This is already fixed in current master, see T67973, please try a new build.
Something I'd like to add to the shading style:
- If possible the backface opacity of lines should be adjustable.
- If Faces are occluded by geometry they should probably also be rendered with slightly less opacity:
Tue, Aug 20
We can solve the brush problems with something like a global brush palette.
It would be nice to also support showing the HDRI background, as oppose to only having it blurry.
@TheRedWaxPolice (TheRedWaxPolice) I agree man. (only zbrush fans would understand lol)
The point of the PBVH is to be able to do partial updates quickly. If doing many partial updates is someone significantly slower than updating the mesh as a whole, that is something to be fixed. There is no good reason for it to be slower.
@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
Adding a dynamic keymap to the number row back similar to how it was in 2.79 might be the solution.
@Julien Kaspar (JulienKaspar) The problem is, we need to think something that can be easily expandable without changing the keymap or adding weird shortcuts in each new release. If for 2.82 we have 4 new brushes, 4 new tools, new smoothing/masking modes and trimming and insert tools, we are going to need to redesign the keymap again or assign unrelated shortcuts to the new tools.
In this current keymap we also need to fit:
- Execute mask filter functions directly (smooth, sharpen, grow, shrink, clear, invert...)
- Set the pivot point for the transform tool and other operators (pivot to cursor, to active vertex, to center, to geometry...)
And we should leave some easy to press shortcuts available in case some users need them for any specific operator.
If we integrate vertex paint, then we will also need
- Color picker
- Switch primary/secondary colors
- Other color operators like mask by color, color fill...
Draw brush: the D-key is used for annotation everywhere in Blender
Mon, Aug 19
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.
@Pablo Dobarro (pablodp606) I don't think two steps are a good idea, brushes don't have much visual feedback, nothing is more annoying than cyclic shortcuts when you have no idea of what state the brush was before, you keep blindly and mispressing keys and having to undo and look at the keyboard to see what's the right sequence. Not fun.
@Julien Kaspar (JulienKaspar) Regarding the brush shortcuts, I think we need to support some kind of two step shortcut from changing the brushes.
When working with a pen tablet in sculpt mode you need to have your hand constantly in the Alt/Shift/Ctrl modifiers to control the viewport navigation, smoothing and brush direction, so we should try to avoid any shortcut that forces you to move your hand from that position. In my case, I can't press any key that is to the right of the RFV column of my keyboard without moving my hand or losing the reference of where the rest of the keys are.
To fit the entire keymap with the new functions we can group similar functionality under a single key and then decide the final option with a second key press. For example, brushes can be changed by pressing C ->Z, C->X, C->C.., masking operators with V->X, V->C, V->S.. and so on
@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.
@Pablo arroyo (pabloarroyo) Ah I see, then I'm really looking forward to it.
@Matthias (jayanam) No, that is libQEx + libigl. It is not related to Quadriflow and we are not going to use it for the final version. Quadriflow integration is still under development.
Hi @Pablo Dobarro (pablodp606) , thx for your answer. The quadriflow remesher is the one that appears as Quad in the dropdown of the Remesh-modifier?
The purpose of this remesher is to do the initial blocking of a sculpt, not to create a final topology for rendering or animation. We can probably add some filters to the result to improve the topology distribution at the cost of performance, but it will never produce a proper edge flow. If you need a cleaner topology, you should use the Quadriflow remeher when it is available.
@Yegor (Yegor) This hasnt been fixed since 2018?
@Pablo Dobarro (pablodp606) This effects your Branch too.
Is this the issue with the Snake Hook slipping instead of holding onto the mesh?
Sun, Aug 18
Thanks for clearing things out. 👍
Fri, Aug 16
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..