Multires: changes not smoothly propagated from low to high, for example with apply base #58473

Closed
opened 2018-12-01 22:20:54 +01:00 by Ismael Fuentes · 101 comments

System Information
Operating system: Windows 10
Graphics card: Nvidia GeForce TITAN Black 32GB RAM

Blender Version
Broken: 2.80 Beta, 0f5b53ba4dc, blender2.8, 2018-11-30
Worked: (optional)

Short description of error
Apply Base malfunction in the multiresolution modifier.
I have also noticed that the polygon counter does not work in sculpt mode.

Exact steps for others to reproduce the error

  • New scene with general design.
  • Ctrl + 5 to subdivide the cube.
  • Apply Subdivision modifier.
  • Add multiresolution modifier and subdivide 5 times. Tris: 12,582,912
  • The right button of the mouse. Smoth Shading.
  • Change to "sculpting" workspace.
  • Select the Grab brush and move the mesh.
  • In the multires modifier press "Apply Base"
  • The mesh is deformed in a strange way.

01.jpg

02.jpg

**System Information** Operating system: Windows 10 Graphics card: Nvidia GeForce TITAN Black 32GB RAM **Blender Version** Broken: 2.80 Beta, 0f5b53ba4dc, blender2.8, 2018-11-30 Worked: (optional) **Short description of error** Apply Base malfunction in the multiresolution modifier. I have also noticed that the polygon counter does not work in sculpt mode. **Exact steps for others to reproduce the error** - New scene with general design. - Ctrl + 5 to subdivide the cube. - Apply Subdivision modifier. - Add multiresolution modifier and subdivide 5 times. Tris: 12,582,912 - The right button of the mouse. Smoth Shading. - Change to "sculpting" workspace. - Select the Grab brush and move the mesh. - In the multires modifier press "Apply Base" - The mesh is deformed in a strange way. ![01.jpg](https://archive.blender.org/developer/F5782852/01.jpg) ![02.jpg](https://archive.blender.org/developer/F5782854/02.jpg)
Author

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Sergey Sharybin was assigned by Sebastian Parborg 2018-12-07 17:07:16 +01:00

Added subscriber: @FrancoisRimasson

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Brecht Van Lommel changed title from Multiresolution Modifier. Apply Base malfunction. to Multires: changes not smoothly propagated from low to high, for example with apply base 2019-05-29 14:22:50 +02:00
Added subscribers: @JulienKaspar, @Sergey, @PabloDobarro, @MeshVoid, @brecht

Added subscriber: @RodDavis

Added subscriber: @RodDavis

Added subscribers: @ebarranco, @Mobin-2

Added subscribers: @ebarranco, @Mobin-2

Added subscribers: @YegorSmirnov, @TheCharacterhero-4

Added subscribers: @YegorSmirnov, @TheCharacterhero-4

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Added subscribers: @jameschaselight, @ZedDB

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Added subscriber: @SpectreFirst

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Added subscriber: @ncthbrt

Added subscriber: @ncthbrt

Are there any news about broken subdivisions, missing UVs and vertex colors in Sculpt Mode? 2.8 Release Notes says it will be fixed before the final release but since 2.8 got a second RC and all the problems seems to be there I’m starting to worry that we’ll have a release with broken Multires.

Are there any news about broken subdivisions, missing UVs and vertex colors in Sculpt Mode? 2.8 Release Notes says it will be fixed before the final release but since 2.8 got a second RC and all the problems seems to be there I’m starting to worry that we’ll have a release with broken Multires.

This bug really ruined my day. Lost a whole day's work as I had to re sculpt everything at a higher subdivision level. I don't mind occasional crashes, especially in OSS/beta software. But this bug essentially amounts to silent corruption.

This bug really ruined my day. Lost a whole day's work as I had to re sculpt everything at a higher subdivision level. I don't mind occasional crashes, especially in OSS/beta software. But this bug essentially amounts to silent corruption.

Added subscriber: @StanislavOvcharov

Added subscriber: @StanislavOvcharov

Added subscriber: @VertexPainter

Added subscriber: @VertexPainter

Added subscriber: @unumex-4

Added subscriber: @unumex-4

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Added subscriber: @Frozen_Death_Knight

Added subscriber: @SteffenD

Added subscriber: @SteffenD

I really hope @Sergey makes this as a higher priority fix. With all the changes already being done to Sculpt Mode, having a MultiRes modifier that doesn't work that well is really big obstacle for doing high quality work. This and Apply Base need to get looked at. Frankly, Apply Base should be removed from the MultiRes modifier and be done automatically to the base mesh. Having the modifier be this non-destructive just isn't a good way for any program that wants to do any serious sculpting work, especially when said feature is incredibly slow and doesn't work.

