Sculpt Mode feedback

We shall see. :neutral_face:

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See? Like I said, over-engineered!

When space is set to tool search then Shift Space starts play mode and F3 also open the search box. So there isn’t even a default shortcut left to invoke the tools panel, is there?

I showed this to a colleague and his reaction was exaclty as mine:
“Hey - there are the shortcuts.” and then “They ALL have shortcuts??”
This really should be more obvious or reflected in the T-Panel, I think. :open_mouth:

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While that “insert mesh” functionality part of the Trim tools is nice, I think the feature is kind of misplaced… I mean, no one will ever imagine that you can insert meshes to your sculpt using a Trim tool… It really should be an entirely separate “insert mesh” tool, IMHO:confused:

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I have a suggestion for Boundary brush tool.
Currently it works only on “Real boundary” of the mesh
But in fact it would be useful (as an option, of course) to treat “FaceSets boundaries” as “Mesh boundary”

This will open up the whole new level of adding repetitive stuff inside the mesh too, not only on boundary edges. I mean one can easily add faseset to define area of operation and use Boundary Brush to alter zone edges in many creative ways

7 Likes

387/5000

I have found a couple of bugs in the Vertex painting in Sculpt Mode, but since version 2.92 is experimental I comment on it here.

The first is that doing Rebuild Subdivisions in Multires loses the detail of SculptVertexColor.

The second is that when resetting the Smear brush the intensity cannot be decreased from Strength, although if you edit the Fallof you can force it to decrease.

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Did you report those bugs in the bug tracker? Here they will get lost.

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Reported as a bug, although it is an experimental option. I don’t know if it’s the right time , but it is reported.

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Thanks for reporting the bug. :+1: It is always useful to do so, that’s why there are experimental features in Blender builds, to have users test them.

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A little wishlist for Santa Pablo. :santa:

A function to add a curve to a drawn mask.

Options:

  • Place the curve across the mask’s border.
  • Place the curve smoothly between the farthest mask points (inside the masked area).
  • Bevel the curve
  • Boolean it (subtract, add) to the underlying mesh.

———————

Generating a mask or face set from an intersecting object.

———————

A Remesh by Boolean tool, which removes all self-intersections in a model, without the need for losing details by voxel remeshing.

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I would prefer a support of 3D Curves as guides for brush strokes.

You would draw a line on surface using Annotate Tool, convert it into 3D Curve using BSurfaces addon.
Or directly add a curve in object mode and draw curve on surface.
Or extract a mask and convert boundary of result to a curve object.
( I suppose that part can be accelerated by addon writers.)

And then, instead of making bevel, boolean adjustements, you would directly use any kind of brush in Add or Subtract mode, with the stroke guided by the curve object.

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I’m wondering: will the separate Sculpt Mode branch development result in less frequent Sculpt Mode additions to the main Blender alpha builds?

Has anyone had any luck using the sculpt branch? I get an instant crash on the first stroke on a sphere, and even in edit mode too :pensive:

wait, what is this branch for?

To have a place to polish tools and try new things without having to worry about the review process for master? I’m not sure, but I think it’s safer to test new things on a separate branch and then prepare the patches for master when ready.

https://builder.blender.org/download/sculpt-dev/sculpt-dev-blender-2.92.0-5c03d0c30c40-windows64.zip

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Has anyone had any luck using the sculpt branch? I get an instant crash on the first stroke on a sphere, and even in edit mode too :pensive:

I haven’t found the time to try the Sculpt Mode branch yet. I’d like to know if the Sculpt Mode branch is synchronized with the latest Master builds with every update, so there’ll be a minimal difference with the alpha builds.

kinda makes sense, yeah, most of the time people making the reviews don’t understand the feature and just make the all process very difficult. many great patches are dying in the tracker because of that.
but whos going to test that slightly hidden branch lol? im afraid not enough people knows about it, also no way to report bugs.

Yeah, that’s true, I don’t think many people know about the new sculpt branch. @pablodp606 if you’re reading this you could tweet about the branch and ask users to actively test it, and maybe report any error we find on this thread?

Or is there any way to report bugs for experimental branches?

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Does Blender Sculpting have a way to split off a polygroup into a new object and then close hole/remesh the remaining Geometry with a few simple steps or even at all, BTW?

I find that missing the most in Prototyping right now.
The clipping brushes are pretty good but for wider ranged pertrusions they can create the typica overlappingl clipping artifacts, easily.

One way of many…

That’s the beauty of the clipping brushes… :sunglasses:

1 Like