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
andybak
andybak2y ago
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"
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
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.
Ulfr
UlfrOP2y ago
easy how? I'm not a coder by any means. I'm artist and workflow enthusiast that's all
andybak
andybak2y ago
It's the kind of thing I could write a plugin script for quite easily
Ulfr
UlfrOP2y ago
Your mesh creation stroke works same as Volume creation in gravity sketch, correct?
andybak
andybak2y ago
I'm not sure. Are Gravity Sketch volumes "convex only" objects? If so then they are similar to our hull brushes
Ulfr
UlfrOP2y ago
It actually is a hull brush I believe Have you ever tried Gravity Sketch?
andybak
andybak2y ago
yes
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
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.
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
Strokes are stored as control points and are rendered as meshes. But the mesh is recreated whenever you change a stroke
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
Yes but 90% of our usage is on the Quest
Ulfr
UlfrOP2y ago
Does it differentiate Quest from Quest PC link? I ordered Quest but I'll still use it with my Desktop via link
andybak
andybak2y ago
I'd have to check exact numbers but yes - much more usage directly on the Quest standalone
Ulfr
UlfrOP2y ago
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?
andybak
andybak2y ago
this is all hypothetical anyway. i haven't even started planning sdf support!
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
Yes. Also Dreams on the Playstation is a big influence. And https://www.unbound.io/ is looking good
unbound
Unbound: A new way of making and playing games
At Unbound we’re working on a new way of making and playing games.
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
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
Ulfr
UlfrOP2y ago
Then is it technically possible to create a second hull object that will cut off the first one - resulting in simple mesh boolean?
andybak
andybak2y ago
(you might like https://spline.design/ as well)
Spline - 3D Design tool in the browser with real-time collaboration
Spline is a free 3D design software with real-time collaboration to create web interactive experiences in the browser. Easy 3d modeling, animation, textures, and more.
andybak
andybak2y ago
Yes - I was thinking along those lines myself. You could designate a given hull to be "union", "subtract" or "intersect"
Ulfr
UlfrOP2y ago
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.
andybak
andybak2y ago
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
Ulfr
UlfrOP2y ago
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.
andybak
andybak2y ago
I really dislike voxel / marching cubes. It just looks icky to me mostly. the normals and the smoothing are always quite ugly
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
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
Ulfr
UlfrOP2y ago
This is voxels HP baked onto LP (work in progress I'm going to be redoing the LP version)
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andybak
andybak2y ago
HP/LP? What's the P stand for? Precision or polygon or..?
Ulfr
UlfrOP2y ago
High poly - low poly
andybak
andybak2y ago
what is that made in?
Ulfr
UlfrOP2y ago
Plasticity and then moved on to 3D Coat for clean up and quick retopo in Blender so essentially Nurbs - Voxels - poly
andybak
andybak2y ago
nice. i like solid modelling
Ulfr
UlfrOP2y ago
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
andybak
andybak2y ago
(i meant solid modelling - i got my terms confused!)
Ulfr
UlfrOP2y ago
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?
andybak
andybak2y ago
Certainly. Use #feature-suggestions for specific suggestions as it's easier to track them that way
Ulfr
UlfrOP2y ago
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
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