@Eric Chadwick Hey! It's all just fixed densities now set dynamically via sliders/input boxes, I don't have subdivision levels yet but that's on the short list. I did some early experiments with instant meshes as an external tool dependency but the quality wasn't quite there, and you can't use the field/curve guides…
@pior good stuff! thanks for sharing, it validates my current direction. Your suggestions around masking are nice, I'll look at that next. Do you have any ideas for reducing the guess work around density? I'm trying out two things atm but curious to hear your ideas.
@pior hah! great minds think alike, when I said above "I'm working on something else atm", I meant just that. There's a lot of shared plumbing between the two features as you might imagine, I'm hoping to have the add part working tonight then I can look at the reduce/collapse. :D
@Neox am I blind? I can't see any attached mesh, thanks for sharing though. Maybe a gdrive link would work, I don't see any hyperlink text if you linked it that way.
yeah I see the difference in the geo you shared, surprised it doesn't actually get you to the nice highlight falloff -- I might try to recreate that situation and see how my smooth handles it, mine is pretty nice so far and super flexible in terms of dialing in the feel you want.
@NeoxI've only just started learning Blender's sculpting functionality cos can't afford zbrush atm so curious if you tried this method? (found it online) Setting Up ZBrush-style Alt-Smooth in Blender 1. Activate the Smooth brush: Hold Shift to temporarily switch to the Smooth brush. 2. Access Brush Settings: Press Ctrl +…