I really hope @Sergey makes this as a higher priority fix. With all the changes already being done to Sculpt Mode, having a MultiRes modifier that doesn't work that well is really big obstacle for doing high quality work. This and Apply Base need to get looked at. Frankly, Apply Base should be removed from the MultiRes modifier and be done automatically to the base mesh. Having the modifier be this non-destructive just isn't a good way for any program that wants to do any serious sculpting work, especially when said feature is incredibly slow and doesn't work.

Added subscriber: @JulianPerez

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Added subscriber: @michaelknubben

Added subscriber: @michaelknubben

I think there's a need for a totally non-destructive MultiRes, but there should definitely be an option (possibly default) to automatically apply to the base mesh as well.
Another solution is to add the original form as a blendshape, so the user can always return to their starting point.

I think there's a need for a totally non-destructive MultiRes, but there should definitely be an option (possibly default) to automatically apply to the base mesh as well. Another solution is to add the original form as a blendshape, so the user can always return to their starting point.

I agree, that the base mesh should stay intact, at least as an option. I don't see why non-automatic way can interfere with a serious sculpt work.
All we need is stable and correct work of the multires modifier.

I agree, that the base mesh should stay intact, at least as an option. I don't see why non-automatic way can interfere with a serious sculpt work. All we need is stable and correct work of the multires modifier.

In #58473#793338, @YegorSmirnov wrote:
I agree, that the base mesh should stay intact, at least as an option. I don't see why non-automatic way can interfere with a serious sculpt work.
All we need is stable and correct work of the multires modifier.

A subdiv system that doesn't do this automatically is a badly designed subdiv system for sculpting. ZBrush does this seamlessly and that is what MultiRes has to compete with to be taken seriously as a sculpting software.

> In #58473#793338, @YegorSmirnov wrote: > I agree, that the base mesh should stay intact, at least as an option. I don't see why non-automatic way can interfere with a serious sculpt work. > All we need is stable and correct work of the multires modifier. A subdiv system that doesn't do this automatically is a badly designed subdiv system for sculpting. ZBrush does this seamlessly and that is what MultiRes has to compete with to be taken seriously as a sculpting software.

Ok, I can see the statement, but not the answer why it's a bad design (except that it's automatic in ZBrush).

Ok, I can see the statement, but not the answer why it's a bad design (except that it's automatic in ZBrush).

In #58473#793349, @YegorSmirnov wrote:
Ok, I can see the statement, but not the answer why it's a bad design (except that it's automatic in ZBrush).

https://developer.blender.org/T70700

See the videos for comparison. One is fast, easy to work with, and practical (ZBrush) and the other is slow, tedious, and nearly useless (Blender). Apply Base is just awful design since it most often than not does not work as expected, yet you still have very long wait times just to get back to work. To work with subdivs for sculpting is to work destructive.

ZBrush has other ways to work non-destructively by using layers that can save changes to separate timelines that you can mix and match at will. There is no reason to have the MultiRes be the non-destructive workflow when that is not the purpose of said feature. Its purpose is to create a fast and efficient (destructive!) workflow for high poly sculpts where you can make large changes in the lower subdivs without being slowed down while retaining high quality details like pores, materials, and other imperfections.

> In #58473#793349, @YegorSmirnov wrote: > Ok, I can see the statement, but not the answer why it's a bad design (except that it's automatic in ZBrush). https://developer.blender.org/T70700 See the videos for comparison. One is fast, easy to work with, and practical (ZBrush) and the other is slow, tedious, and nearly useless (Blender). Apply Base is just awful design since it most often than not does not work as expected, yet you still have very long wait times just to get back to work. To work with subdivs for sculpting is to work destructive. ZBrush has other ways to work non-destructively by using layers that can save changes to separate timelines that you can mix and match at will. There is no reason to have the MultiRes be the non-destructive workflow when that is not the purpose of said feature. Its purpose is to create a fast and efficient (destructive!) workflow for high poly sculpts where you can make large changes in the lower subdivs without being slowed down while retaining high quality details like pores, materials, and other imperfections.

