Well yeah :) the sculpt brushes/sculpt mode being available at all times is extremely powerful - for shrinkwrap, but also for straight up regular modeling. Very useful stuff !
I don't know whether this is the place to ask really but maybe someone has had this happen to them as well. So about an hour ago the fracking power went out and I was in the middle of saving a Blender file and now Blender won't recognize the file. A new file has been created that has an @ appended to Blend (Blend@ File). I…
Which of these is a better option to attach a "Softbox texture (hdr/ exr)" to an Area Light. And I think After this the "Power" (watts) is useless. We just alter the Strength to adjust the light brightness.
Yup, that's pretty powerful too. I personally prefer starting from hard polygons and booleans, as I like the dynamic structure that they suggest - but Skin is of course very handy as well, for sure.
Yeah, they're quite powerful, just a pain to use! I'm looking forward to more SDF features being implemented, as some have recently landed in master. Not exactly the same, but the same kind of application and results (when turned into polygons).
@wilson66 so long as the user has the power to decide what click-drag thing does what, that would be for the best. I think there's a ticket speaking about that particular modo feature in the blender RCS forum.
I can't find any options for it unfortunately :(. I haven't gotten into the scripting part of blender yet, still setting it up "out of the box" as much as possible. Can't wait to unleash that python power though :)
Yeah, I got familiar with the basics of it a little while ago when creating/sorting out sculpting brushes, but I definitely didn't have the intuition to think that it could also apply to unpacked images textures aswell. Pretty useful and powerful stuff !
Oh I am not saying that it isn't useful - the Mira tools certainly are powerful, no doubt about that. I am just saying that it is quite different from what was described above :) The topic is certainly related, but the action is different.
Hey there Ruz - as a matter of fact this should be the behavior by default as skin weighting in Blender is just stored directly as vertex groups values. It's a bit alien at first because of how simple and "straight to the metal" it is, but it is actually very powerful as it allows for all kinds of non-linear editing tricks…