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Splitting a mesh by its faces set might be very useful for hard surface sculpting for example
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A
Alex38
6 Sep 2020
3 Comments
j
josephbuehrer
Zbrush allows you to separate an object into new objects based on the original objects polygroups. I feel like a similar feature in Blender using an objects face sets would be insanely useful.
x
xd-00
The current feature allows you to enter edit mode while hiding other face sets, in which case you can separate or add vertex groups. So do you want to separate (P) all face sets into objects or rip (V) them? Or do you want to do all this with one click?
A
Alex38Author
*
@xd-00
* Yes I know this, that's what I do to separate face sets while sculpting, but when there are a lots of them it's a long process, that can as well be slowed down if the mesh has million of polygons. That's why an option in sculpt mode that allows to separate the mesh by its face sets ( or visible face sets) can be very usefull
3 Comments
Zbrush allows you to separate an object into new objects based on the original objects polygroups. I feel like a similar feature in Blender using an objects face sets would be insanely useful.
The current feature allows you to enter edit mode while hiding other face sets, in which case you can separate or add vertex groups. So do you want to separate (P) all face sets into objects or rip (V) them? Or do you want to do all this with one click?
* @xd-00 * Yes I know this, that's what I do to separate face sets while sculpting, but when there are a lots of them it's a long process, that can as well be slowed down if the mesh has million of polygons. That's why an option in sculpt mode that allows to separate the mesh by its face sets ( or visible face sets) can be very usefull