Please stay on topic in bug reports, use devtalk if you want to propose changes to the design. There is nothing preventing this to be an option.

Please stay on topic in bug reports, use devtalk if you want to propose changes to the design. There is nothing preventing this to be an option.

Added subscriber: @Regnas

Added subscriber: @Regnas

In #58473#793349, @YegorSmirnov wrote:
why it's a bad design (except that it's automatic in ZBrush).

This is not a "zbrush only" thing. This is how it works on all sculpting apps.
If you want to keep your base mesh intact, just keep a copy of it on your hard drive.

And of course I'm not against having it as an option, but automatic should be the default.

> In #58473#793349, @YegorSmirnov wrote: >why it's a bad design (except that it's automatic in ZBrush). This is not a "zbrush only" thing. This is how it works on all sculpting apps. If you want to keep your base mesh intact, just keep a copy of it on your hard drive. And of course I'm not against having it as an option, but automatic should be the default.

Added subscribers: @aftamat4ik, @lichtwerk

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Added subscriber: @AlRedd-3

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Hey @Sergey any ETA on when this will be fixed? Just curious :)

Hey @Sergey any ETA on when this will be fixed? Just curious :)

@AlRedd-3, the proper fix will be started to be worked on as soon as 2.81 tasks are tackled.

@AlRedd-3, the proper fix will be started to be worked on as soon as 2.81 tasks are tackled.

In #58473#810587, @Sergey wrote:
@AlRedd-3, the proper fix will be started to be worked on as soon as 2.81 tasks are tackled.

That's great to know! Thank you for your reply! :)

> In #58473#810587, @Sergey wrote: > @AlRedd-3, the proper fix will be started to be worked on as soon as 2.81 tasks are tackled. That's great to know! Thank you for your reply! :)

Added subscriber: @zeauro

Added subscriber: @zeauro

If preview level is set to zero, artifacts are less important, less problematic and can be smoothed.
In 2.81, you could greyed out button when preview level is not equal to zero.

If preview level is set to zero, artifacts are less important, less problematic and can be smoothed. In 2.81, you could greyed out button when preview level is not equal to zero.

so now it will be fixed only in 2.82? this is worst bug i ever had in sculpting and now no one knows how to fix it.

so now it will be fixed only in 2.82? this is worst bug i ever had in sculpting and now no one knows how to fix it.

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Added subscriber: @JacquesLucke

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Any news on this? I'm still jumping between 2.79 and 2.81 only because of this multires issue. 2.79 has problems too but at least I can navigate around them and get good results.
As a generalist that uses sculpting only on some client projects, I can't afford a Zbrush/3DCoat license (though I really want one now). And I'm pretty sure that like me there are also many users that need and depend on this functionality simply because they can't afford other options... :(

Any news on this? I'm still jumping between 2.79 and 2.81 only because of this multires issue. 2.79 has problems too but at least I can navigate around them and get good results. As a generalist that uses sculpting only on some client projects, I can't afford a Zbrush/3DCoat license (though I really want one now). And I'm pretty sure that like me there are also many users that need and depend on this functionality simply because they can't afford other options... :(

Added subscriber: @Andruxa696

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if I understand correctly, it is pretty hard to fix because code is old , changed few times by different people, + it is complicated and messed up. I also think that multires very important for production quality models. I was think it will be fixed in 2.80, then 2.81 and now seems it will not be fixed in 2.82. If it is so complicated to fix, and even after it will be fixed, what if there will be need to add new features like layer sculpting (blendshapes) or vertex color support in multires. Will it be again so complicated and maybe even not possible to implement?
Maybe it is a good reason to try discuss possibility of new implementation of multires? there is some open source examples, where can be find inspiration, basic implementation for new better Multires with more structured and simplified code .
Maybe we can ask for help Stephane Ginier , developer of SculptGL.
Thanks for your time, also thanks to Sergey Sharybin and Pablo Dobarro for their hard work.

if I understand correctly, it is pretty hard to fix because code is old , changed few times by different people, + it is complicated and messed up. I also think that multires very important for production quality models. I was think it will be fixed in 2.80, then 2.81 and now seems it will not be fixed in 2.82. If it is so complicated to fix, and even after it will be fixed, what if there will be need to add new features like layer sculpting (blendshapes) or vertex color support in multires. Will it be again so complicated and maybe even not possible to implement? Maybe it is a good reason to try discuss possibility of new implementation of multires? there is some open source examples, where can be find inspiration, basic implementation for new better Multires with more structured and simplified code . Maybe we can ask for help Stephane Ginier , developer of SculptGL. Thanks for your time, also thanks to Sergey Sharybin and Pablo Dobarro for their hard work.

