Any new about layers feature for multires?
Keeping the gizmo visible while transforming is really crucial to position it, specially in sculpt mode, now that it supports the transform tools. Otherwise it’s really difficult to position it precisely, and it’s making the transform tools almost useless in sculpt mode.
I hope this can be fixed soon.
Also it needs a toggle to allow us to move the gizmo without deforming the mesh.
This also needs to be implemented in the voxel remesher operator. That’s the big missing piece there…
I agree 100%.
There’s a dead task tho… https://developer.blender.org/T63743 I hope it gets fixed someday…
That’s very important, yeah…
oh sorry my bad. just checked and the vertex order is indeed the same. but i must admit i did not try for several months.
About reconstruct subdiv: yes it is possible to do that in edit mode. but it is not as you said possible to reconstruct the lower subdiv levels if allready applied. Like you say to unsubdivide inside multires. would be a nice feature. the other points are clear so far for thanks for the reply!
Any chance of https://developer.blender.org/D6204 being implemented soon? What’s confusing about this patch is that it has long since been accepted and has been ready to land on Master for months now. It is a fairly decent upgrade to the Voxel Remesher projection, so it would be nice to know why it has been forgotten and/or abandoned. : )
After experimenting some more with the Surface Smooth brush and mesh filter I’m not entirely convinced of its usefulness. ZBrush Deformation > Relax at a low value is still more effective. Surface Smooth is too subtle, and the regular Laplacian smooth algorithm is too destructive.
A possible improvement could be a slider / value that allows you to blend between the two smoothing algorithms instead of having to choose either one or the other.
Speaking of Surface Smooth, the best settings I have found for both the filter and brush are:
Shape Preservation: 0.000
Per Vertex Displacement: 0.180
(Brush only) Strength: 1.000
(Brush only) Iterations: 1
(Brush only) Normal Radius: 0.200
Without these settings the results of the Surface Smooth are way too small to be noticeable on high poly sculpts. Also, Per Vertex Displacement is set to 0.180 to prevent bad geometry caused by the smoothing at these settings. Without it this brush doesn’t work.
Little papercut @pablodp606, could be possible show a background color in the multires modifier value slide? to show the relative position of the actual subdivision level respect the rest of subdivision levels.
I really hope the Multires modifier’s unsubdivide algorithm will be implemented in the Decimate modifier’s Un-Subdivide mode as well.
Nota bene: I’m using the Modifier List add-on, in case you’re wondering.
After having used the Filter tool for the last few releases, I really hope that it can get a gizmo to make it easier to control and make it more readable.
Right now it is very easy to overshoot or undershoot by starting to drag the filter on the screen when at higher levels of Strength. I usually put the default Strength value to 4.000 because I feel like some filters need it, but if you for instance use the Random filter with that value the geometry will start to shoot out in every direction immediately when you active it.
Also, a gizmo would make some filter effects easier to read visually, since at certain values they can be really hard to spot and you sometimes feel like the Filter tool isn’t responding.
The filters need a “apply” button
My thoughts exactly! Right now you’re dragging in 3D view space without any feedback on the effect.
Sculpting a half a million polygon object is suddenly terribly slow even in 2.9:
And with just a small change, it’s instead normally fast:
Now, this may be super apparent to experienced users, but to me it was a surprise. Can anyone guess what made it slow (no, it’s not a modifier, although that works too)?
Spoiler
The first GIF is sculpting inside a shape key.
Is there a way to improve multi res when it comes to adding new objects and editing underlining geometry? I find that any kind of geometry editing screws up the smoothing by quite a bit. Even if you just add something new into it (say by joining) I often find that multres messes up that object instead of smoothing it nicely.
I’m not much of a Multires user yet, because it’s still under heavy development, so that might very well be the cause of the issue.
There’s a lot of discussion about Multires in this Sculpt Mode topic at Blender Artists.
Hi, I’m sure (based on my experiences with other sw) that these features could enhance the joy and effectiveness of sculpting and the use of Blender in general:
Tweaking a value with its slider, especially the brush size/strength could feel unorganic…
Instead of direct drive, the position reading of the pen would be multiplied by its pressure reading: more pressure means more rapid value change, but if you press gently, you can fine tune. The analogue version of theShift
modifier.
More info is in the proposal there, thanks.
My questions are:
- What is the easiest and most effective way to implement this?
- Who would be interested?
just bring back 2.79 size and strength widget
How are they different ? you mean without the falloff preview ?
I never understood why this wasn’t adreesed before!
All the 3D Softwares out there have transform Manipulators that work in a very similar way except for Blender, sure some have more functionality like Maya,Zbrush… but the core features are there including always visible during the transformation, constant sensitivity, customizations and even active & inactive axes states.
Also noticed in comparison to the 2.79 that during the playback the Manipulators are hidden while in 2.79 they remain visible, so i assume it’s causing too much computation than before that is now not possible to draw them all the time.
I hope the price of upgrading will not cost us not having this stuff.