Preserving vertex attributes when using Dynotopo
Hi, this is a very necessary feature for our studio, because we work with sculpts in high resolution without baking textures. Thus, we store all surface data such as color, smoothness, emission, etc. in vertex attributes (vertex color layers or uv’s).
And when I need to edit existing objects somehow (cut some parts, add details, glue some of them together), the only way is to remesh them using voxels, but this leads to a lot of unnecessary polygons, and also adds distortion. The main problem sounds like this: “To make changes to a small part of the mesh, I need to redo and check it entirely.”
I see two ways here, but I think there could be more :
• Resample attributes from previous polys using barycentric coordinates when brush touches the surface. This might be performance-heavy if there is a lot of them. So it might be optional toggle.
•Add alternative dynamic topology mode based on voxels (similar to 3D Coat voxel sculpt mode) with voxel-based atributes resampling. This might be not very precise but acceptable.
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This is already a feature in the sculpt-dev branch which will get merged into master sometime.
code.blender.org/2022/02/sculpt-development-update/