Advanced Member JoseConseco Posted November 28, 2023 Advanced Member Report Share Posted November 28, 2023 (edited) Even though -auto-subdivide value is very low, it still add huge amount of tris. Maybe its related but number in square bracket is quite large: But it is for voxels, and I'm in surface mode. In the end subdivision should be linked to brush size, and obviously it is not... Is this bug? Edited November 28, 2023 by JoseConseco Quote Link to comment Share on other sites More sharing options...
0 Oleg Shapov Posted November 29, 2023 Report Share Posted November 29, 2023 But just in case, I’ll ask the developer about it. Thank you! 1 Quote Link to comment Share on other sites More sharing options...
0 Oleg Shapov Posted November 29, 2023 Report Share Posted November 29, 2023 9 hours ago, JoseConseco said: Is this bug? No. Behavior is predictable. This is not observed on a simple object in surface mode. Quote Link to comment Share on other sites More sharing options...
0 Advanced Member JoseConseco Posted November 29, 2023 Author Advanced Member Report Share Posted November 29, 2023 (edited) Look like you have been able to recreat it above? In my case it happens on default surface sculpting character that comes with 3dc. This makes app very slow, since character is way to dense if I used auto-subdivision. Just to be clear - subdivision density should not depends of scale of object. It should depend on brush size only - in screen space. I bet, right now, 3dc is using absolute brush size, which is not what u would usually want. Edited November 29, 2023 by JoseConseco Quote Link to comment Share on other sites More sharing options...
0 Oleg Shapov Posted November 29, 2023 Report Share Posted November 29, 2023 3 hours ago, JoseConseco said: It should depend on brush size only - in screen space It looks like this is how it was intended. Quote Link to comment Share on other sites More sharing options...
0 Oleg Shapov Posted November 29, 2023 Report Share Posted November 29, 2023 Try turning off Remove Stretch to make the stroke easier. Quote Link to comment Share on other sites More sharing options...
0 Advanced Member JoseConseco Posted November 29, 2023 Author Advanced Member Report Share Posted November 29, 2023 (edited) Sphere in 2d Character preset sculpt : Vs sphere in clean scene: Remove stretch was off. Same DetailLevel (1), same (screen) brush size but obviously density is not same. I even tried with same absolute brush size -3, and it subdivides way more in mannequin scene. I also tested 3 sphere sizes (on same scene) but in there everything works fine. I would imagine setting DensityLevel to 0 - would not tessellate geo, but obviously it is not the case in character preset model. Even if I set it to 0, it still subdivides model a lot. Edited November 29, 2023 by JoseConseco Quote Link to comment Share on other sites More sharing options...
0 Advanced Member JoseConseco Posted November 29, 2023 Author Advanced Member Report Share Posted November 29, 2023 Ah, guys, I was right in first post - this issue is linked to the number in square bracket. It was [4] so I used 'increase object 2x' twice, to get rid of [4], now sphere is huge but resolution is ok: 3d coat devs, please, fix it - so that subvisions detail does not depend on object scale (just dividing 'DetailLevel' / [number in square] - should do the trick I think) . Also is there way to get rid of number in square, but without scaling up object? (kind of 'apply scale' from blender ) 1 Quote Link to comment Share on other sites More sharing options...
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JoseConseco
Even though -auto-subdivide value is very low, it still add huge amount of tris.
Maybe its related but number in square bracket is quite large:
But it is for voxels, and I'm in surface mode.
In the end subdivision should be linked to brush size, and obviously it is not... Is this bug?
Edited by JoseConsecoLink to comment
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