Sculpt Mode feedback

That’s right, and both here and on BA we like respectful, constructive replies, not starting with…

or

Thanks in advance.

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I see nothing wrong with that. Full grown men should be able to handle real talk like that just fine, unless I’m talking with children. If that’s the case then sorry.


And that’s the reason I don’t visit BA anymore. The amount of nonsensical crying and people defending bugs is just too much. I hope this forum don’t get infected by that type of mentality!

In written discussion, words are easily interpreted in a harsher way due to a lack of facial expression, voice intonation and other feedback. All I’m asking is for you to be aware of that. Understanding and acknowledging that is what I expect from a mature person. Thanks.

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Now, I get what you are expecting. I see how that simple change would help you.
If Pablo mentioned it, he get it.

But you should not take for granted that developers will add this :

If description of task is not updated to take into account interest in sculpt mode, to have a tool that does not force to mask the whole mesh, first : that means there is no warranty that will be done.

The thing is, if this stuff is not done, then I guess it would be better to just remove the transform tools altogether from the sculpt mode. No point keeping it there if it can’t work as expected.

Bump! :slightly_smiling_face:

Vertical toolbar can’t handle it anymore.

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horizontal toolbar

But please only as an option. On the modern ‘Lowscreen’ monitors vertical space is scarce and I personally much prefer the double-row vertical toolbar to a horizontal one at the bottom.

A horizontal one at the bottom is going to run out of space eventually as well, and then you’d have a double row at the bottom. Which is even worse. I’d even prefer a quadruple vertical row to a double horizontal one I think.

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Monitors are getting wider, not taller. But don’t worry, it should be optional of course, even though if I had to choose one, the horizontal would win. (future proof) :wink:

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Hence ‘Lowscreen’. :smiley:

I doubt screens will be getting wider faster than tools will be added to the sculpt mode though. :laughing:

I don’t really understand why the horizontal one would be more futureproof. Vertical space is a lot scarcer. And it’s only getting worse with the ever widening monitors.

To me, the above proposal should be combined with this other proposal by @ThinkingPolygons where we would have just one button on the left vertical toolbar to open a global brush palette.

Then the horizontal toolbar would act like our custom toolbar, where we could add brushes and tools from the global palette, (by right clicking on a brush/tool and send it to there). Sweet. :slightly_smiling_face:

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Yeah, I like that combination. It would save the sculpt mode. :wink: But, don’t hold your breath.

Can you take a look at this please?

Cursor is too small when sculpting on 4k resolution.

Yeah, pretty common issue. Happened to zbrush as well. And the way they fixed it was by killing the regular cursor… yeah, zbrush is now shipping with a slightly gigantic cursor by default to accommodate 4k sculpting lol. Maybe blender could do something similar and provide two cursors to choose from… I guess only the cursor master Harley can help here… :wink:

Yo @Harleya do you think it would possible now to make blender ship with several more cursors that we can choose from, for the various modes that blender has? I recall you working on a feature like that before… Thx…

Its a bit complex. I might make some detailed comments on that bug report and then link to it from here.

But in a nutshell we (now) have multi-size cursors for Windows (each cursor contains multiple sizes, picked by the OS), vector cursors for Mac (scaled by the OS to any size), but for Linux we still are using our crappy old 16x16 1-bit cursors because we don’t have nicer way to specify better cursors that is common to different distributions… We did have “Large” cursors (32x32x1) in that old format (that worked on many systems) but I was asked to remove that functionality a while ago - even though I did make large versions of each cursor in that shitty format.

So might need a good think and probably not a quick fix.

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Did I read this right, you would like to see the pointer arrow icon while sculpting ?

I added a note to that ticket. It should be enough for any Linux dev with minimal experience to submit a patch that substitutes the Edit Mode cursor for the little crappy one you are seeing there, assuming that is a good solution. For Linux we probably want to use OS-supplied cursors for almost everything.

https://developer.blender.org/T81215#1028762

Hi, seeing the pointer arrow of the OS is one solution.

In this video, OS pointer arrow is visible while he is sculpting somehow.

This is terrible, but suit yourself

I tried this before. But keep having to press F to see brush radius feels awkward :slight_smile:

ye
I guess you need to find a way to compile blender with a bigger cursor