After a few months I decided to revisit this and... I've got the answer!
It was right under my nose the whole time, right there in the interface - a button called 'Reshape'.
Reshape will... okay, I'll let the Blender Manual do the talking:
Reshape - Copies vertex coordinates from another mesh. To use, first select a different mesh object with matching ...
Sure thing ! Just after adding your primitive, type F9 or open the foldout in the bottom left of your screen.
It will remember the setting for this kind of primitive in the file so next time you add a cube for example the box will be unchecked.
The short answer is no.
While in edit mode you can hide individual vertices, which also remain hidden in sculpt mode. Dynamic topology respects these hidden vertices as it is working directly with the mesh you have partly hidden.
The multires modifier works differently as it creates new vertices that are stored within the modifier, it isn't changing the ...
The difference between Adaptive subdivision and Dynamic topology is the way the surface gets subdivided. Both triangulate the mesh but use different algorithms.
each polygon is divided into a number of micro-polygons based on camera distance and screen pixel size
these micro-polygons are displaced at render-time with texture
There are two settings that effect what you are trying to do.
The detail type method in dyntopo effects the way the detail size is calculated. Relative detail uses the onscreen pixel size as set in detail size when creating new edges and will give more detail the closer you zoom into your model. Changing to constant detail will use the same edge size as you ...
The Multiresulition modifier simply does not work with dynamic topology.
When you try to enable dynamic topology with a Multiresulition modifier on the mesh you will get a warning message like this:
Generative Modifiers Detected!
Keeping the modifiers will increase polycount when returning to edit mode.
Also if you hover over the modifier ...
There is a change from the 2.7x sculpting workflow to 2.8
You can still use dynamic topology but it's not the recommended workflow anymore.
The new workflow is sculpting on the static mesh and remeshing.
Pablo Dobarros Talk about the new tools and how they work:
Hand on with Julien Kasper using the 2.8 workflow:...
This is because of bleed through from the inner faces, facing the opposite direction. The darker color indicates the Normals direction. Try to never have interior faces near the sculpting surface while sculpting. If the hair is a separate object, you can completely remove inner faces, as they serve no purpose.
Notice that you will have to do this before you ...
If you hold down the Shift key while making a brush stroke, the Smooth Brush will become active until you release the Shift key.
Sculptris uses what people call auto-relax smoothing.
I don't believe that Blender currently has anything analogous to that feature.
There is a thread hosted on Blender Artists that has been going for a couple years now and it'...
Try applying scale to the object, with CtrlA > Scale.
There shouldn't be any limit to the height you can sculpt, but object scaling might make the sculpting influence too small. Also this is probably a general sculpt mode problem not specific to dynamic topology.
You can press Shift+F to adjust the strength of the brush you are currently using.
You can also adjust the detail size with Shift+D
(This will display as a percentage or as a pixel count depending on the detail type being used.) The manual has an explanation of each one.
Changing the radius of the brush with F as needed is also useful.
I needed something similar for cutting a mesh in half. After trying all of the brushes, I found that Clay Strips is the cleanest, with little to no pushing in the back. It works for gouging out a surface just as well. These are the settings I used:
To save time, you'll want to adjust this depending on the level of detail and the radius ...
The best way to map the moon is to use an actual height map. You can find a free usable map here: https://astrogeology.usgs.gov/search/details/Moon/LRO/LOLA/Lunar_LRO_LOLA_Global_LDEM_118m_Mar2014/cub
Nothing beats the real thing. If you want to add more detail, use a noise displacement on top of it.
It's because you have Dynotopo enabled in sculpt mode Tools option.It causes generating new geometry each time you use brush. Disable this option to avoid that.
And here is the way, you can make the element you need in much faster and easier way:
I found a work around to use vertices as a mask for multirez. In this example I wanted to keep a surface perfectly flat:
I created a vertex group which included all my flat surface.
I added multirez modifier to the model and subdivided it a few times
I made a copy of the object and uplied modifier
in the copy I went to edit, hid the selected by the group ...
Turn on Constant Detail and the brush should behave the same zoomed in and zoomed out, same detail size but unfortunately the brush size will still increase and decrease by design.
edit: Found it, hit that lock there on theleft of the radius and you can zoom in and out and the brush stays the same size :D
A operation to optimize what is happening in a real-time environment like in a game engine. What is happening there is that game probably have a lot of high-resolution models or high numbers of models going on during execution. So Adaptive Subdivision is a way to cut down all the polygons from showing up all the time. If it's not ...
I made a quick test and it might be also that your object has other scale than 1,1,1.
The solution is to have your object selected and in the object mode press Ctrl+A and select Scale from the Apply menu.
Here I have more than 15 for the Z scale of a cube and the dyntopo sculpt result with the same settings as yours is quite stretched, like yours.
The default cube comes with a UV map (so if you want to apply a texture you're already halfway there) which is what's upsetting Dyntopo. Click on the "Object Data Properties" tab (the green triangle, third from the bottom on the right), then unfold "UV Maps" and click the minus symbol on the right. Dyntopo will no longer complain when it starts, or switch ...
When enabling dynamic topology you have to understand few options for the begginig. (As seen on image)
First option "Detail size" controls how much poligons are created when sculpting for example when "Relative detail" is selected the less the detail size is set the more polygons it will create (more detail), but if "Constant detail" is selected then the ...
This answer is based on Omar Emara's Answer
, so be sure to read it before you move on as I won't explain everything that have been answered there.
This is the loop to generate polygon
However, this loop doesn't take the distances between vertex points into account so I modify the loop to use the Distances output from Find Nearest Points node. As per ...
You cannot effectively use the mirror modifier with dynamic typology (or sculpting in general, for that matter).
Remove the modifier and then under the Dyntopo settings in a sculpt mode, ensure the "Direction" setting is correct and click "Symmetrize". You may get some pinching down the mirror axis, but this can be smoothed out manually.
After that, go to ...