Hi ![]()
As requested, I have implemented a Crease tool
Hope you like it, it will be on upcoming updates.
Cheers
Farsthary
Hi ![]()
As requested, I have implemented a Crease tool
Hope you like it, it will be on upcoming updates.
Cheers
Farsthary
Hi
thanks to community feedback I can quickly fix and make Tube brush quite robust, is just like the voxel build up tool
, no more stretching if you fall outside the influence radius
Cheers
Farsthary
Hi guys
Good news! in a quick code sprint with Andrew yesterday we have being able to easily implement the Snake tool for LiveClay, a very useful brush that takes full advantage of dynamic subdivision to literally sculpt in the air
this is the first version and I’m sure it can be further improved in the future but is quite good right now
… crease brush coming soon
Now surface mode sculpting is getting really powerful and feature filled
This new improvements are available now for beta testing
Cheers
Farsthary
PS: The Wrinkle brush can do crease too! it behaves in a similar way! just use a strong curve
Hi guys!
I take some time to research and implement these two types of brushes with rely on LiveClay too on the surface mode so they can be quite useful and leverage functionality between voxel mode and surface mode. (Finally I can upload Full HD content Yay!
)
Cheers
Farsthary
Hi
I have being working hardly to revamp and make much more faster the self collision part while sculpt, this is the most time consuming step in the ‘merge and split’ feature for LiveClay and thus require careful attention and as much optimization as we can in order to make a suitable real time tool even for huge meshes
Hi all
Well, a “must have” feature in dynamic subdivision methods is the possibility to merge, split and make holes through the polygon mesh while you sculpt, like have being proposed in the paper Freestyle.
The proposed method is algorithmically compatible with dynamic subdivision algorithm so i have started to perform my own implementation of that over LiveClay, is still a WIP feature and I’m only taking the very first steps, one of them, detecting what is the closest surface vertexes is almost done as you can see in the picture above.
One drawback of this kind of methods are the speed, but I guess that is something that can be definitely worked on
Cheers
Farsthary
Hi again
Ok, is the Neverending story the software developent, there’s always something to add, something to improve, some knobs to tweak
I have realized that softwares like Meshmixer and Sculptris (greetings to their awesome devs
) limit somehow the amount of detail that a certain brush size can have , in order to avoid unnecessary geometry added and improve performance, if is bad to down-sampling the brush splat is worse to oversampling it
you can use almost any parameter to trigger the edge subdivision, in my previous implementation I was using a temporal function depending on the radius (x) and the use defined detail level(z), the problem can be seeing as simpler or as complicated as you want, so I have spent most of this day trying different threshold functions until I found the function that best suits most of the artists use cases
Thanks to that, now polygons grow on a much optimal and smarter rate further increasing performance
Edit: How this function works? This function basically will return a value that will aid in the decision process of subdividing an edge, so choosing an optimal function will have a huge impact in the quality of the resultant stroke, if is not properly set you may end up subdividing a lot your edges for a relatively low detail stroke or you may not have enough detail for a detailed stroke, regarding your detail slider user controlled parameter.
Cheers
Farsthary
Hi
In my previous LiveClay brushing algorithm, I was using a 2-neighbourhood vertex selection derivative to improve topology quality while stroking and in order to achieve that I also have to add a predictive algorithm to estimate the maximum distance of nearby vertexes, and while those implemented algorithm where quite optimal and fast and provide full stroke quality, well, often the best solution is the simpler one, so thanks to my yesterday brusing improvements (only one slection ring) I can bypass the predictive radius offset step so we have more performance than before
!
Cheers
Fasthary
Hi all
Yesterday I have being working restlessly untill I finally got a good tradeoff between stroke quality and speed, I have implemented two approaches, the first one has full stroke quality, geometry detail transition from low detail to high detail zones is smooth with any detail level and with any brush radius setting but eventually I have choosen a much faster second version where you still get good detail transition and subdivisinon performance, the quality is not as good as the first one but is Good Enough for any use
Hi
Now that I’m in Kiev I have plenty of time to develop, no more time wasted in everyday tasks, but also no many chatting because of the language
, I will try to learn russian as fast as possible
.
As a result I have solve several important issues that was lagging LiveClay output quality: some extraordinary vertices start effect and a much better brushing subdivission, hope you like it
Hi
This is unrelated to 3D but I wanted to share anyway, Sebastian Milo, a very closed friend of mine in Cuba is also a promising film Director, here’s a trailer of an upcomming 25 minutes feature length movie he is finishing ![]()
It is a polemic view of a very possible situation in a bachelor’s school, hope you enjoy it.

OMG!!!! I can’t belive it but I’m in Kiev, as soon as I recover from a traumatic trip (more than 7000km of fly, 7 hours of difference and a dehidration because of the dry continental weather in contrast to my used wet caribbean weather) I will provide details ![]()
I’m feelling like a child, the OLD WORLD is completely NEW to me and AWESOME in every sense.
People here are awesome too and I’m starting to meet Pilway’s crew, they’re wonderfull ![]()
With the Lord’s help this will be a huge change in my liffe, I hope it last
Cheers
Farsthary
PS: oh yes, high speed internet at last so expect high quality video and posts soon