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manual/sculpt_paint/sculpting/introduction.rst
| ************ | ************ | ||||
| Introduction | Introduction | ||||
| ************ | ************ | ||||
| *Sculpt Mode* is similar to *Edit Mode* in that it is used to alter the shape of a model, | *Sculpt Mode* is similar to *Edit Mode* in that it is used to alter the shape of a model, | ||||
| but Sculpt Mode uses a very different workflow: | but Sculpt Mode uses a very different workflow: | ||||
| instead of dealing with individual elements (vertices, edges, and faces), | instead of dealing with individual elements (vertices, edges, and faces), | ||||
| an area of the model is altered using a brush. | an area of the model is altered using a brush. | ||||
| In other words, instead of selecting a group of vertices, | In other words, instead of selecting a group of vertices, | ||||
| Sculpt Mode manipulates geometry in the brush region of influence. | Sculpt Mode manipulates geometry in the brush region of influence. | ||||
| .. figure:: /images/sculpt-paint_sculpting_introduction_example.jpg | .. figure:: /images/sculpt-paint_sculpting_introduction_example.jpg | ||||
| Sculpting Mode Example. | Sculpting Mode Example. | ||||
| Sculpt Mode is selected from the mode menu of the 3D Viewport header. | Sculpt Mode is accessed from the mode menu of the 3D Viewport header. | ||||
| Once Sculpt Mode is activated, the Toolbar of the 3D Viewport will change to | Once inside Sculpt Mode, the Toolbar and Tool Settings of the 3D Viewport will change to | ||||
| Sculpt Mode specific panels. A red circle will appear and | Sculpt Mode specific panels. The cursor will change to a circle, to indicate the size of the brush. | ||||
| follow the location of the cursor in the 3D Viewport. | |||||
| .. note:: | .. note:: | ||||
| To have a predictable brush behavior, apply the scale of your mesh. | To have a predictable brush behavior, :doc:`apply the scale </scene_layout/object/editing/apply>` of your mesh. | ||||
| The Brush | The Brush | ||||
| ========= | ========= | ||||
| Sculpt Mode uses a similar brush to the other :doc:`painting modes </sculpt_paint/brush/introduction>`, | Sculpt Mode uses a similar brush to the other :doc:`painting modes </sculpt_paint/brush/introduction>`, | ||||
| but it is slightly more advanced. All the normal brush controls still apply, | but it is slightly more advanced. All the usual brush controls still apply, | ||||
| and it functions exactly the same, yet the brush for sculpting is displayed in 3D. | and it functions exactly the same, yet the brush for sculpting is displayed in 3D. | ||||
| This means that the brush will follow the contours of the mesh and the radius is displayed | This means that the brush will follow the contours of the mesh and the radius is displayed | ||||
| by orienting the brush to match the topology :term:`Normal`. | by orienting the brush to match the topology :term:`Normal`. | ||||
| How closely the cursor follows the curvature of the mesh can be changed in | How closely the cursor follows the curvature of the mesh can be changed in | ||||
| the :doc:`Brush Settings </sculpt_paint/sculpting/tool_settings/brush_settings>`. | the :doc:`Brush Settings </sculpt_paint/sculpting/tool_settings/brush_settings>` with “Normal Radius”. | ||||
| The brush can also change depending on the currently active :doc:`tool </sculpt_paint/sculpting/tools/index>` | The brush is also used depending on the currently active :doc:`tool </sculpt_paint/sculpting/tools/index>` | ||||
| to better display how that tool works. | to better display how that tool works. | ||||
| For example, the :doc:`Box Trim </sculpt_paint/sculpting/tools/box_trim>` | |||||
| and :doc:`Lasso Trim </sculpt_paint/sculpting/tools/lasso_trim>` tools are able to use the current brush radius | |||||
| for how deep geometry is trimmed or added. | |||||
| There are many brushes to choose from but the most common brushes for general sculpting are | |||||
| :doc:`Draw </sculpt_paint/sculpting/tools/draw>`, :doc:`Draw Sharp </sculpt_paint/sculpting/tools/draw_sharp>`, | |||||
