Open Brush, Open Blocks, Icosa Gallery

OBO

Open Brush, Open Blocks, Icosa Gallery

Chat, contribute to or get help with Open Brush / Tilt Brush - the VR painting app for (nearly) all platforms.

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spatial support

The ability to shoot spatial photos and videos as well as using them in game. Ability to use HEIC as well.

Improved Video panel controls

I'd like to see the speed icon, camera, control points to be only selectable if the icon is activated.
It's challenging to select the different elements on the timeline, particularly at the start of the path where they are all active and in the same place. This should limit issues with having a perfect line worked out and it getting bumped, dragged, or having to delete elements so you can access them. Additionally (advanced controls)...

Support export of Point Clouds

The current exporter doesn't include any 3d models in the exported file. A new exporter is being worked on but in my testing it doesn't handle point clouds. More investigation is needed but this is a place to record and discuss progress

ability to show openbrush models in augmented reality with marker based tracking

Currently using blink for this which is great but I fear they will not ever fully support OpenBrush except original tiltbrush brushes

Camera or hmd simulation

Suggestion for camera simulation mode which would help anyone wishing to use OB for XR design with specific headsets ie UX, menu or AR. This could also help with performnce where an artist need to be able to see what area of their HMD matches the image on the PC screen or recording a tutorial and needing to know if the recording can see what the artist sees for instructional learning. Doesnt have to mask out any painting that isnt in the safe zone, could just be a simple white box that appears in the hmd like a viewfinder on a camera ...

Remember the last setting

Consider adding a feature that will allow OB to remember settings accross settings. This could be for colour pallet, spectator camera setup and left hand modules and their positioning?...

Model library hide or delete

Would be nice to have something like the three dots in the model library. Which would let you either hide a model or moves it to a different folder that doesn't get read into the media library Would like that for brushes too Probably with a "reset" tool which reimports everything to the main folder. Presumably goes in documents somewhere so you can manually move things if you prefer. Would be a decent interim step before a file manager. ...

Rendering out 4K, 60fps videos WITHOUT quick-load?

Hi! I tried to ask this under general questions, but seems like the feature isn't available. If we could render out 4K 60fps videos WITHOUT quick-load, it would be really awesome for making small animated videos to show the world. Right now it's only omnidirectional videos that seem to have the NO QUICK-LOAD option. I currently need flat videos of the artworks being drawn for a project and it seems silly to screencap the process.

Sketch Shortcut

When saving a sketch the sketch que automatically goes back to page one. This is problematic when gathering older sketches (especially when you've got hundreds of pages of sketches), because as soon as you move it to the front of the line, you have to flip through all of the pages. Suggest checking the last page number of the sketch you are about to save and tag that as a "jump to" page number on the sketch panel. If the game is freshly launched it should return to page one....

Merge geometry to texture parent object

Select initial object, then select subsequent objects in front to erase floating geometry and project it onto the parent object instead as a method of projection based texture painting. (ie. using tilt brush to paint the bricks on a brick wall, then using this function to reduce geometry use through projection of painted objects onto selected objects texture mapping)

Camera Paths for Animation (Replace Camera with Model or Group)

Camera paths are really useful for directing movement, speed, and angle. Basically everything needed for animation. Since newGLB exports handle that in the hierarchy by default, it seems like it would be fairly easy (hopefully) to just have a button that let you attach an object (group, model, etc) to the path instead of the camera. Basically record the position, but the object moves along the timeline instead of the video camera. The result should be able to import into blender or unity as an animation path.
Maybe change the camera icons color so it shows this represents an object instead while setting up the path.
...

Saving Custom Environments - e.g. “pistachio”

Once you spend some time getting the lights and backdrop colors the way you want.. it would great to be able to save that as an environment setting like “pistachio”. I find it sometimes easier to paint in the “black” environment, but would love to be able to go back and forth between sketching and final result or even just to have an environment you could reuse in other paintings.

This quest 2 bug makes for a great brush 🤔🤔

So one of the experimental 3D brushes doesn't work quite right on quest 2. But the end result is actually quite interesting! Aside from the white flashes on screen and broken skybox, the brush now has this interesting property where anything behind the brush doesn't get rendered (it's kinda like the invisibility cloak from harry potter lol). I think something like this can be quite useful as you can use it to clean edges or hide things from plain view....

Attach brushstrokes to animated mesh

I don't know how hard this would be to implement, but it would be amazing if it was possible to parent/attach strokes made in openbrush to an imported animated glb...for example, if you had a dragon glb that had a moving head, to be able to draw flames coming out of it's mouth with the fire brush, and then have that stay attached to the model as the head moved around. Knowing nothing about the development end of this I have no idea if that is hard to do or not, but just throught I'd add it to th...

is the feature: animation timeline still being worked on?

So I been doing my research on an animation tool for standalone headsets like quest 3 and I wish there was something like Quill 2.0 by Smoothstep and this is the closest we have on standalone.
No description

keyboard typing text

I am new to VR, and actually i dont own a VR device yet, I was looking for a 3d environemnt where i can visually place my notes of work, study, chores in certain places and be able to move them, link them and store them in 3d space. I have checked there is one version supports playing open brush without VR, but there is no information about whether keyboard can be used to edit text onto something. if this isnt a feature yet, I strongly suggest it, recent note taking apps such as obsidians and n...

Scale selected strokes non-uniformly

(If this is an existing feature, I’ve not been able to find it so please let me know). It would be great to be able to squash and stretch selected strokes by transforming them non-uniformly. Currently, with both grips activated I can pull my controllers apart to scale selected strokes in x-y-z but it would be helpful to add a trigger or button combination that would then constrain the scaling to each of the axes. So, for instance additionally pulling the left trigger constrains scaling to the X...

Transform Data on Groups in Exports

I'd like to have access to transform data on groups when exporting an FBX or GLB file. Currently transforms are all set to zero, which makes it tedious to replace sketches with prefabs in Unity if the scene consists of many duplicates of the same object. The relative positions, rotations and scales of duplicates are lost. Say we were to sketch a dense forest scene made up of three different kinds of groups (trees, rocks and bushes) that are duplicated a bunch of times. The exported Open Brush sketch file might be quite heavy because each mesh is considered a unique object (it doesn't care about instancing). With transforms on groups preserved, we can swap groups for prefabs and benefit from all sorts of optimization (LODs, occlusion culling, etc.). Any layout work done in Open Brush would be transferrable to Unity without having to replace assets by hand....

Export to models

I'd like to see an export to models function. This should export as glb or usd, whichever is currently getting the best results. Ideally this could also be done from a layer. Selecting the option would send to the models folder directly rather than the exports folder. This would enable quickly incorporating elements from different pieces and general asset library building. Hmm, Thinking about this more. I think being able to export as a brush group would be much more flexible. This would allow rebrushing...

Create a Snip Guide

The ability to snip multiple brush strokes using guides that you can manipulate size, shape etc (plugins?) A lot of creative shapes and effects would be able to be created this way. Join may work too with join guides to create interesting pieces. Even using plugins as the snip or join feature....