I absolutely agree. Multires badly needs some love.

In #58473#845438, @Andruxa696 wrote:
Maybe it is a good reason to try discuss possibility of new implementation of multires? there is some open source examples, where can be find inspiration, basic implementation for new better Multires with more structured and simplified code .

Deprecating the current implementation and starting clean sounds like the right way to go about it in the long run but it leaves artists with no fully functioning multires for an even longer time.
Another thing to consider is a fundamental redesign to better accommodate support for mesh data such as vertex color and shape keys. For example, associating multires to the mesh data rather than the modifier stack as it would act a lot more like an extension of mesh data rather than a topology modification. (that is only if support for vertex paint and such is in mind)

I absolutely agree. Multires badly needs some love. > In #58473#845438, @Andruxa696 wrote: > Maybe it is a good reason to try discuss possibility of new implementation of multires? there is some open source examples, where can be find inspiration, basic implementation for new better Multires with more structured and simplified code . Deprecating the current implementation and starting clean sounds like the right way to go about it in the long run but it leaves artists with no fully functioning multires for an even longer time. Another thing to consider is a fundamental redesign to better accommodate support for mesh data such as vertex color and shape keys. For example, associating multires to the mesh data rather than the modifier stack as it would act a lot more like an extension of mesh data rather than a topology modification. (that is only if support for vertex paint and such is in mind)

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Added subscriber: @dfelinto

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Yo @dfelinto Can you keep us update on this email

Hi Pablo,

I really appreciate your enthusiasm for the sculpting/painting system, as
well as your concern with the overall quality of Blender. If you think
multires is on the way of the sculpting development, and I trust you on
this, I will need your help to understand what exactly needs to be done
here.

There are enough people that can help you implementing that, once the issue
is more clear. So don't worry about lacking the necessary knowledge at the
moment. Also, don't worry about the required time. As you pointed out, this
seems important enough to justify you focusing on that over the other
features.

I will call you tomorrow to talk about that,
Dalai

Do we still have some kind of hope?

Yo @dfelinto Can you keep us update on this email > Hi Pablo, >I really appreciate your enthusiasm for the sculpting/painting system, as >well as your concern with the overall quality of Blender. If you think >multires is on the way of the sculpting development, and I trust you on >this, I will need your help to understand what exactly needs to be done >here. >There are enough people that can help you implementing that, once the issue >is more clear. So don't worry about lacking the necessary knowledge at the >moment. Also, don't worry about the required time. As you pointed out, this >seems important enough to justify you focusing on that over the other >features. >I will call you tomorrow to talk about that, >Dalai Do we still have some kind of hope?

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Member

@ErickNyanduKabongo better if we keep the discussions where they originated. I will write an update to bf-committers now. Thanks for the reminder.

@ErickNyanduKabongo better if we keep the discussions where they originated. I will write an update to bf-committers now. Thanks for the reminder.

This is not happening for 2.82 since we are in bugfixing only phase now, and this is a bigger change.

This is not happening for 2.82 since we are in bugfixing only phase now, and this is a bigger change.

there are few suggetions for people that has this bug:
For example you have already made model with hires modifier and you want to use Apply Base on it. Like this one
pic1.PNG
If you just press that button it will ... destroy your sculpt -
pic2.PNG
But! If you first sculpt something on model ... something, whatever it is
pic3.PNG
And only then press Apply Base - everything will be ok.
Pic4.PNG
This is after i pressed Apply Base. as you see all sculpt data is on it's place. But topology of mesh is changed. Probably when blender activates sculpt mode it is not load all the sculpt data or... something like this.

there is still problems, if you press Aplly Base 5-6 times it will destroy your mesh like this:

pic5.PNG

More times you press Aplly Base - more distortion you will get.

