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manual/sculpt_paint/sculpting/introduction/adaptive.rst
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| Adaptive Resolution | |||||
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| In order for sculpting to give accurate and predictable results, Blender needs enough geometry. | |||||
| Instead of starting out with a highly subdivided mesh, add geometry dynamically | |||||
| by using either of the following adaptive sculpting methods. | |||||
| Voxel Remesher | |||||
| --------------- | |||||
| "Voxel remeshing" rebuilds the geometry with a perfectly even distributed topology. | |||||
| Depending on the set voxel size, this will lead to a lower or higher resolution. | |||||
| .. example image of voxel remesher result and wire on solid. | |||||
| 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. | |||||
| .. example image of remeshing overlapping meshes. | |||||
| Any currently used mask, face sets and color attributes will be re-projected on the remeshed result. | |||||
| Reaching high vertex counts 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. | |||||
| .. example image of the voxel remesher grid overlay | |||||
| .. seealso:: | |||||
| More information at :doc:`Remesh </sculpt_paint/sculpting/tool_settings/remesh>`. | |||||
| .. _dyntopo_introduction: | |||||
| Dyntopo | |||||
| -------- | |||||
| Dynamic topology (aka Dyntopo) is a dynamic tessellation | |||||
| sculpting method that automatically adds and removes topology under the brush. | |||||
| .. example image of dyntopo in action with wire on solid. Multiplre resoltuon levels and snake hook. | |||||
| 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. | |||||
| .. example image of the dyntopo detail size overlays | |||||
| Brushes like :doc:`Simplify </sculpt_paint/sculpting/tools/simplify>`, | |||||
| :doc:`Snake Hook </sculpt_paint/sculpting/tools/snake_hook>` | |||||
| and :doc:`Clay Strips </sculpt_paint/sculpting/tools/clay_strips>` work especially well with this feature. | |||||
| .. seealso:: | |||||
| More information at :doc:`Dyntopo </sculpt_paint/sculpting/tool_settings/dyntopo>`. | |||||
| Multiresolution | |||||
| ---------------- | |||||
| The Multiresolution Modifier can be used for subdivision based sculpting. | |||||
| This means the object will be subdivided, similar to the | |||||
| :doc:`Subdivision Surface Modifier </modeling/modifiers/generate/subdivision_surface>`, | |||||
| only that the subdivisions can be freely sculpted for very high resolution detailing. | |||||
| .. example image of different resolution levels of a sculpt. Wire on solid. | |||||
| .. 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. | |||||
| More information at :ref:`bpy.ops.object.quadriflow_remesh` Remeshing for an automatic retopology method. | |||||
| 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 displaying lower resolutions for better viewport performance. | |||||
| It also allows sculpting on lower resolutions any time 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 like voxel remeshing and dyntopo. | |||||
| 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. | |||||
| Alternatively use the :doc:`Slide Relax </sculpt_paint/sculpting/tools/slide_relax>` | |||||
| brush to slide topology to where it is needed. | |||||
| Additional brushes like the :doc:`Multire Eraser </sculpt_paint/sculpting/tools/multires_displacement_eraser>` and | |||||
| :doc:`Multires Smear </sculpt_paint/sculpting/tools/multires_displacement_smear>` are recommended for adjustments. | |||||
| 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>`. | |||||
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