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 ...
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 ...
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 ...
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 ...
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.
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'...
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:
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.
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
The size of the brush in sculpt mode is determined in pixels.
If you change the brush size it will make more detailed sculpting. But the magnification on the viewport is really the key to detail. Zoom in to your object and you'll be able to add however much detail you want.
Here's an example:
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 ...
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 ...
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 ...
Yes, it can. However, that isn't your issue. In order for texture resolution to be a factor, you would need the edges created by the Dyntopo system to be shorter than the pixels of your texture. That way, there is enough detail in your mesh to create 'steps' between pixels. But as I said, that isn't your issue. From some testing I just did, it appears that ...
I found out how to fix it, the sculpting that is, gods knows what happened to the legs, as it happens the model is unable to sculpt because it has a to low number of polygons, which as it happens when you smooth it, it will try to smooth all the polygons together like normal, but the problem is, that the polygons are so big that when blender tries to smooth ...
Strenght Brush = 0 with Constant Detail
I usually take advantage of the Constant Detail dynotopology mode for this task. Basically the detail size does not depend anymore on the brush size on the screen, but it's a function of the Resolution parameter field.
Given that we can set up a brush that deoes nothing (set the Strenght to 0) but modify the topology ...
The first screenshot shows big amount of faces stretched horizontally really much, probably as a result of dyntopo atop of already subdivided mesh with maybe not proper base topology. They are bulging out of the model, most likely as a result of the brush drawing.
In short, don't use dyntopo in this case. It is useful for rough and quick adding details when ...
It would appear that your custom brush type is set to simplify, change it to something that deforms the mesh.
From the manual page
Simplify - This brush collapses short edges (as defined by the detail size) whether or not the Collapse Short Edges option is enabled. This brush has no effect if dynamic topology is not enabled. It can be found in the Brush ‣...
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 ...
Mac: If the answers above don't work for you, try: ⎈ Ctrl⌘ Cmd LMB
In order for ⎈ Ctrl⌘ Cmd LMB to work, you must have "Emulate 3 Button Mouse" checked.
To do this: File > User Preferences > Input tab > check Emulate 3 Button Mouse box
Dyntopo has a symmetrize button which will symmetrize your geometry on any axis.
If you pick the wrong direction you can undo and choose another.
While you don't need to do any sculpting in dyntopo to use this, you do need to enable it, which means you can loose UV's and vertex colours that can normally be lost when enabling dyntopo.