| :doc:`Clay Strips </sculpt_paint/sculpting/tools/clay_strips>`, | |||||
| :doc:`Inflate </sculpt_paint/sculpting/tools/inflate>`, :doc:`Crease </sculpt_paint/sculpting/tools/crease>`, | |||||
| :doc:`Pinch </sculpt_paint/sculpting/tools/pinch>`, :doc:`Smooth </sculpt_paint/sculpting/tools/smooth>`, | |||||
| :doc:`Scrape </sculpt_paint/sculpting/tools/scrape>`, :doc:`Grab </sculpt_paint/sculpting/tools/grab>` | |||||
| and :doc:`Snake Hook </sculpt_paint/sculpting/tools/snake_hook>`. | |||||
| Usage | Visibility, Masking & Face Sets | ||||
| ===== | ========= | ||||
| Portions of the mesh can be hidden in Sculpt Mode to improve the viewport performance. | |||||
| Because hidden faces cannot be sculpted, hiding can also make it easier to isolate what you want to work on. | |||||
| Hiding is shared between all modes, except Object Mode (i.e. hiding/showing of faces in one mode affects the other mode too). | |||||
| Unlike `Selection Masking` in other painting modes, Sculpt Mode primarily uses Masks and Face Sets to easily control | |||||
| the mesh visibility and which faces can currently be edited. | |||||
| The exception is the `Clipping Region`, which can be used in any mode. | |||||
| .. seealso:: | |||||
| More information at `Show & Hide`. | |||||
| A mask is used to control which vertices of the mesh are influenced by sculpting and painting. | |||||
| The mask can for example be created via the Mask Brush, Mask Gesture Tools and Mask by Color. | |||||
| .. seealso:: | |||||
| More information at `Mask Menu` | |||||
| Face Sets are used to group your object into differently colored geometry which can then be quickly `hidden or shown`. | |||||
| They can also be used for fast mask creation via the `Expand Mask` and `Expand Face Set` operators. | |||||
| Otherwise Face Sets can be created with the `Draw Face Sets` brush and `Face Set Gesture Tools`. | |||||
| They can also be edited with the `Edit Face Set` tool. | |||||
| .. seealso:: | |||||
| More information at `Face Sets` | |||||
| Auto-Masking is also a fast way of only editing specific geometry without having to manually create a new mask or hide geometry. | |||||
| The mask and face sets display can be toggled as a `viewport overlay`. In the overlay popover, | |||||
| the opacity of the mask overlay can be adjusted to make it more or less visible on the mesh. | |||||
| .. note:: | |||||
| When Xray shading is enabled, masks and face sets will not be displayed. | |||||
| Filters | |||||
| ========= | |||||
| Filters are tools which provide an alternative way of sculpting, because they do not rely on a brush radius. | |||||
| Instead they will affect any faces which are not masked. | |||||
| They are also more interactive than menu operators, | |||||
| because the strength is controlled with click & drag from left to right. | |||||
| The position of the cursor can be used to only affect specific areas, if `auto-masking` is used. | |||||
| .. seealso:: | |||||
| More information at `Mesh Filter`, `Color Filter` and `Cloth Filter`. | |||||
| Transforming | |||||
| ========= | |||||
| Transform tools to `move`, `rotate` and `scale` are also available in Sculpt Mode, | |||||
| but with an important difference. Sculpt Mode uses its own pivot point, | |||||
| which can be `manually set via operators` or automatically positioned with `Mask Expand`. | |||||
| This ensures that the pivot point can be more freely positioned and always moves with the transformed geometry. | |||||
| TIP: For even more control, assign a shortcut to the `Set Pivot to “Surface”` menu operator. | |||||
| Optionally instead of keeping the transform tools active, you can enable the `viewport gizmos` to have access to the gizmo at all times. | |||||
| .. note:: | |||||
| The gizmo can in some cases block areas from being sculpted on. | |||||
| In that case move the pivot point somewhere else to be able to click on the desired surface. | |||||
| Apart from the transform tools there are also special brushes to move, | |||||
| rotate and scale the topology like `Pose`, `Boundary` and `Elastic Deform`. | |||||
| Painting | |||||