Maybe there is a way to... fix positions of lowpoly mesh vertexes by binding them to some closest vertexes of highpoly mesh from multires? And when user press Apply Base it should move only when that highpoly mesh vertexes are moved... (sorry for my english). I don't want to install visual studio and else things because by pc has no memory left on c drive. But i want to fix it, ofk. Because Multires modifier is very useful for making Normal Maps, paint some scars, pores and other things. Dyntopo is great but there is a lot of situations where you cannot remesh your model every time you change it. + baking normal map from multires is faster + very accurate (maybe in future we will have baking AO or Cavity maps from multires, i hope).

For tests i used latest blender 2.82 beta build from Blender.org, blender-2.82-81b7f8efaf7a-windows64
I don't know why, but someone removed old level switch feature frob Multires. This how it was(in 06 month of 2.8 build) -
pic6.PNG
And now how it is -
pic7.PNG

I don't know who and why done this. Because bug is still in place, but no level switching anymore.... Why? Please, at least return this level switch to us.

there are few suggetions for people that has this bug: For example you have already made model with hires modifier and you want to use Apply Base on it. Like this one ![pic1.PNG](https://archive.blender.org/developer/F8289755/pic1.PNG) If you just press that button it will ... destroy your sculpt - ![pic2.PNG](https://archive.blender.org/developer/F8289763/pic2.PNG) But! If you first sculpt something on model ... something, whatever it is ![pic3.PNG](https://archive.blender.org/developer/F8289766/pic3.PNG) And only then press Apply Base - everything will be ok. ![Pic4.PNG](https://archive.blender.org/developer/F8289768/Pic4.PNG) This is after i pressed Apply Base. as you see all sculpt data is on it's place. But topology of mesh is changed. Probably when blender activates sculpt mode it is not load all the sculpt data or... something like this. there is still problems, if you press Aplly Base 5-6 times it will destroy your mesh like this: ![pic5.PNG](https://archive.blender.org/developer/F8289785/pic5.PNG) More times you press Aplly Base - more distortion you will get. Maybe there is a way to... fix positions of lowpoly mesh vertexes by binding them to some closest vertexes of highpoly mesh from multires? And when user press Apply Base it should move only when that highpoly mesh vertexes are moved... (sorry for my english). I don't want to install visual studio and else things because by pc has no memory left on c drive. But i want to fix it, ofk. Because Multires modifier is very useful for making Normal Maps, paint some scars, pores and other things. Dyntopo is great but there is a lot of situations where you cannot remesh your model every time you change it. + baking normal map from multires is faster + very accurate (maybe in future we will have baking AO or Cavity maps from multires, i hope). For tests i used latest blender 2.82 beta build from Blender.org, blender-2.82-81b7f8efaf7a-windows64 I don't know why, but someone removed old level switch feature frob Multires. This how it was(in 06 month of 2.8 build) - ![pic6.PNG](https://archive.blender.org/developer/F8289817/pic6.PNG) And now how it is - ![pic7.PNG](https://archive.blender.org/developer/F8289820/pic7.PNG) I don't know who and why done this. Because bug is still in place, but no level switching anymore.... Why? Please, at least return this level switch to us.

In #58473#853911, @aftamat4ik wrote:
there are few suggetions for people that has this bug:
For example you have already made model with hires modifier and you want to use Apply Base on it. Like this one
pic1.PNG
If you just press that button it will ... destroy your sculpt -
pic2.PNG
But! If you first sculpt something on model ... something, whatever it is
pic3.PNG
And only then press Apply Base - everything will be ok.
Pic4.PNG
This is after i pressed Apply Base. as you see all sculpt data is on it's place. But topology of mesh is changed. Probably when blender activates sculpt mode it is not load all the sculpt data or... something like this.

there is still problems, if you press Aplly Base 5-6 times it will destroy your mesh like this:

pic5.PNG

More times you press Aplly Base - more distortion you will get.

Maybe there is a way to... fix positions of lowpoly mesh vertexes by binding them to some closest vertexes of highpoly mesh from multires? And when user press Apply Base it should move only when that highpoly mesh vertexes are moved... (sorry for my english). I don't want to install visual studio and else things because by pc has no memory left on c drive. But i want to fix it, ofk. Because Multires modifier is very useful for making Normal Maps, paint some scars, pores and other things. Dyntopo is great but there is a lot of situations where you cannot remesh your model every time you change it. + baking normal map from multires is faster + very accurate (maybe in future we will have baking AO or Cavity maps from multires, i hope).

