I was looking into this because I thought I had messed up something in my local blender version, but this bug report made me actually realize it's a problem in 4.3. I'm not sure how it worked in…
@Alaska I can confirm it actually seems to work correctly in the latest daily build, but it must have been a very recent fix as even in builds from last week I can still get the crash, and I'm not…
@Sean-Kim I posted that example because that's the most basic way I could think of where propagation goes wrong in multires. Smoothing has generally an effect of unstretching stretched faces,…
What I think that could be done for 4.4 is have Plane Trim behave as some sort of hardness for the depth falloff curve, and we could also have a separate radius for the z-axis.
I think clay…
but when OP then smoothed the surface at a lower level they rotated and unstretched the spiky faces, making the spikes evident at the higher levels.
I tested this situation in a more simple…
@cheteron could you try with this version? #128775
I managed to reproduce an extreme version of what I guess happened in the bug report video, my mesh is probably too dense and I caught too many vertices combo'd with the cracks bug, but I think…
I've been investigating this issue and I'm actually convinced that the multires behavior is correct and consistent with how it works in other sculpting software. If you do something like:
-…
A much better (and optimal) solution, at least from a performance standpoint, would be to use the actual brush shape to test against the nodes' bounds.
I've tested this and it seems to work…
I'll add some considerations about the "cracks" bug. With the recent performance improvements, I've been testing the brush on meshes with several million vertices. In the specific case where Tip…
A clear way to reproduce this bug to better understand how the vertices get displaced:
- add a plane
- add multires and subdivide once using Simple
- sculpt with any brush with strength at…
@Sean-Kim I had it happen today, I had the spikes appearing right after subdividing, I didn't even need to switch between subdiv levels. I'll see if I can reproduce the issue in an easy way.
@JulienKaspar May I suggest a variant of clay strips that I've been liking a lot? In my opinion it has a natural clay feel and it makes building any shape quite easy.
- Normal Radius: 1 -…
I should add that plane offset and z-scale (which as I said in chat I would just keep at 100% instead of 125%) should also be considered when calculating the center point and radius to use in…
Not sure if this is a bug.
That's how it works in 4.2 LTS. It makes sense because otherwise:
- For the hardness part of the issue, the brush stroke would have a cylindrical shape when…