Freely draw and erase with Open Brush
I wanted to ask if Open brush ahs a way for me to freely draw and erase?
43 Replies
Hi there. The answer is "sort of".
Open Brush works on the basis of brush strokes which you usually layer up into a larger object. The erase tool will erase entire strokes (which may or may not do what you need depending on how you build up the objects)
There's also a "snip" tool that splits strokes up. Combining this with the eraser might work for you
We don't currently have a specific "partial eraser"
sounds like a roundabout way which could prove cumbersome in the long term.
I have a suggestion then.
Is it possible to snip strokes based on length modifier?
Saying it would automatically check all strokes and split them up based on set length
That's would be quite easy via the new Plugin system we're working on.
But - we do need a partial eraser at some point. So directly fixing it would be worthwhile.
easy how? I'm not a coder by any means. I'm artist and workflow enthusiast that's all
It's the kind of thing I could write a plugin script for quite easily
Your mesh creation stroke works same as Volume creation in gravity sketch, correct?
I'm not sure. Are Gravity Sketch volumes "convex only" objects?
If so then they are similar to our hull brushes
It actually is a hull brush I believe
Have you ever tried Gravity Sketch?
yes
because I don't remember the names
but it's convex only as you said
Sadly they do not have, nor will they add any boolean operator
of any sort
I want to ask if it's possible in Open Brush to work on that
Yes. We had some work that was started by a volunteer - but it needed some reworking and that hasn't happened yet.
Ideally I'd like to support sdfs directly - but they are quite demanding hardware wise so would be tricky on the Quest.
ah, sad
are strokes, technically curves once placed?
Or do they turn into vertices
as in mesh product
SDFs?
This would not fit under sdf category I think. SDFs are non-destructive
boolean operator is destructive
or atleast in this mesh case
Strokes are stored as control points and are rendered as meshes. But the mesh is recreated whenever you change a stroke
Also I don't think it's reasonable to cut back on features because of standalone requirements.
Anyone serious about creation will have workstation.
Any 3D artist is bound to own GPU otherwise you can't do your craft well
Yes but 90% of our usage is on the Quest
Does it differentiate Quest from Quest PC link?
I ordered Quest but I'll still use it with my Desktop via link
I'd have to check exact numbers but yes - much more usage directly on the Quest standalone
Hmm.. okay then is it possible to have this kind of work on a separate plugin? That could be disabled for standalone users?
But prove useful for serious desktop VR/3D developers?
this is all hypothetical anyway. i haven't even started planning sdf support!
haha I get it. I am aware that SDF modeller for blender is going to be a big thing. Clavicula dev is also doing great work.
SDF is going to be the fourth main workflow of modelling
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My idea of was for the cutoff which I hope to not be too taxing on hardware. But I do not know how it works behind the scenes
Once you place the Hull object
the convex only shape.
Is it static mesh?
Or does it have viable control points that you can still work with
This looks interesting, thanks. I didn't hear of them.
Still a closed project though
A hull object is stored directly as the stroke you drew - it's only at the point of generating the mesh that we create a hull
you can rebrush a hull back to a normal stroke - all the points are still there
Then is it technically possible to create a second hull object that will cut off the first one - resulting in simple mesh boolean?
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Yes - I was thinking along those lines myself. You could designate a given hull to be "union", "subtract" or "intersect"
I heard of it and am on AI waitlist but I don't have high hopes from it. I'm full fledged modeller and this tool is aimed at beginners I think. Could prove useful for concepting stages though. As long as we get decent export functions.
this tool is aimed at beginners I think.Hmmm - that's often not a strong indicator of a tool's power Many "beginner's tools" turned out to be very powerful
If that became streamlined it would give me million options to efficiently concept my designs. I am right now stuck with stamps and Voxel software but it's still got ways to go. And it's taxing on hardware given that it's voxels.
I really dislike voxel / marching cubes. It just looks icky to me mostly.
the normals and the smoothing are always quite ugly
I own 3D Coat and nothing has given me as much freedom as voxel workflow once I discovered that.
Voxel is not about final polish
Let me show you something then. I'll just find the screenshots real quick
I'd like a really clean polygon based workflow eventually. Voxels are great for organic shapes but for geometric objects with really clean edges you need proper polygons
SDFs are versatile but computationally intense. Polygons don't scale well with complexity. Voxels are a good middle ground - easy to work with but you need a ton of tesselation to get a nice look
This is voxels HP baked onto LP (work in progress I'm going to be redoing the LP version)
HP/LP? What's the P stand for? Precision or polygon or..?
High poly - low poly
what is that made in?
Plasticity and then moved on to 3D Coat for clean up and quick retopo in Blender
so essentially Nurbs - Voxels - poly
nice. i like solid modelling
Plasticity is great at both Solid modelling and surface modelling
I finally got down the workflow of all three major components
Polymodelling SubD - Sculpting, both voxel and poly, Nurbs Surface and Solid modelling.
Best thing about knowing all is that you can fill each other's weaknesses
I can create organic smooth shape with SubD - import into Nurbs
work in nurbs on rest
(i meant solid modelling - i got my terms confused!)
and then do various imperfections in Sculpting tool
It's alright. I use both solid and surface in Plasticity.
I'm not a car designer just yet but I'll get to that eventually
Anyway we diverged with the voxel talk. I might try this app on my old headset this weekend and get back to you with thoughts and questions, if you don't mind?
Certainly. Use #feature-suggestions for specific suggestions as it's easier to track them that way
I want to design a room. Which will be mix of strokes and meshes if I manage.
Yes thank you, will do if I figure something out