🎉Sculpting performance improvements, just in time for Sculpt January! Woot! As someone who uses Blender sculpting not only as a 3D workflow, but as a fun and relaxing doodle activity, this is great news. I'm looking forward to even more effortless vertex shoving!
🎉 I really liked 4.3 during the beta, it is significantly better but some brushes like deform and snake hook still less responsive when dealing with 20 mil faces. I spent hours recreating my old hard surfaces brushes back like MAHcut sets, dam std, etc because it seems to not import my old brushes or maybe I was not looking properly. I am really excited for the upcoming 4.3 release!
something that I have noticed is that if I turn off the "pressure affects brush radius" option , performance improves for me, weird i know, but i tested it a few times and is quite noticeable.
I think what they're getting at with "[avoid] prioritizing work based on its effect on the code rather than its utility to users" is that devs can easily get hung up about the structure and correctness of code, so they're instinctively wary about spending a lot of time working on anything that's not evidenced by front-end changes. I don't think they're strictly talking about performance there. It could be something they more often apply when somebody wants to refactor something or make otherwise working code "clean" for its own sake. Great video though and I agree with your point about performance.
I find it quite annoying that all the shortcuts for sculpting are gone with this update but its really good news that performance is improved and I like being able to make brushes as assets 🎉 thanks for the update
Cheers for the video Curtis. I'm a bit anxious about making the sculpt brushes, assets in the asset-browser as I haven't yet got comfortable with the asset-browser yet. Personally I find it confusing to set up and maintain. I'll have to bite the bullet one day soon, delete everything in my asset browser and start again and spend a couple of hours adding assets back in, into the correct folders.
I think you don’t have to worry about the resource browser. I have tried the new version of the sculpting function. Basically, it is not much different from the old one. It is just a little different in the position of selecting the brush, but the shortcut keys can be used as well. I think it may be more convenient to save custom brushes than the old version. You really don’t have to worry too much about changes. You will slowly adapt to the changes over time. Once you adapt, it will become very smooth and convenient.
🎉 Always good to hear about how the devs are streamlining Blender to make it a viable 3D software tool for everyone. As someone who constantly deals with the limitations of a potato system, I greatly appreciate this.
In all honesty tho, is it even possible for them to catch up with ZBrush without the 2.5D tech? I actually have no clue, all I know is my last detailed character got up to 160 mil polys and it would be impossible to make it in Blender.
you sayed it... 2.5. tech... How much sculping tools can handle the type of performance you wish. . I would say ..... 1. So realistic speaking... Blender support sculping ..thats it,.. not more not less ... Z Brush is a beast if its own kind...
Prolly never but this is huge for most people because most won't go that high. I personally only ever go up to 20 mil in zbrush and that's a rare case so 4.3 performance update + blender's flexibility is a no brainer for me
It is possible, provided that the sculpture is processed on the GPU, as in substance modeler. I got 40 million polygon per multires mesh in blender 3.5 . There can be several such grids, as many as the RAM allows.
@@ДНПСИгрыИСервисы The last B3d Blog posts can bring up some information . the link is behind the button ,,more".. The infos showed that they work hard to implement new data structures & new systems how the data is handled for GPU & CPU. Mulit threading , GpU RAM alocation & performance bottlenecks etc.. ,.. its all in short aspects presented in the Blog Post.
If these performance improvements are at mid to low high poly levels instead of let's say, 4 million triangles or more, then the improvement is not really much. Blender needs to perform better at very high poly density like Zbrush, that is the point. I would love to see comparisons.
I love how we're getting better performance, but boy oh boy what were they thinking when they made brushes not save settings with the projects. Who cares about saving some KBs of data? Sometimes we have brushes with changes that aren't general enough to become presets while specific enough so that getting them dialed in after each and every boot becomes cumbersome.
@sebbosebbo9794 since I first try blender in 2018 with 2.8 release, I can't say about previous versions, but I expected from Devs to fix that issue in 6+ years...
@@Jason_Silent the Blog Post about the 4.3. Sculping update from Hans G. is full of information what they miss & what they want to tackle next hopfuly soon and how much steps are involved how much work they put in... dont forget. .....Its a tiny company .... Fixing code / parts of a program thats sometime 20 years old is not as simple as its sounds while keep the peogram runing. .Its like try to flying an airplane and at the same time trying build up & update it . The BcOn 2024 talk about the VSE community dev. show exactle what development really means in the reality & its fun to watch.. they guy have a good amount of humor...
Very much agree that performance improvements are very essential to user experience and weighs into the utility of the product and its future use. 🎉
🎉Sculpting performance improvements, just in time for Sculpt January! Woot! As someone who uses Blender sculpting not only as a 3D workflow, but as a fun and relaxing doodle activity, this is great news. I'm looking forward to even more effortless vertex shoving!
🎉 I really liked 4.3 during the beta, it is significantly better but some brushes like deform and snake hook still less responsive when dealing with 20 mil faces. I spent hours recreating my old hard surfaces brushes back like MAHcut sets, dam std, etc because it seems to not import my old brushes or maybe I was not looking properly. I am really excited for the upcoming 4.3 release!
