- User Since
- Jan 4 2013, 7:48 AM (391 w, 3 d)
Thu, Jul 2
Wed, Jul 1
Tue, Jun 30
Sun, Jun 28
Fri, Jun 26
Thu, Jun 25
Tue, Jun 23
Fri, Jun 12
Tue, Jun 9
Jun 3 2020
May 7 2020
May 4 2020
May 2 2020
May 1 2020
Apr 28 2020
Apr 24 2020
Mar 26 2020
Mar 14 2020
Mar 9 2020
Mar 6 2020
Mar 2 2020
Mar 1 2020
Design some structural optimizations: I think that using BMesh as the Dyntopo mesh structure is too much complexity. Dyntopo only needs to store triangles, split and merge them, so it does not need a structure that can represent all kinds of ngos, loose edges, non manifold geometry
Feb 18 2020
I don't mind the actual Dyntopo getting dropped, as long as a replacement for it gets added, specifically a way to have localized detail, which is its main strenght.
In a traditional sculpting workflow, let's say the creation of a creature for a videogame, Dyntopo is only useful in the early stages, where you are doing some sketching and getting the rough forms in, then from there remesh and multires are needed to add all the final detail, then retopo, baking, etc. In this case the voxel remesher can very well be a replacement for dyntopo.
If the current implementation of Dyntopo is going to be removed then please look for a way to replace it with something that has the same functionality. Voxel remesher is a great addition but it's not the same and it is not a replacement for Dyntopo.
Feb 5 2020
Jan 25 2020
Jan 9 2020
Any news on this? I'm still jumping between 2.79 and 2.81 only because of this multires issue. 2.79 has problems too but at least I can navigate around them and get good results.
As a generalist that uses sculpting only on some client projects, I can't afford a Zbrush/3DCoat license (though I really want one now). And I'm pretty sure that like me there are also many users that need and depend on this functionality simply because they can't afford other options... :(
Jan 8 2020
Nov 21 2019
For this denoiser to give the best results the albedo pass would have to combine Diffuse + SSS and Translucent passes, and I'm not sure if specular should be used too. Diffuse alone won't be enough.
Nov 11 2019
Oct 21 2019
I can confirm that too, for scenes where there are textures with small details the denoising albedo pass can't keep the texture detail. I've been combining all the color passes to have a clear albedo, but if there are textured glass or metal materials it gets trickier to fix with the color passes.
Oct 15 2019
Oct 13 2019
Oct 10 2019
Sep 27 2019
Aug 1 2019
Agree with @Wo!262 (wo262), currently, the main issues to do retopology in Blender are snapping and mesh display, most of the tools we have in edit mode are great for the task, we just need some extra polishing on some of them (like having new vertices automatically snap to the source mesh after a grid fill for example), but for manual retopology a new mode sounds like an overkill. The semi-automatic tools mentioned by William and Pablo sound good to have but not terribly necessary, and for fully automatic retopo like ZRemesher we could use addons and or an improved version of the remesh modifier.
Jul 31 2019
Yeah, instead of thinking on a whole new mode, we should be thinking in better tools to manipulate the mesh; after all it is just poly-modeling using another object as reference to "trace" the forms and volume. Some dedicated tools for retopo, better snapping overall and shading/overlays presets as @Julien Kaspar (JulienKaspar) mentioned should be enough.
Exactly what I was thinking; if there's a way to implement those behaviors for edit mode it would be great, just like the paint select. A tweak tool to push/pull vertices and a relax brush would be enough to stay in edit mode.
Julien what tools of sculpt mode are you using during retopo tasks? I still think it would be easier to just define the extra tools needed for a smooth retopo process and then add them to edit mode, same with better snapping options, it would benefit other modes as well
Yes, it makes complete sense for sculpting because the process is different and the tools are different, but retopology is still mesh editing and it is much closer to edit mode than sculpting.