For tests i used latest blender 2.82 beta build from Blender.org, blender-2.82-81b7f8efaf7a-windows64
I don't know why, but someone removed old level switch feature frob Multires. This how it was(in 06 month of 2.8 build) -
pic6.PNG
And now how it is -
pic7.PNG

I don't know who and why done this. Because bug is still in place, but no level switching anymore.... Why? Please, at least return this level switch to us.

In this thread -> https://developer.blender.org/T73047 devs. are trying to solve Multires. problem once and for all that why devs have made the decision of removing the ability to switch between multires levels.

> In #58473#853911, @aftamat4ik wrote: > there are few suggetions for people that has this bug: > For example you have already made model with hires modifier and you want to use Apply Base on it. Like this one > ![pic1.PNG](https://archive.blender.org/developer/F8289755/pic1.PNG) > If you just press that button it will ... destroy your sculpt - > ![pic2.PNG](https://archive.blender.org/developer/F8289763/pic2.PNG) > But! If you first sculpt something on model ... something, whatever it is > ![pic3.PNG](https://archive.blender.org/developer/F8289766/pic3.PNG) > And only then press Apply Base - everything will be ok. > ![Pic4.PNG](https://archive.blender.org/developer/F8289768/Pic4.PNG) > This is after i pressed Apply Base. as you see all sculpt data is on it's place. But topology of mesh is changed. Probably when blender activates sculpt mode it is not load all the sculpt data or... something like this. > > there is still problems, if you press Aplly Base 5-6 times it will destroy your mesh like this: > > ![pic5.PNG](https://archive.blender.org/developer/F8289785/pic5.PNG) > > More times you press Aplly Base - more distortion you will get. > > Maybe there is a way to... fix positions of lowpoly mesh vertexes by binding them to some closest vertexes of highpoly mesh from multires? And when user press Apply Base it should move only when that highpoly mesh vertexes are moved... (sorry for my english). I don't want to install visual studio and else things because by pc has no memory left on c drive. But i want to fix it, ofk. Because Multires modifier is very useful for making Normal Maps, paint some scars, pores and other things. Dyntopo is great but there is a lot of situations where you cannot remesh your model every time you change it. + baking normal map from multires is faster + very accurate (maybe in future we will have baking AO or Cavity maps from multires, i hope). > > For tests i used latest blender 2.82 beta build from Blender.org, blender-2.82-81b7f8efaf7a-windows64 > I don't know why, but someone removed old level switch feature frob Multires. This how it was(in 06 month of 2.8 build) - > ![pic6.PNG](https://archive.blender.org/developer/F8289817/pic6.PNG) > And now how it is - > ![pic7.PNG](https://archive.blender.org/developer/F8289820/pic7.PNG) > > I don't know who and why done this. Because bug is still in place, but no level switching anymore.... Why? Please, at least return this level switch to us. In this thread -> https://developer.blender.org/T73047 devs. are trying to solve Multires. problem once and for all that why devs have made the decision of removing the ability to switch between multires levels.

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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'

Apply Base, Subdivide and Reshape should now be fixed (blender/blender@bc0a0cdf17).

Sure, there are always corner cases of any algorithm, so if there are still issues place submit separate report with exact meshwhich causes the issue attached.

So far we did some tests here at the studio and artists were happy!

Apply Base, Subdivide and Reshape should now be fixed (blender/blender@bc0a0cdf17). Sure, there are always corner cases of any algorithm, so if there are still issues place submit separate report with exact meshwhich causes the issue attached. So far we did some tests here at the studio and artists were happy!

Added subscriber: @Vyach

Added subscriber: @Vyach

DO WANT this in the nignt-build
Is simething wrong with it? Because it is still not in master.

DO WANT this in the nignt-build Is simething wrong with it? Because it is still not in master.

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Added subscriber: @dominikpfaff1988

Added subscriber: @dominikpfaff1988

In #58473#893894, @Vyach wrote:
DO WANT this in the nignt-build
Is simething wrong with it? Because it is still not in master.

When can we expect a new build with the functionality from Blender 2.79/2.80
Are there any nightly builds that incorporate this?

> In #58473#893894, @Vyach wrote: > DO WANT this in the nignt-build > Is simething wrong with it? Because it is still not in master. When can we expect a new build with the functionality from Blender 2.79/2.80 Are there any nightly builds that incorporate this?
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Reference: studio/blender-studio#58473
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