodp606) In my experience it's best to change the brush size/strength/etc with a diagonal hand movement. This feels more natural and while working with my Cintiq I am not blocking what I see with my hand (That is very much the case at the moment when moving from left to right).
Mon, Oct 7
@Pablo Dobarro (pablodp606)
I still see this issue in some brushes. I was experimenting with the Scrape brush and it seems to work fine when also having "Accumulate" enabled. With just "Original Normal" it still rips the edges though.
@Philipp Oeser (lichtwerk) I talked with sergey and apparently it only got implemented in 2.79 and didn't transition over to 2.8.
@Philipp Oeser (lichtwerk) Just for clarification, Blender does tell the user that "Hide, Mask and optimised display is disabled" when modifiers are being used.
But at some point last year, @Sergey Sharybin (sergey) at least implemented that masks are visible when using shapekeys, as far as I remember. This feature seems to be gone now.
Fri, Oct 4
@Pablo Dobarro (pablodp606)
Try it with a subdivided monkey. I am able to reproduce it on factory settings and others at the studio here have it too.
It's more noticeable if the base mesh has more geometry too.
Thu, Oct 3
Tue, Oct 1
Mon, Sep 30
Fri, Sep 27
Thu, Sep 26
Tue, Sep 24
Thu, Sep 19
@Jacques Lucke (JacquesLucke) They are packed now.
Wed, Sep 18
Mon, Sep 16
Sep 13 2019
Sep 11 2019
Sep 1 2019
Aug 29 2019
How would this look with multiple sections open beneath each other? Wouldn't this make the separation between them worse?
Aug 27 2019
Aug 25 2019
@William Reynish (billreynish) Fair enough. But here's a thought. Why not make the dimensions a dropdown? That way the user can choose weather to see just the scaling or both the dimensions and scaling.
@William Reynish (billreynish) I agree with the others.
Aug 20 2019
@Jacques Lucke (JacquesLucke) Yeah this is intentional as far as I know. I don't like it as well.
The selection modes have some weird conditions on shared UV point positions. This coupled with the very different behaviour of the selection syncing makes it quite confusing to work with. It takes a while to internalise how everything works. IMO this needs a redesign at some point.
@Pablo Dobarro (pablodp606) All good points.
I like the idea of using pie menus to make multiple tools accessible through the same shortcut but this could make cycling between brushes a pain. Also I think the proposal by @William Reynish (billreynish) for improving the brush workflow will be better to access brushes quickly and will trump the selection between tools: T56744
Draw brush: the D-key is used for annotation everywhere in Blender
Aug 19 2019
@Erick Tukuniata (erickblender) I think we should target the default settings to pen users primarily since it's pretty much what sculpt mode is supposed to be used with. Personally I don't think that anyone should use a mouse unless there's no other way.
@William Reynish (billreynish)
As long as developers are aware of the issue and it's documented somewhere as a to do I'm ok with that ;)
@William Reynish (billreynish) Ok this surprised me. I don't think this is very user friendly. I do get the justification on a surface level but then why wouldn't the options also disappear the moment you create custom shortcuts or change some shortcuts manually. You could change the Blender keymap completely and still have these options available but once you create a new keymap to export it or create a backup, it will deny you these basic options?
To everyone here at the studio this looked like a bug because it seems nonsensical to just remove the settings after a new keymap is created.
Even in 2.79 you still had these options on the side after creating a custom keymap.
I do like the idea to expose the "Autosave = On" as a checkmark when it's enabled.
Aug 16 2019
I think @William Reynish (billreynish) and/or @Campbell Barton (campbellbarton) had a task on brush/tool shortcuts for Blender 2.8 Sculpt Mode?
I couldn't find it but maybe that's worth linking & looking into as well.
I'm saying this because if we discuss shortcuts for the new masking operators then it's important to keep in mind that each Tool should have a shortcut assigned by default as well..
Aug 15 2019
@Yevgeny Makarov (jenkm) @Campbell Barton (campbellbarton) I think this one could help as well. Since any save option is just kinda missing when auto-save is enabled. It's all hidden in the popup otherwise.
Aug 14 2019
Aug 11 2019
Aug 10 2019
@William Reynish (billreynish) I have some feedback after using this Tool for a few months now.
Too be honest I thought I would never use this tool since it has pretty much only 1 purpose: Remesh via Dyntopo. A functionality that almost all other brushes already share.
So I would often just turn down the strength to 0 of my current brush and remesh the surfaces that way. It was always faster than to switch to a different tool.
But I eventually realised that the Simplify Tool's greatest setting is "Autosmooth". For a while now I kept using it to both remesh and smooth surfaces at the same to get clean surfaces out of the box.
It became my "Dyntopo Smooth" Brush with my custom 'Alt + S' shortcut.
