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  • Published 23 Jan 2023

Automatically add "Multi-Res" modifier entering Sculpt mode + Hotkeys

Straight forward;

I vouch that in a future update that automatically Blender adds a "Multi-Res" modifier upon entering Sculpt mode when a "Mesh" object is selected upon switching into said "mode". Ideally this would be on by 'default', but the user can disable it via preferences by check-box.

The Hotkeys suggestion is for the development team to dedicate subdivision hotkey shortcuts to the multi-res "modifier" when only in sculpt mode. Outside of this mode, the hotkeys would be disabled because it is the "mode" that activates the shortcut keys to the modifier.

Example: Ctrl+D (subdivide mesh) & Shift+D (Unsubdivide mesh)

Why? For the average sculptor in 3D, shortcut keys are a wonderful addition to keeping sculpting 'in the flow' for the artist. Having to look away from ones work to click, or drag a number from the modifier tab is a interruption to the process. We should aim to keep the artist in their zone, and offer as much as possible in options to keep them from breaking out of it. The work involved may stray from whats present, but would pay long-term benefits for users enjoying this mode. To where feedback can be better offered on what the art tools aren't providing, when it's a tug-o-war between fluidity and ingenuity.

Not to mention, this function of a feature would be applicable once the work is done to dedicate such shortcut/hotkeys to Blender's other specific "modes" such as (modeling, uv, texturing, geo nodes, etc.) - Assuming newer modifiers can be created officially in support for future workflows that reside in design for "non-destructibility"

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Development Status: Open

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Matt
23 Jan 2023

3 Comments

christopher3

While in sculpt mode, pressing CTRL+1 (1 through 5) adds a multires modifier and sets the level to whatever number you pressed, just like you add a subdivision modifier while in object mode.

Having a modifier being added automatically would in my opinion be quite annoying, not only because there's no reason to do so when it takes less than a second to add it with hotkeys, but because you might not actually always want that modifier on the object. Then having to go through and opt out of this feature or remove the modifier manually sounds like an unnecessary step to go through.

Matt Author

Thanks for the tip on the first part!

To your 2nd point. I find it more annoying as an artist to fiddle through the UI, just to get going immediately on editing my geometry. In an ideal state of program logic, I would set it up so that IF I the user enter sculpt mode, the multi-res modifier gets added, as a sort of "edit poly" non-destructive modifier to edit the forms of my sculptable geometry. That way when I leave sculpt mode, nothing is destroyed from its previous original state.

Last idea would be, if I enter sculpt mode, and lets say in this example. No multi-res modifier gets added. Unless, I use a sculpt brush tool on the mesh. Until only using one of sculpt modes brushes, then a multi-res modifier gets added. So in any case, if Blender see's the last used modifier in the hierarchy is a multi-res modifier. It keeps editing with that one. If not, then it would add another.

christopher3

But you currently don't actually have to do any fiddling in the UI if you use the hotkeys. It's not any more work than changing your brush.

Automation is great, but many parts of Blender simply don't need it or shouldn't have it. A feature like this may seem convenient to you, but it would bring many problems that you may not have considered.

Say the modifier was added automatically, would it be at level 0 when added? In that case you would still have to manually subdivide using the hotkeys mentioned, or click the buttons in the UI. Completely removing the only redeeming quality of the feature, convenience.

And if the modifier was added with some level of subdivision already, which algorithm would it use, since there are a couple to choose from? What if you already have a dense mesh? Suddenly it's at least 4x as dense, tanking performance and potentially crashing Blender.

What if you already have a stack of modifiers, where would blender place the multires then, considering some modifiers need to be in a certain order in relation to eachother to work properly or give the desired effect.

Speaking up about your workflow and how Blender can change to be better for you as an artist is great, but i think there are plenty of other different ways you can boost your efficiency that would have a much greater impact than skipping a button press once per mesh.