![]() ‘Unlimited clay’ - sculpting mesh detail can be increased dynamically while sculpting - note that this feature is extremely limited at this point, more of a toy than a real tool, a patch for improving it should be included soon. Ie using a displacement map to add a noise texture. ![]() Also you can apply deform modifiers to multiresolution meshes that are after the multires modifier to the multires modifier. Modifier stack support - deform modifiers can be used in the modifier stack before the multiresolution mesh modifier - that means that full skeletal deformation, cloth deformer, and numerous other deformers can be used in conjunction with the sculpting system. Or just setup multiple view ports however you like.įull animation system support - insert keyframes for rotation, location, scale, full skeletal animation rigging etc Quad view - in the NKey panel you can enable a quad view with front, side, top and camera view. Some fun things about Blender sculpting versus sculpting in other sculpting packages We will probably reenable openmp for meshes that are larger that 1 million quads.Īnother performance issue is that we have disabled caching of the texture brush (will be reenabled in the following weeks). Also level switching up and down for higher levels needs optimization.Ĭurrently we have openmp disabled for sculpting brushes, and for multires and subsurf level subdividing - we were having performance issues on some computers (x10 slow down) with openmp, even though it can provide substantial speed gains as well (we are investigating the performance issues). That said we don’t have mesh hiding functionality enabled right now, so the practical limit due to graphics card performance is roughly 45 million quads in a single item. On an 8GB computer you can sculpt 100 million quads in a single mesh (confirmed by multiple users), and should be able to achieve 300 million+ quads for 24GB (getting confirmation on this soon). ![]() Right now on modest hardware you can sculpt 25 million quads (multires mesh) in a single mesh - ie on an iMac with 2GB ram I was able to achieve such results (I did encounter heavy swapping when changing multires levels, since our routine for subdividing is not very memory efficient). (The more smart folk giving insights, ideas, and feedback, the faster the tools can improve) I thought it might be worthwhile to pick the brains of the folks here, since you might be able to provide good ideas and feedback on the technical side. ![]()
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