I agree. And the main issue for this behavior is that mask wasn`t preserved by default.
So, if I want to work with inverted one (it is true), I want to draw unmasked area over masked.
Like this:
And now, with current behavior I forced to:
invert unmasked to masked
Alt+A
F
E
And repeat 2,3,4 each time!
Of course i can tune operator. But I still forced to make (1) before and invert back after.
Instead just drawing with unmask-mode over masked.
Perhaps, this tool/method should have invert mode, as brush. I mean unmasking existed mask. As far as we work with unmasked.
IMO expand tool can take brush status (add/subtract) and use it as mask/unmask mode.
It will allow to work directly with unmasked spots and unmask more. Also it will allow to work with masking.
I believe, manu ppl will combine mask brush and expand operation.
I just tried the latest 2.93 build with the new expand operator and I feel this definitely should be made into an active tool, the way it works now is like a completely new mode that doesn’t have anything to do with sculpt or regular modeling. Add to that the flipped behavior to add/substract from masks, why is it backwards?
If it’s made into an active tool, for the sake of consistency with the rest of the sculpt brushes, it should also follow the same defaults for add (LMB Click) and substract (Ctrl + LMB Click)
I’ve been doing a lot more sculpting for work in the past couple of weeks and I’ve found myself needing the opposite of most of these:
So I’d like to propose these extra options (If this is already possible in an automatic way please let me know how can I do it because haven’t found a way yet, other than manually create the selections I need based on Face Sets, constantly jumping between sculpt and edit mode):
Mask from Face Set (this one would probably use just the last Face Set made, or give the user the option to choose which Face Set should be used to create the mask).
Vertex Groups from Face Sets (A separate vertex group would be created from each face set, and they could be named just with numbers or letters, this would make weight painting for rigging quite faster).
Face Maps from Face Sets (This one would only be useful for those of us who use the Quadremesher addon, but I think it would be nice to have this as an option as well if the Quadriflow remesher ever gets to use Vertex Groups or Face Maps as topology guides).
Separate by Face Sets (To separate the mesh into different objects based on all the Face Sets, not just one, as the current Extract Face Set does).
Materials from Face Sets (Again, useful mainly for Quadremesher users, but I can see how this can be also helpful for concepting and illustration).
UV Seams from Face Sets Boundaries (This one would help a lot when doing UVs for models that don’t have a very clean topology, and again concepting and illustration come to mind).
This one is covered by new Expand Mask tool in master.
By pressing Ctrl, you can snap mask to Face Set Boundaries. That means that mask is filling face set.
And if you move mouse pointer, you can make a mask that corresponds to a sum of face sets.
The default Clay brush has autosmooth. If the Strength of the brush is reduced a lot, the displacement has less intensity than the smooth one and instead of adding volume it is removed.
If it is adjusted well the displacement can be equalized.
Although the Smooth brush has a way to preserve the surface, I find the Clay + Autosmooth mixture to be useful for removing bumps.
Anyway I think that the intensity of Smooth should be proportional to the Strength of the brush.
If anyone ever manages to reproduce that, please, file a bug report with a .blend and tag Pablo and me in it. That bug has been driving me insane. It’s so random and hard to reproduce.
Autosmooth is going to have a volume preserving mode, yes. We can also add an option to make autosmooth proportional to strength (it’s not always desirable).
The truth is that Clay + Smooth in a way works like Scrape but without damaging the cavities.
I discovered it recently, and I have not experimented much with this configuration, but I think it can be a good ally for hard modeling.
Thanks for considering it.
It looks like Lasso needs some love…
The Box Hide tool is cool, but a Lasso Hide tool would be great…
Also, it would be nice if all the Lasso tools could have the “Stabilize Stroke” feature…