Finally the first public version of Unlimited Clay is out! I have committed it to my experimental branch and also I have released a patch that hopefully will be of the interest of the GSOC sculpting improvements project 🙂
It have several design decisions that should be discussed later like the exposing the mesh tools (though I think is rigth 😉 )
A warning: it dosen’t work with multires currently, seems that multires don’t initialize few fields that are needed for unlimited clay and crashes, also while detail is not set to a correct default around 0.25 , when activated, the detail property is set to 0.05, rise up to 0.25!
And few differences compared with Sculptris:
Sculptris use a different mesh system and different mesh subdivission scheme, but that is only the make up, the underlying algorithm is the same and in the future the blender mesh subdivide tool could and should be improved, also Bmesh will provide new tools to toy with 🙂
all of this is independent to Unlimited Clay because is designed to be very modular, it simply use existent Blender mesh tools 🙂
Currently I have designed to do the subdivision at stroke finish step, while sculptris perform this step all the way while the stroke is executing, this is something that could be improved in the future, another make up difference.
I hope it will be at least usefull as a seed for a powerful feature.
Detail reducing is also a planned feature, meanwhile you could use every mesh reducing tool out there to clean up the resulting mesh, like remove double edges, with some range, tris to cuads, decimate modifier, etc…
Regarding making it a modifier…. could be interesting but I don’t see how could that be 😛