- User Since
- May 7 2018, 4:08 PM (41 w, 3 d)
Sat, Feb 16
@Pablo Vazquez (pablovazquez) The brush presets need to be updated to include the normal radius default value. Also, the grab brush preview on low poly meshes is a little bit weird, but it can not be done properly without an unnecessary hack.
Regarding optimizations, maybe adding Monte Carlo sampling only for the cursor is not worth it. If a computer can not run the cursor in real time it will not be able to sculpt. Furthermore, the cursor is disabled when a stroke is active, so sculpting performance should not be affected.
I think the rest of the functionality should be fine right now.
Fix cursor preview size on translated objects
Wed, Feb 13
Wed, Feb 6
Sun, Feb 3
Hide the mouse cursor by default, show it when "show brush" is disabled.
Sat, Feb 2
@Brecht Van Lommel (brecht) @William Reynish (billreynish) If we are going to hide the mouse cursor in all paint modes, is it ok to change it in view3d_main_region_cursor like this? http://pasteall.org/1475896/diff
@William Reynish (billreynish) It disappears when you click on the viewport, like grease pencil draw mode. Is this a bug?
@Jun Mizutani (jmztn) If you set the normal radius to 0 the brush should not produce any deformation along the normal, that's expected (it is like setting the strength to 0). Currently, you need to change this value for every brush, and this needs to be fixed for the final version. I don't know why the default value is not taken into account, maybe we need to update the startup.blend file with new brushes that have this value set by default?
Mouse cursor is now hidden when the stroke starts, similar to grease pencil, as @William Reynish (billreynish) requested.
Added a location preview with symmetry during the stroke. It is using the StrokeCache data, so it should not have any performance penalty.
Fri, Feb 1
@William Reynish (billreynish) I think that is the code that changes the cursor in edit mode, I only added a check that hides the mouse cursor if there is a sculpt session active in the active object.
Thu, Jan 31
Add a normal radius parameter to all brushes. Now the cursor behaves as it should and it matches the sculpting normal in all cases, high frequency detail can be ignored and the new parameter makes all brushes more useful in tasks like hard surface sculpting.
Wed, Jan 30
Disable the new cursor when a texture or alpha overlay is active, as it is not supported for now to maintain compatibility with other modes.
Tue, Jan 29
@Brecht Van Lommel (brecht) I starting to think that this is an issue with the normal calculation code itself, and now it becomes more evident because we are able to see it in real time as we move the cursor over the mesh. That is why a lot of users complain about problems while sculpting hard surface or when trying to flatten surfaces while preserving edges.
@William Reynish (billreynish) Yes, but it won't match the sculpting normal if fix a small radius by default. That is why I wanted to make it configurable, to at least give the user the option to display the sculpting normal without changing the current brushes.
@William Reynish (billreynish) My point is if we enable sampled normal by default, even if it is optimized, or we make the cursor strictly follow the sculpting plane even when it is fixed, most users are going to find that behavior wrong. I can think of two solutions right now:
@Brecht Van Lommel (brecht) The problem might be that, in some task, you are only concerned about the cursor placement and not the sculpting normal. In fact, previewing the sampled normal could give you misleading information about the volume you are dealing with. For example, when you are using the grab brush to tweak the silhouette of the model you expect the brush preview to turn away from you as you approach the edge, and if we use the real sculpting normal that won't happen in some cases. I think we should give the option to the users to preview a "wrong" normal that follows the surface as long as they know what they are doing.
@William Reynish (billreynish) Yes, but in low specs systems it could be a problem.
Maybe the best option for now is to add the option to enable/disable sampled normal. After that, I could make a patch adding a normal radius option to sculpt mode. That will provide more advanced features in brushes (see D4235) and it will be possible to control how smooth the cursor is using the sampled normal method.
@Julien Kaspar (JulienKaspar) @ThinkingPolygons (ThinkingPolygons) I'm pretty sure ZBrush is using the drawing buffer information to sample the normal, so as long as the high frequency detail doesn't appear on screen it will not be taken into account. Also, that method has no performance penalty on high poly meshes and the cursor movement can be smooth even across edges in low poly meshes. I think this would be the ideal solution. I don't know if that is possible to do in Blender neither how hard could it be, but in any case, the whole cursor system would need to be rewritten from scratch to support that.
Mon, Jan 28
For comparison, here are the two versions:
I updated the patch with the sampled normal version, which uses the face normal as a fallback when there are no vertices inside the brush radius.
Sun, Jan 27
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Wed, Jan 23
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Dec 2 2018
@Clément Foucault (fclem) I'm testing the new patch but it doesn't call glFlush() on my system. Shouldn't it be GPU_DRIVER_ANY instead of GPU_OS_ANY when checking the gpu type?
I'm on a Dell XPS 13" with an Intel 620 on Manjaro 18, P850 fixes the issue and there are no errors rendering the area borders.
Dec 1 2018
Nov 29 2018
Nov 28 2018
Nov 27 2018
Nov 20 2018
Nov 17 2018
Remove confirmation when saving over a file. Show info message.
I removed the option and I added the warning message. However, maybe is not a good idea to remove the save file dialog. You could easily overwrite a file with undesired changes and lose your data if you don't have save versions enabled. I think that adding a more descriptive message or showing it only if you have save versions disabled could be a better option.
There is another better patch importing the panels from the other editor, closing.