great news for multi object sculpting, but i waiting for a multi mask manager system.
It's possible?
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nik.frn88
10 Jan 2019
3 Comments
j
jason
It depends. How would you design it to work in Blender's interface? This website is for proposing actionable features. Create mock-ups that show how your ideal multi mask system would work.
Yeah, I thought of this too, to work similar to the multi-sub object material from 3ds max, so you can have in the same material multiple sub-materials, it would be in the same mask modifier with multiple sub-masks in one object. In sculpting for example I think it'd be very useful, you could have the hands, body, arms, head, etc masked into diferent masks and enable and disable them whenever you need.
{attachment multi_subobjectJPG}
I think it would be something like in here, with various vertex groups in blender:
{attachment mask_modifer_suggestionpng}
I didn't have much time to make a proper mock-up but maybe instead of the block icons you can have eye-icons to mask out the visibility of whatever you need.
3 Comments
It depends. How would you design it to work in Blender's interface? This website is for proposing actionable features. Create mock-ups that show how your ideal multi mask system would work.
like this blenderartists.org/t/mask-tools/642502
Yeah, I thought of this too, to work similar to the multi-sub object material from 3ds max, so you can have in the same material multiple sub-materials, it would be in the same mask modifier with multiple sub-masks in one object. In sculpting for example I think it'd be very useful, you could have the hands, body, arms, head, etc masked into diferent masks and enable and disable them whenever you need.
{attachment multi_subobjectJPG}
I think it would be something like in here, with various vertex groups in blender:
{attachment mask_modifer_suggestionpng}
I didn't have much time to make a proper mock-up but maybe instead of the block icons you can have eye-icons to mask out the visibility of whatever you need.