| ========= | |||||
| Sculpt Mode also allows painting your geometry via `Color Attributes` such as Vertex Colors. | |||||
| This ensures that the most common actions related to the sculpting workflow are contained in the same mode, | |||||
| without excessive mode switching. | |||||
| Other sculpt mode features such as face sets, masking and filters can also be used with painting tools. | |||||
| The painting functionality in Sculpt Mode is limited to a `Paint` and `Smear` brush, | |||||
| as well as a `Color Filter` and `Mask by Color` tool. | |||||
| .. note:: | |||||
| Once any painting tool is executed, the viewport color shading is switched to “Attribute”. | |||||
| This ensures that color attributes are shown on all objects once painting is needed. | |||||
| Working with Multiple Objects | |||||
| ========= | |||||
| Unlike Edit Mode, there is no multi-object editing supported for Sculpt Mode. | |||||
| Since sculpting often involves editing many separate objects, | |||||
| it is recommended to use the `Transfer Mode` operator via the shortcut :kbd:`Alt Q` to quickly switch objects. | |||||
| .. seealso:: | |||||
| More information at `Switching Objects`. | |||||
| Objects can also be `joined` so there is no need to switch objects. | |||||
| In the case that `Face Sets` were already used, | |||||
| joining objects or creating new geometry in Edit Mode will automatically assign new Face Sets. | |||||
| This makes it immediately possible to target each new geometry via `auto-masking`. | |||||
| If no Face Sets are created, use the `Initialize Face Sets` operators to create them. | |||||
| Face Sets and Masked geometry can also be `extracted` or `sliced` into a new object. | |||||
| Adaptive Resolution | |||||
| ========= | |||||
| In order for sculpting to give accurate and predictable results, Blender needs enough geometry. | |||||
| Instead of starting off with a highly subdivided mesh, add geometry dynamically | |||||
| by using either of the following adaptive sculpting methods. | |||||
| Voxel Remesher | |||||
| ------------------- | |||||
| "Voxel remeshing" uses OpenVDB to rebuild the geometry with a perfectly even distributed topology. | |||||
| Depending on the `defined resolution`, this will lead to a lower or higher resolution. | |||||
| This technique is especially useful to block out the initial shape of an object. | |||||
| It also has the advantage of removing any overlapping geometry and creating a manifold volume as a result. | |||||
| Reaching vertex counts of 20 million should still be achievable with this technique, depending on the used hardware. | |||||
| .. note:: | |||||
| This technique will not work on objects that do not have an enclosed volume. | |||||
| Make sure to fill any holes in the mesh before remeshing. | |||||
| Or avoid any holes in the mesh/volume that are larger than the defined voxel size. | |||||
| To more easily access this feature, use the shortcuts :kbd:`Shift-R` to define the resolution, | |||||
| and :kbd:`Ctrl-R` to execute the remeshing. | |||||
| .. seealso:: | |||||
| More information at `Remesh`. | |||||
| Dyntopo | |||||
| ------------------- | |||||
| Dynamic topology (aka Dyntopo) is a dynamic tessellation | |||||
| sculpting method that automatically adds and removes topology under the brush. | |||||
| Unlike the Voxel Remesher, this makes it possible to sculpt complex shapes without thinking about the resolution or topology. | |||||
| It also allows to define a different resolution wherever necessary. | |||||
| Much more complex base mesh sculpting is especially useful with this technique. | |||||
| The disadvantages of this technique are a slower performance and limited support for `some sculpt mode features`. | |||||
| Custom attributes like Color Attributes, UV Maps and Face Sets are also lost or corrupted when using Dyntopo. | |||||
| To more easily access this feature, use the shortcuts :kbd:`Ctrl-D` to enabled Dyntopo | |||||
| and :kbd:`Shift-D` to define the resolution. | |||||
| .. | |||||
| Reference simplify, snake hook and clay strips. | |||||
| .. seealso:: | |||||
