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Idea #2: Toggle Visibility and Masking using Vertex Groups

Written by bunny the 16 Aug 10 at 22:59. Category: Sculpting. Related project: Nothing/Others. Status: New
Rationale
As it works now, using a lasso and brush, it's tricky to hide and mask parts of the mesh during sculpting with precision or speed.

A way to use Vertex Groups to quickly and easily toggle the visibility and masking of parts of the mesh during sculpting would be very helpful.

19
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Solution #1: Sculpt Mode Operators to Toggle Visibility and Masking using Vertex Groups
Written by bunny the 16 Aug 10 at 22:59.
A panel in the Sculpt Mode Tool Shelf could list all the Vertex Groups in the mesh, with a set of buttons to: toggle visibility of selected Vertex Group, toggle visibility of all but selected Vertex Group, toggle masking of selected Vertex Group, toggle masking of all but selected Vertex Group. These operators could also be available to keymapping.

(See ZBrush's 'Polygroups': http://www.pixologic.com/docs/index.php/Polygroups ).
27
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Solution #2: add a eye to toggle visibility for vertex groups inside of the outliner
Written by LetterRip the 17 Aug 10 at 20:20.
An eye to toggle visibility of a vertex group as is done for other objects and items in the outliner. Of course visibility should be invertable or revealable, by standard methods, (alt-h) etc
3
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Solution #3: Data Layers
Written by ZanQdo the 23 Aug 10 at 06:46.
This is something that should be solved generically by data layers, by data I mean vertices, CVs and other kinds. No point in abusing the vertex groups which are there to store weight information and not simple visibility
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Solution #4: Modifier
Written by netbuz10101 the 24 Aug 10 at 00:00.
Add this functionality to the multi resolution modifier. To properly sculpt at high resolutions it probably needs access to the modifier. Lasso select or use vertex groups or whatever to make selection, Then add as "sub object" or whatever term is appropriate.
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Solution #5: Reorganize Sculpt Mode Properly
Written by netbuz10101 the 24 Aug 10 at 00:30.
We can afford to rework the interface significantly, offering tools unavailable elsewhere.

-Modifier functionality: "Render Resolution level" and "Preview Resolution" moved to "Object Panel"
-Sculpt "Sub Object" interface needs vertically stacked Previews of "Sub Objects" with controls
-Select desired area by lasso, box, vertex group, or whatever. Click "Make Sub-Object"
-This essentially splits multi res data
-"Sub Objects" should have their own independent resolution
-Option to dump data to disk (where?), especially when "down-rezed"
-Sculpt across objects of same resolution
-Option to sculpt across any object at their own resolution (i.e. From head lvl:10 to neck lvl:5 )
-"Show Sub Object"
-"Hide Sub Object"
-"Merge Sub Objects"
-"Add Selected To Sub Object"
-Option for sculpt tp falloff at edge of "Sub Object" (default on), to prevent intersections etc.
-On render, multi res data can be merged first, or sub objects loaded separately as needed.

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Comments
zeauro wrote on the 18 Aug 10 at 07:46
There is already a list of vertex groups in Mesh Properties.
I think that it is the better place to add an eye to toggle visibility for vertex groups.

patrox wrote on the 18 Aug 10 at 10:09
I have seen in ZBrush that they group vertex/faces by give the faces different color, it is also possible to choose which "color-group" you should work with and lock the others from changes. In Blender, a vertex/face could exists in more than one groups, which may be in conflict we the suggested color-grouping interface. But it's attractive!:)

harkyman (Developer) wrote on the 18 Aug 10 at 11:03
It also depends on how this tool is generally used. Is it something that users set more or less once per session and forget about? If so, then we want it perhaps accessible from some kind of existing panel as has been suggested already (sculpt toolbar, vert groups panel, etc.). However, if it's something that is used a bit, then changed, then used/changed over and over, it would make sense to even have an in-place tool for it. Some kind of popup selector in the 3D view to allow users to quickly change masks. So, key command, choose mask with only tiny mouse movement, then back to work.


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