Unlimited Clay in the wild!

Unlimited cay GUI

Hi all 🙂

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 🙂

here’s the patch

and here’s the branch:


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 😛

Waiting for feedback 🙂   Farsthary

Unlimited Clay in the wild!

25 thoughts on “Unlimited Clay in the wild!

  1. Kota W says:

    Actually… The branch is currently broken? (OpenSUSE 11.2 64 bit here with GCC 4.4)

    source/blender/editors/space_view3d/drawvolume.c:152: error: static declaration of ‘convex’ follows non-static declaration
    source/blender/editors/include/ED_mesh.h:303: note: previous declaration of ‘convex’ was here
    Compiling ==> ‘view3d_draw.c’
    Compiling ==> ‘view3d_ops.c’
    Compiling ==> ‘drawobject.c’
    scons: *** [/home/kota/Programs/Blender/build/linux2/source/blender/editors/space_view3d/drawvolume.o] Error 1
    scons: building terminated because of errors


  2. I’m trying to build it now. It didn’t work with MSVC. Tried MinGW and had Collada errors. Trying once more without Collada. Ahhhhh I’m so excited for this!!! Thanks in advance!


  3. Blendiac says:

    Hey Farsthary,

    Thanks for sharing this with the community so everyone can play with it!

    Did you get any of the recent emails I sent you? I tried both your accounts.



  4. namekuseijin says:

    ok, was finally able to build it after revision 29116 and also using gcc 4.2 rather than 4.4 to get rid of some weird compiler segfault bug. Also disabled Collada.

    first impression: it is very, very slow. I have a plane subdivided just 3 or 4 times and each new stroke seems to introduce so much subdivision that it begins to crawl and easily grows to some 500,000 faces.

    second impression: it seems to subdivide on each stroke regardless if one is adding new detail or simply just “detailing better” existing detail, for instance, by applying a new clay layer over a subdivided surface. It also seems that, perhaps to keep it easy to make them quads, everything gets subdivided, not just a particular area being detailed.

    Of course, it’s still very early, but I hope it gets some sort of adaptive subdivision scheme to sort it out if it should be expanding existing polygons like the traditional sculpt brushes or add new polygons according to the level of detail required (height or some other property being a clue)…


    1. David says:

      “first impression: it is very, very slow. I have a plane subdivided just 3 or 4 times and each new stroke seems to introduce so much subdivision that it begins to crawl and easily grows to some 500,000 faces.”

      READ THE POST! 😉
      “…when activated, the detail property is set to 0.05, rise up to 0.25!”

      The detail is some how related to how far you zoom in.


  5. Max Puliero says:


    Ofcourse is still a “beta” I now, but I want to suggest few things appen:

    1) the mesh doesnt updae in real time, so make so te sculpt is a little bit diffcoult di manage

    2) if you start from a cube, automatially goes at 1 level of sbdivision

    3) tere is not a wa to decease te number of tris

    4) CTR+Z doesnt work for me

    I’m on windows 😉


    next month make another donation 🙂


    1. farsthary says:

      1) yes, is something related with blender events that I’m still not familiarized

      2) is because all edges are selected from the begining, if you want to avoid that, first make a switch to edit mode and deselect all, then return to sculptmode and start sculpting. something that could be fixed.

      3) use decimate modifier … but a brush that will reduce geometry could be done in the future.

      4) is also an issue with events, I need to research more on this.


  6. Nik says:

    Well it’s definately not Sculptris but it’s a good start and it’s getting there. I think the main difference is that Sculptris does some kind of “relaxing” function all the time to “pull” the topology around the brush like rubber. Instant feedback is also important, so subdivision “during the stroke” needs to be there eventually.

    I think that since this type of sculpting will get messy in any case, it’s better to just use triangles like sculptris and not bother keeping quad details. Rohith’s Quad remeshing will hopefully take care of the cleanup steps.

    A good advantage over Sculptris is that it’s a part of Blender, so there is a much bigger versatility of tools. You definately can’t do this with Sculptris:

    It’s a great start, with much to be desired, i think the GSoC people should take a serious look at this.


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