Aug 9 2019
Aug 7 2019
Aug 4 2019
Aug 2 2019
I agree on semi-automatic (also depends on what we mean with semi-automatic) and automatic retopology. That even makes sense as a new object type or whatever else might be the best way of doing it for both users and developers since the way of working with the topology could be so different.
Manual retopology might be best kept in Edit Mode.
Aug 1 2019
@Wo!262 (wo262) Even though it kinda sucks to say it: I think you have a point.
Calling these new retopo tools "basic functionality" is not accurate IMO. The most important additions are better overlays to see geometry while retopologizing and better snapping options. And ideally all of that within the new slick interface of 2.8 to get rid of time wasted for setups.
Most new tools would be part of edit mode anyway like the push/relax, updated grid fill & polybuild, and maybe even more. Tools like contours, polystrips and strokes will be super helpful but are these couple tools worth it to split Blender into more modes?
@Pablo Dobarro (pablodp606)
I get that it would probably be easier to develop but it doesn't sound like the rules are that strict like you say.
we need to code it in a way that supports all element selection modes, every combination of overlays and shading modes possible, it should share the same keymap as the rest of the tools from edit mode, it should not modify the selection of other elements, it should support all combinations of scene snapping modes and targets...
That said. we could probably also also do a less ambitious solution, without so many specialized tools, and just improve the display, and do some tweaks to snapping and then leave it at that. Separately there's a possibility that we could begin to add some more tools to Edit Mode, like a Quad Paint tool for painting strips of quads, a Tweak Brush tool for nudging vertices around, and so on.
I think @Erick Tukuniata (erickblender) brought up a fair point though. The cost/benefit of a separate mode strongly depends on the level of automation we can expect from the new tools. If the target is excellent manual retopo, then going with improvements to Edit mode would be much preferable. If the devs are more ambitious and are going for something semi-automatic, like described in Data Driven Interactive Quadrangulation, then a new mode would definitely be the way to go.
I mentioned this when chatting with @William Reynish (billreynish) and I think it's worth noting here as well:
Jul 31 2019
I think we need to closely examine why we could need a retopo mode and why we could just stick with edit mode. If it's really just about the display of the mesh, a couple sculpt-like tools and a few new mesh creation tools, then maybe a dedicated mode is not worth it. That way we can keep everything in edit mode.
I think it's just super important that the retopo process ends up as effortless as having it as a seperate mode.
Even if it's off topic I think the concept of the shading presets from the code quest can help out a lot here, to define a dedicated retopo setup for shading & overlays options ... just to throw in an alternative solution ;)
@Julian Perez (julperado) I use the smooth brush quite a lot as a faster way to relax parts of the retopo. I do this while constantly copying & applying a shrinkwrap to make the snapping still work. The Thumb/Snake Hook brushes are useful to move or just kinda drag bigger portions of geometry along the surface (again lots of copy/apply of shrinkwrap).
Other than moving & smoothing I don't use any other brushes. Implementing brushes for edit mode would be kinda odd but I could see it working as simple versions I guess (without curve presets, textures, stroke methods, etc) similar to paint(circle) select.
So far I've been using a combination of Edit Mode, Sculpt Mode and lot's of modifiers to make retopology work. For me it sounds logical to make it it's own mode to make a focused interface, display and tools available in the same mode.
The alternative would be constant switching between edit mode and sculpt mode to access specific tools only available to one but then lose the display of geometry of the other. I guess it could be done as separate new features to edit mode and sculpt mode but a new mode is more elegant and comfortable to work with for that task.
I'm not sure this is the best way to arrange these options. I think it's much more clear for users if "LookDev" is always Eevee and "Rendered" is always Cycles. And then "Rendered" can get options to disable the scene lights or use a custom background.
The name "LookDev" is then not really accurate, but still I think it's better to keep that separation between engines more clear, rather than "LookDev" shading mode using a different renderer depending on the settings.
@Julien Kaspar (JulienKaspar) and @Andy Goralczyk (eyecandy), do you have a preference on how this would work?
Jul 29 2019
Jul 24 2019
@William Reynish (billreynish) Personally I don't think it needs to add too much clutter to the UI since it's essentially just the 2 colors & color switcher in the topbar + the blend mode in the brush options. The color palletes could also be shown in the tool settings within the brush options.
In the overall picture of brush settings that's very little to add.
Jul 22 2019
Jul 19 2019
Jul 17 2019
To give my 2 cents: I find it very easy to roll the view when using trackball navigation instead of turntable. The reason why I would love a more fleshed out feature is definitely for the camera view.
When in the camera view it's one way to just select the camera and start rotating it but there's no way of rolling the view like a canvas without rotating the camera itself.