Wouldn't a new mode be too much work? Blender already has some of the best modeling tools out there, it would be a shame to not have access to them because of a separate mode for retopology; we only need a better display of the mesh (this could be just a new overlay), and better snapping options, which could benefit other modes too. Also, any new tool added to make retopology easier would be great to have in edit mode.
Jul 26 2019
Jul 17 2019
Jul 13 2019
May 7 2019
Apr 15 2019
Apr 8 2019
Mar 20 2019
Agree with @ronan ducluzeau (zeauro) here. Is there any way to have paint brushes and sculpt brushes (and their settings) separated? These changes work pretty well for paint brushes but makes the sculpt brushes way harder to use and understand.
Jan 22 2019
Nov 19 2018
Agree with @ThinkingPolygons (ThinkingPolygons), for painting brushes I understand the need to categorize and bundle several brushes (just like photoshop or krita), but for sculpting I don't see the need to hide the brushes in categories. Unless there's tons of new brushes waiting to be added, which is probably not the case, can't see the benefit of it.
I personally switch constantly between crease, draw, clay strips and move. It would be very annoying and slow to be opening a submenu everytime I need to switch between draw and clay strips, or between move and snakehook.
If this is going to be added, then an option to display all brushes should be added too. For the LMB select keymap it could be a menu on the RMB, or set a shortcut that shows all the brushes, without the categories.
Nov 17 2018
@William Reynish (billreynish) in the build I tried yesterday, it wasn't possible to simply LMB click to select faces while the extrude (inset, bevel) tool was active in edit mode. I had to press Alt+W to be able to select new faces and then activate the tool. Maybe it was already changed?
Nov 16 2018
Thank you for this!! :)
In edit mode, just like in object mode, a single click should allow to select the component while click + drag should activate the tool. I discovered the Alt+LMB to select the component by pure luck hehe. Is not very intuitive that way.
Also, in Sculpt mode the RMB is free, so there should be either a menu with the selected brush options or the Brush menu, this way it would be possible to work in full screen without needing any menu or toolbar.
Nov 10 2018
Nov 9 2018
Nov 2 2018
Oct 31 2018
6. Left handed users: Sorry to say that, but ignore them for now. I know, it is politically incorrect. And a lot of people could be angry on me. But I have good reasons to say that.
a. There is approximately 10% of world population left handed. 90% vs 10%. Stronger wins.
b. None of major apps and systems is specifically designed for left handed users. Windows can be only customized (switch to left button priority), Maya - nothing, Houdini - (just the possibility to roll out menu to the right side, so it is easier for left handed to select.....)
c. There can not be any keyboard shortcut logic which will fit left and right handed people at the same time, and equally well. One group will always suffer, one less. But nobody will be satisfied.
d. Most of left handed people are using their own keymap anyway.
I do not say, to abandon left handed people at all. But now, good implementation of ISK is priority.
Oct 11 2018
Sep 20 2018
A Krita-like context menu would be great to have! Hopefully mapped to RMB when LMB is used for selection :).
Sep 12 2018
I like this idea very much, but I'm curious about the sculpt brushes. How would the brush preview work in this case...? For example I have 3 copies of the SnakeHook brush, with slightly different settings (mainly strenght and curve) but huge differences in the result they give when used, I can't see how the 2D preview can work in this case.
Even the current flat icons aren't good enough to properly show what the brush does. For sculpting I think the 3dish icon is a better way to show the brush functionality, not a separate preview.
Aug 23 2018
Aug 17 2018
May 29 2018
May 21 2018
Haven't tried any recent 2.8 builds but that's great! Thank you William :)
Sounds good! But even if there's one more click it still helps when on full screen mode, because you don't have to open (and move to) the toolbar, everything happens at the cursor location. Also, would it be possible to see the list of the brushes without clicking on the thumbnail first...?
For sculpting and texture painting (and even vertex painting), I'd go with a pie menu and the same hotkey for all, it could be B for Brush or S for Size and/or Strenght. Hitting said key should open a pie menu that contains the most common operations for the current mode, like brush selection, brush settings, color picker, switch dyntopo on/off (for sculpting), etc.