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  • Published 30 Mar 2016

Weld dyntopo while sculpting

The idea is pretty simple, yet very convenient. We need the ability to weld the mesh to itself while snakehooking in dynamic topology mode. We have already the ability to separate a chunk of a mesh if set pinch to 0 in the snake hook options. This ability will allow to build/paint a mesh completely free without restrictions. There is to be a checkbox for welding.

If it's technically possible, of course.

UDP: As a further thought, mesh slicing could be implemented. Like Alt+b, but real cut and rebuild the cut. It's implemented by masking in zbrush, for example.

lkI7VC5.png

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Development Status: Open

Upvote 243 Downvote 4
sr0rr3
30 Mar 2016

18 Comments

andrekling

could even be a glue brush, that would do some sort of boolen union on the parts, but be able to join the mesh to itself would be great.

5
Vyach

* @andrekling * yup, at least temporary using voxels in the limited zone to make unions and holes.

ammusionist

This is exactly the reason I always start sculpting in Metaballs!!

3
tonatiuhsanjulian

with the voxel remesh option of the new sculpting-mode-features branch this can be solve easy.

2
Vyach

This would be great, but whole new sculpt system should be added (voxel-sculpting like in 3d-coat)

1
rafael.ourique

So basically the end of the snakehook making boolean operations with whatever it touches?

1
danni.coy

can't tell you how badly I need something like this at the moment

1
taicum2002

ability to make holes and fuse mesh is the way to go.

1
ToshiCG

Yes! That would be really nice. It would be cool to be able to drill holes as well.

1
1D_Inc

Maybe having something like marching cubes could be useful... youtube.com/watch

cosmical

Yup - still wondering why there is no melt/weld dyntopo feature. I wonder might it be because of current algorithms? Could there be something like df3d mesh, surface nets, or dual contouring algorithms in dyntopo in future? This one is interesting: bonsairobo.medium.com/smooth-voxel-mapping-a-technical-deep-dive-on-real-time-surface-nets-and-texturing-ef06d0f8ca14

dantabdantab37

I tested a technique to drive different pieces of a mesh in object modes and in the same time got a remesh modifier upon this: just take a look: youtube.com/watch It's like metaballs and boolean, but it isn't in fact... Do you think it could be useful to explain how?

ogierm

With the new remesh operator it's kind of done. You have to let go of dyntopo though

1D_Inc

That's part of voxel engine (first version called unlimited clay by Farstary contained this)

BadrAhmed34

Yes pleas

frederico4d

yes please! this would make "sculpting for pleasure" so much nicer:)

denwerbrugol

Yes. selfintersections

NavWombat

I always thought about that when sculpting, it would be awesome.