Believe me, we get all this for free. Be grateful for it. You can still create things in ZBrush quality you just need skills.
🎉🎉🎉 So impressed with the speed blender develops
I’m really glad sculpting is getting some love
Ps can you zoom into the page, half the screen is unused and the text is pretty small
They nailed the V 4. 3 again...
its great to see the projects are coming together . great showcase as always...thx
something that I have noticed is that if I turn off the "pressure affects brush radius" option , performance improves for me, weird i know, but i tested it a few times and is quite noticeable.
🎉 Thanks for the overview! 👏👏👏
🎉 thanks for the insight as always
I think what they're getting at with "[avoid] prioritizing work based on its effect on the code rather than its utility to users" is that devs can easily get hung up about the structure and correctness of code, so they're instinctively wary about spending a lot of time working on anything that's not evidenced by front-end changes. I don't think they're strictly talking about performance there. It could be something they more often apply when somebody wants to refactor something or make otherwise working code "clean" for its own sake. Great video though and I agree with your point about performance.
I find it quite annoying that all the shortcuts for sculpting are gone with this update but its really good news that performance is improved and I like being able to make brushes as assets 🎉 thanks for the update
Cheers for the video Curtis. I'm a bit anxious about making the sculpt brushes, assets in the asset-browser as I haven't yet got comfortable with the asset-browser yet. Personally I find it confusing to set up and maintain. I'll have to bite the bullet one day soon, delete everything in my asset browser and start again and spend a couple of hours adding assets back in, into the correct folders.
I think you don’t have to worry about the resource browser. I have tried the new version of the sculpting function. Basically, it is not much different from the old one. It is just a little different in the position of selecting the brush, but the shortcut keys can be used as well. I think it may be more convenient to save custom brushes than the old version. You really don’t have to worry too much about changes. You will slowly adapt to the changes over time. Once you adapt, it will become very smooth and convenient.
@@huliam3916 Cheers! I'll install 4.3 in a couple of days and see what's up. Thanks for the info.
I really like it but need some improvements like functions on touch screen computers
Thanks for sharing this.
🎉 Always good to hear about how the devs are streamlining Blender to make it a viable 3D software tool for everyone. As someone who constantly deals with the limitations of a potato system, I greatly appreciate this.
Good news!!!
In all honesty tho, is it even possible for them to catch up with ZBrush without the 2.5D tech? I actually have no clue, all I know is my last detailed character got up to 160 mil polys and it would be impossible to make it in Blender.
you sayed it...
2.5. tech...
How much sculping tools can handle the type of performance you wish. .
I would say ..... 1.
So realistic speaking... Blender support sculping ..thats it,..
not more not less ...
Z Brush is a beast if its own kind...
Prolly never but this is huge for most people because most won't go that high. I personally only ever go up to 20 mil in zbrush and that's a rare case so 4.3 performance update + blender's flexibility is a no brainer for me
It is possible, provided that the sculpture is processed on the GPU, as in substance modeler. I got 40 million polygon per multires mesh in blender 3.5 . There can be several such grids, as many as the RAM allows.
@@ДНПСИгрыИСервисы The last B3d Blog posts can bring up some information . the link is behind the button ,,more"..
The infos showed that they work hard to implement new data structures & new systems how the data is handled for GPU & CPU.
Mulit threading , GpU RAM alocation & performance bottlenecks etc.. ,.. its all in short aspects presented in the Blog Post.
I hope somebody will give some love to dead Paint mode too
ucupaint
If these performance improvements are at mid to low high poly levels instead of let's say, 4 million triangles or more, then the improvement is not really much. Blender needs to perform better at very high poly density like Zbrush, that is the point. I would love to see comparisons.
I love how we're getting better performance, but boy oh boy what were they thinking when they made brushes not save settings with the projects. Who cares about saving some KBs of data?
Sometimes we have brushes with changes that aren't general enough to become presets while specific enough so that getting them dialed in after each and every boot becomes cumbersome.
they work on that topic... The Dev. Blog FORUM have a entry about your wish.
interesting
🎉
Still not fixed multires spikes, ain't even saying about adding sculpting layers
good things needs time...
the Brush / @sset system & handling looks well thought out fo V1.
@sebbosebbo9794 since I first try blender in 2018 with 2.8 release, I can't say about previous versions, but I expected from Devs to fix that issue in 6+ years...
@@Jason_Silent the Blog Post about the 4.3. Sculping update from Hans G. is full of
information what they miss & what they want to tackle next hopfuly soon and how much steps are involved how much work they put in...
dont forget. .....Its a tiny company ....
Fixing code / parts of a program thats sometime 20 years old is not as simple as its sounds while keep the peogram runing. .Its like try to flying an airplane and at the same time trying build up & update it .
The BcOn 2024 talk about the VSE community dev. show exactle what development really means in the reality & its fun to watch.. they guy have a good amount of humor...
:P