| More information at :doc:`Dyntopo </sculpt_paint/sculpting/tool_settings/dyntopo>`. | |||||
| Multiresolution | |||||
| ------------------- | |||||
| .. | |||||
| Mention Quadriflow as well and link to more info | |||||
| The Multiresolution Modifier can be used for subdivision based sculpting. | |||||
| This means the object will be subdivided, similar to the `Subdivision Surface Modifier`, | |||||
| only that the subdivisions can be freely sculpted for very high resolution detailing. | |||||
| .. note:: | |||||
| For this technique it is highly recommended to use on a clean topology base mesh. | |||||
| This means the base mesh should be only made of quads | |||||
| and avoid non-manifold faces, as well as poles with two connected edges. | |||||
| This technique has the advantage of sculpting with multiple resolutions. | |||||
| Meaning you have the ability to sculpt on any level of subdivision. | |||||
| This allows to add a much higher resolution of details for rendering and sculpting, | |||||
| while also displaying lower resolutions for better viewport performance. | |||||
| Meanwhile it also allows sculpting on lower resolutions for broader changes. | |||||
| As an example, you can sculpt general proportions in subdivision level 1, | |||||
| add high resolution details in level 4 and switch back to subdivision 1 to correct the shape further. | |||||
| The disadvantages are that you may end up with some mesh distortions because the topology is not dynamic. | |||||
| The topology should also not be changed once already subdivided, | |||||
| since any edits to the base mesh will result in corrupted subdivision details. | |||||
| .. tip:: | |||||
| Pay attention to the topology that you sculpt and how much it gets stretched. | |||||
| If more resolution is needed you can always subdivide another time, | |||||
| but there will be worse performance and slower level switching once more than 5 subdivisions are used. | |||||
| .. Also mention Multires brushes, and link to apply base and rebuild subdivisions. | |||||
| Here are general shortcuts to use the feature. | |||||
| - Step up one multires level :kbd:`PageUp` | |||||
| - Step down one multires level :kbd:`PageDown` | |||||
| - Set multires level / Create multires modifier :kbd:`Ctrl-0` to :kbd:`Ctrl-5` | |||||
| .. seealso:: | |||||
| More information at :doc:`Multiresolution Modifier </modeling/modifiers/generate/multiresolution>`. | |||||
| Cloth Sculpting | |||||
| ========= | |||||
| Instead of sculpting cloth manually, there are various tools that offer a simplified | |||||
| :doc:`Cloth Physics Simulation </physics/cloth/index>` directly in sculpt mode. | |||||
| This has various advantages but is especially useful for base mesh creation and larger clothing shapes. | |||||
| Detailing is possible, but the slower performance on high resolution meshes and simplified cloth physics | |||||
| might not lead to desireable results. | |||||
| The resolution of the topology is the mainly responsible for the size of the folds | |||||
| and detail level of the simulation. So an optimal and evenly distributed topology is important. | |||||
| Many sculpting features are supported, so for example :ref:`Masked <sculpt-mask-menu>` vertices | |||||
| are :doc:`pinned </physics/cloth/settings/shape>` in the simulation. | |||||
| The sculpt mode :ref:`gravity <bpy.types.Sculpt.gravity>` factor is also applied on the cloth physics. | |||||
| Limiting Brush Interactions | The main brushes and tools for this feature are the `Cloth Brush` and `Cloth Filter`, | ||||
| --------------------------- | but other transform brushes like `Pose` and `Boundary` also support cloth sculpting. | ||||
| While sculpting, areas might be hidden behind parts of the mesh or they might be too close to other parts. | A demo file for trying out the various brushes and tools is available `here <https://www.blender.org/download/demo-files/#sculpting>`_. | ||||
| To work through these, it is useful to isolate parts of a mesh to sculpt on. | |||||
| This can be done by either completely hiding parts of the mesh | |||||
| or by masking areas that can not be sculpted on. | |||||