Twitter discussion: What Andrew is currently doing.


Recommended Posts

Sorry, I meant paintable masks. Masking areas for sculpting.

It's already there for the pose tool so i was hoping that it would not be too difficult to bring that over to the surface tools.

Ah yes, I see what you mean. :)

Looks like we're getting it sooner rather then later! I just found out lastnight. It's great news.

Link to comment
Share on other sites

It would be nice if there could be a shortcut key (tab) to toggle between modes.

The problem with that is that right now you can have many layers like my current sculpture and choose to only switch one of them, which is very fast compared to switching all 9.8m triangles that my model currently has.

2009-12-02_1655.png

Well now that I think about it I guess a keyboard shortcut could just switch the current layer you have selected.

Link to comment
Share on other sites

  • Advanced Member

Some tools do switch automatically but this proved to be problematic because there was a slight delay every time you lifted up the stylus, it's also caused some artifacts if I recall correctly. That's why the Surface mode was implemented so there's only one slight delay and minimal artifacts due to the switching.

Oh okay, but I imagined the switch would happen only when you switch between tools - not after every stroke. A delay here wouldn't be nearly as annoying as it's reasonably fast - just not fast enough for per-stroke. Artifacts are bad though, is this why they are seperate? and assuming those were fixed - do you agree that a flat/unified set of sculpting tools should be the goal?

Ultimately my point is that it seems really messy to have to manually enable 'fast mode' when it's something that could happen automatically. I don't mind that there are radically different technical implementations for these tools, but IMHO that could be streamlined by totally concealing it from the artist.

Link to comment
Share on other sites

  • Applink Developer
I changed paradigm of surface tools (to test )- will it be better? Surface will be transformed to voxels not after stroke, but by request.

I haven't tried this yet but it really sounds that it could work much better than the old way. And I have to say that the next update's feature list

really sounds amazing...

Link to comment
Share on other sites

I haven't tried this yet but it really sounds that it could work much better than the old way. And I have to say that the next update's feature list

really sounds amazing...

We will see. I hope there will be a lot of bug fixes, too. I'm shure the guys do their best. :)

Link to comment
Share on other sites

From the sounds of it the next update will be 3.2, I think I recall Andrew saying that 3.2 would be delayed until some time in December, which it is now.

I kind of like having the separate modes. Every complicated software will have features that are important, but may not be apparent right away. Heck, most of zbrush's features are not apparent right away! *rim shot* :rofl: Even Photoshop has little tiny buttons like the Layer Panel menu.

Link to comment
Share on other sites

  • 2 weeks later...
  • Advanced Member

Pretty cool! :brush::)

http://bit.ly/5D0pUW

This is a nice addition but I preferred when this worked differently, in order to follow

the Tools-Logic.

Ctrl generally inverts the tool-action.

Therefor pressing Crtl should by default only press/cut inward with the current depth value.

Its Strength is easy to adjust, we all know how that works - there's no new Slider needed.

If we want to cut through instead we could e.g. press CTRL+SHIFT. Those who don't like hotkeys

could instead use a Checkbox "Cut through when Subtracting" inside the E-Panel, the Depth-Limitation

slider was not necessary.

Link to comment
Share on other sites

  • Applink Developer

Have to agree with you polyxo. We already have enough sliders and buttons. Now we have to think how to compine them. Maybe Ctr+Shift is better but I don't want to go too far that direcrion too. For example

Everytime when I use Freeze tool I have to check tip to know how to invert freeze ( Crt + Shift + I) I just don't remember that.

I haven't use this feature so it's hard to say how it works. It may work just fine in the end. I just red that it works with hide too. Niceeeee!!!

Link to comment
Share on other sites

Everytime when I use Freeze tool I have to check tip to know how to invert freeze ( Crt + Shift + I) I just don't remember that.

Heh I didn't realize there was a keyboard shortcut for that. It's actually pretty easy to remember since it's the same as Invert Selection in Photoshop.

I'll have to try this to see how I like it. Darnnit I was all excited 'til I started reading this thread and started questioning it.

Link to comment
Share on other sites

  • Advanced Member
I improved interface visualisation scheme. During brush stroke interface processing will not take time.

Andrew, have you considered doing a type of "partial redraw" (i.e. silo, blender) for painting and sculpting?

It only updates the poly's that were modified or the area within a bounding box around the pen.

Using partial redraw in blender really speeds up sculpting for high poly objects.

Link to comment
Share on other sites

This is what 3DC currently does with voxels. You can actually turn it off if you like, look under Voxels > Incremental Render (checkbox). It can actually cause some minor display issues like turning on or off the symmetry plane doesn't show any change until you move the camera. If you turn off Incremental Render this doesn't happen. You can see it happening if you have it on, then turn off the symmetry plane, but do not move the camera so the plane is still visible. Now paint a little over the plane. You can see the plane disappearing only around where you paint.

Link to comment
Share on other sites

  • Advanced Member

This is what 3DC currently does with voxels. You can actually turn it off if you like, look under Voxels > Incremental Render (checkbox). It can actually cause some minor display issues like turning on or off the symmetry plane doesn't show any change until you move the camera. If you turn off Incremental Render this doesn't happen. You can see it happening if you have it on, then turn off the symmetry plane, but do not move the camera so the plane is still visible. Now paint a little over the plane. You can see the plane disappearing only around where you paint.

I completely forgot about that, thanks. I remember seeing those artifacts.

Anyway, hopefully not updating the interface while sculpting\painting will minimize the choppyness i'm getting (mainly while painting).

Link to comment
Share on other sites

The latest sounds pretty exciting:

-Working over (almost done) free -form primitives. You may create smooth or sharp forms using control points.

-Examples - cube, cylinder, bezier plane, egg - all controlled by control points or transformed as a whole.

-It will work well for creating initial forms and for both - hard surface and organic modeling.

-Also, while making it, some routines was done that will make possible multiresolution in near future (in surface mode at least).

-Also I hired guy to make Hypersmooth - select contour and make surface maximally smooth inside it. Waiting for results from him...

Link to comment
Share on other sites

I hope there will be a better differentiation between surface- and volume mode in voxelsculpting, soon. The surface mode is growing fast and is faster in most cases than the regular voxel mode.

Currently there became more an more tools, but I think some of the implemented tools could be overworked, combined or removed. Not every voxel tool is really needed, in my opinion.

Link to comment
Share on other sites

  • Advanced Member

I hope there will be a better differentiation between surface- and volume mode in voxelsculpting, soon. The surface mode is growing fast and is faster in most cases than the regular voxel mode.

Currently there became more an more tools, but I think some of the implemented tools could be overworked, combined or removed. Not every voxel tool is really needed, in my opinion.

Yep. I was thinking it might be nice to see a basic mesh mode which acts as the main mode. It would act as a general scene manager where you can create primitives or import meshes etc. From the main mode you could select an object (or object group) and hit 'sculpt', 'voxelize', 'paint' or 'retopo' etc and then be taken into the corresponding mode. 'Sculpt' would become the current surface mode that's currently accessed from 'voxel' mode. So no more switching between the two modes. Instead you make your voxel object and then switch back to main mode. Then from the main mode you go into 'Sculpt' mode to add in the details with the surface tools.

Edit:

But wait.. perhaps change the name of the proposed 'Sculpt' mode to 'Detail'.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share