A True Retopology Shader for the Modeling Viewport
An overlay view of the current model over the underlying geometry that doesn’t make vertices, polygons or lines invisible by clipping through the underlying geometry. At the same time backfaces or hidden geometry should actually become faint by distance or depth of the underlying geometry. Similar to the “limit selection to visible” display but geometry that is on the other side of a thick mesh should be barely visible and not selectable so that remeshing the other side of an already retopologized mesh doesn’t become an irritating and scrambled visual mess.
left: clipped geo, hard to make out. right: while looking kind of usable backfaces interfere with front facing geometry, which in this case is not wanted.
In fact there are several option which all come really close but are still not the complete right thing (suggestion from BlenderArtists: “shrinkwrap, x-ray, and the hidden wire option under N-Panel - Shading.”). Really close but hides beackfaces entirely also doesn’t shade front faces translucently so they can be made out faster, more easily.
Retopoflow actually already has a really nice shader implementation but it works only in the dedicated viewport of shaderflow (a paid addon) and thus only with shaderflow’s toolset. Blender’s native modeling tools can’t be accessed in that display.
Ideally only the actively edited object(s) are displayed that way. Shading display: “retopology” so as soon as an object enters edit mode it gets drawn semi transparent above the other ones in the scene.
Here’s another example from Modo (left) and ZBrush (right):
Ideally only the actively edited object(s) are displayed that way. Shading display: “retopology” so as soon as an object enters edit mode it gets drawn semi transparent above the other ones in the scene.
This has also been a discussion on the 2.8 viewport thread at Blenderartists and there has been a lot of agreement: blenderartists.org/t/blender-2-8-viewport-updates/1114082/402
This post I made over there sums up most of the consensus, I think:
From my current point of view I’d think ideally a topo-view should have these attributes:
- the clean topology mesh should be drawn always above the surface of the source mesh. Bo Geometry should be hidden by the source
- the front faces should be shaded semi transparent with a value to make them more or less transparent.
- backfaces should be drawn in wireframe only
- backfaces should have an option to disable drawing them alltogether
- backfaces should have an option to be drawn fainter the farther they are away from front facing source geometry - meaning - the thicker the mesh the more backfaces should be able to fade out. Making this a toggle would be ideal - sometimes you still do want ot see all the backfaces.
- Topology should always self-occlude backfaces so that selecting any important front facing geometry does not interfere ba accidently selecting backfaces, verts, etc.
-
topology shading should be a toggle for the viewport NOT for individual meshes:
- either topology shading should apply to all currently selected meshes until a new mesh is selected.
- or optionally meshes could be tagged as “topology” so that they always display semitransparent if “topoview” is active in the viewport. This feels like it could cause confusion because meshes have to be checked for a toggle individually, though.
11 Comments
(sorry)
Retopoflow is not the only add-on to do that. There's also Draw Xray , which lets you use all of Blender's editing tools. Alternatively, I made a simple backface hiding add-on which is free, although you have to press a key to update the view instead of an automatic real-time update so, not ideal.
Here is a convoluted solution that does more or less what OP describes: {attachment 5bd1f4227f94404f895575cd5dfbf082-lpng}
* @Paweł Łyczkowski * NIce one! Thanks a lot. That's really close, indeed but the backfacing somehow doesn't do anything for me.
Yet it is the best thing until an actual viewport mode is implementd. And I really hope it won't just be a one-click setup type of thing where a bunch of object settings get changed for you. This has to be a toggle that doesn't mess with the shading settings of the object itself.
This shoulde be marked as Done, Retopology Shader/Overlay was added in 3.6. wiki.blender.org/wiki/Reference/Release_Notes/3.6/EEVEE projects.blender.org/blender/blender/pulls/104599
Cool and good idea.retopo material only for that .. maybe as a hacky Option in the madcaps.
Yes, definitely. I missing it sooooooo much. The most anticipated function in Blender for me.
oh my god yes, this is really needed... I always have to subdiv surface and shrinkwrap everything to get any retopo done
I just switched to blender and this is one of the things I'm really missing. I wouldn't even need an extra "Topo-View" but being able to really hide and not making it possible to select the backfacing edges/vertices would be great. The rest would only be a plus for me
That's the feature I'm missing the most at that time
Thats a great idea for blender