Maniphest T71366

Default Sculpting Template changes
Closed, ResolvedDESIGN

Assigned To
Pablo Dobarro (pablodp606)
Authored By
Pablo Dobarro (pablodp606)
Nov 5 2019, 4:15 PM
Tags
  • Sculpt, Paint & Texture
Subscribers
Alberto Velázquez (dcvertice)
Brecht Van Lommel (brecht)
Jeroen Bakker (jbakker)
Julien Kaspar (JulienKaspar)
Kenn Nyström (Frozen_Death_Knight)
Leha (leha)
Pablo Dobarro (pablodp606)
3 More Subscribers
Tokens
"Love" token, awarded by ThomasJohann."Love" token, awarded by Maged_afra."Love" token, awarded by Shimoon."Like" token, awarded by Alrob."Love" token, awarded by Brandon777."Like" token, awarded by leha."Like" token, awarded by xrg."Love" token, awarded by tiagoffcruz.

Description

We would like to make these changes to the default sculpting template for the 2.81 release, which are not present in the versioning code:

  • Use the gray matcap by default
  • Disable cavity (both world and screen cavity)
  • Set the viewport shading color to single and 100% white
  • Set the default sphere mesh to flat shading
  • Set the Fix Poles and Preserve Volume mesh properties to true
  • Set the default voxel size to 0.035 to have a similar geometry density when remeshing the sphere.
  • Use the double column toolbar to fit all tools in the screen

Related Objects

Mentioned In
rB9bd0d8b5505a: Sculpt: Sculpt template defaults
D6225: Sculpt: Sculpt template defaults

Event Timeline

Pablo Dobarro (pablodp606) created this task.Nov 5 2019, 4:15 PM
Pablo Dobarro (pablodp606) added projects: Sculpt, Paint & Texture, BF Blender (2.81).
Tiago Cruz (tiagoffcruz) awarded a token.Nov 5 2019, 7:17 PM
xrg (xrg) added a subscriber: xrg (xrg).Nov 5 2019, 8:18 PM

Annotations should probably be enabled by default too. I've seen some people think the annotate tool is broken in sculpt mode.

xrg (xrg) awarded a token.Nov 5 2019, 8:18 PM
Julien Kaspar (JulienKaspar) added a comment.Nov 5 2019, 8:24 PM

I agree. It doesn't really make sense to have them disabled since they are drawn & shown by the user and never actively in the way.

Leha (leha) awarded a token.Nov 5 2019, 8:32 PM
Leha (leha) added a subscriber: Leha (leha).Nov 5 2019, 8:35 PM

Also a suggestion is to add a shortcut for changing the voxel size. Similar to Dynotopo mode Shift+D. Really speed up workflow. Shift+R would be amazing. But maybe its like a feature request i don't know

Brandon (Brandon777) awarded a token.Nov 5 2019, 9:14 PM
Alberto Velázquez (dcvertice) added a subscriber: Alberto Velázquez (dcvertice).Nov 5 2019, 11:31 PM

Also mirror off by default.

srikanth (Alrob) awarded a token.Nov 7 2019, 9:05 AM
Kenn Nyström (Frozen_Death_Knight) added a subscriber: Kenn Nyström (Frozen_Death_Knight).Nov 7 2019, 1:21 PM

Mirror should not be off by default. Symmetry sculpting is the most common form of sculpting there is and thus should remain on by default for newcomers.

Alberto Velázquez (dcvertice) added a comment.Nov 7 2019, 3:11 PM

It's not the most common, is the most common if you work with characters. When you are working any thing, a terrain, a object,... and begin to sculpt you don't expect that the mirror is activated. It's an option prone to errors.

It is not activate by default in any other software like Zbrush, Substance Painter, mudbox, mari,... I don't see any reason to activate in blender by default

With that logic we must to activate mirror in edit mode by default.

Alberto Velázquez (dcvertice) added a comment.Nov 7 2019, 3:34 PM

Other thing, Default Layer Height, to 0.2 or 0.1

ThinkingPolygons (ThinkingPolygons) added a subscriber: ThinkingPolygons (ThinkingPolygons).Nov 7 2019, 7:36 PM
In T71366#806380, @Alberto Velázquez (dcvertice) wrote:

Also mirror off by default.

No. This template starts with a sphere, it makes sense to have symmetry enabled by default. If the template started empty or with a plane, then it would make sense to turn it off.

And by the way, that gray matcap is horrible for sculpting.

Alberto Velázquez (dcvertice) added a comment.Nov 7 2019, 7:52 PM

Oh, yes, my fault. I thought that we have talking about default sculpting parameters.

Brecht Van Lommel (brecht) added a subscriber: Brecht Van Lommel (brecht).Nov 11 2019, 4:37 PM

which are not present in the versioning code:

I'm not sure what is meant by this, but all these changes can be made in the versioning code. This is preferred over updating the .blend, since it's easy to break things when doing that.

It probably also makes sense to change the Sculpting workspace in both the General and Sculpting templates.

Pablo Dobarro (pablodp606) mentioned this in D6225: Sculpt: Sculpt template defaults.Nov 11 2019, 6:02 PM
Pablo Dobarro (pablodp606) mentioned this in rB9bd0d8b5505a: Sculpt: Sculpt template defaults.Nov 13 2019, 5:23 PM
Simon (Shimoon) awarded a token.Nov 14 2019, 12:59 AM
Nathan Letwory (jesterking) edited projects, added BF Blender (2.82); removed BF Blender (2.81).Nov 18 2019, 10:12 AM
Regnas (Regnas) added a subscriber: Regnas (Regnas).Nov 19 2019, 8:32 PM

Set the viewport shading color to single and 100% white

This is good. But how about the template actually start in single mode by default? It's a pain in the butt to switch from material mode to single mode every time you launch the template.

Jeroen Bakker (jbakker) moved this task from Backlog to Planned for Release (2.82) on the Sculpt, Paint & Texture board.Nov 27 2019, 8:11 AM
Maged afra (Maged_afra) awarded a token.Nov 30 2019, 2:22 AM
Thomas Johann (ThomasJohann) awarded a token.Dec 19 2019, 1:13 PM
Brecht Van Lommel (brecht) updated the task description.Jan 15 2020, 3:09 PM
Brecht Van Lommel (brecht) added a subscriber: William Reynish (billreynish).Jan 15 2020, 3:56 PM

About 2-columns for the toolbar, easiest is to make that a global change for all 3D viewports. Arguably it should be global because a user could switch to sculpting in any viewport, and the list of tools will probably keep growing.

diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 7db1a61..00cf311 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -1586,8 +1586,8 @@ void ED_spacetype_view3d(void)
   /* regions: tool(bar) */
   art = MEM_callocN(sizeof(ARegionType), "spacetype view3d tools region");
   art->regionid = RGN_TYPE_TOOLS;
-  art->prefsizex = 58; /* XXX */
-  art->prefsizey = 50; /* XXX */
+  art->prefsizex = 58 * 2; /* XXX */
+  art->prefsizey = 50;     /* XXX */
   art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
   art->listener = view3d_buttons_region_listener;
   art->message_subscribe = ED_region_generic_tools_region_message_subscribe;

If we want to do this only for specific workspaces, it's this code in version_defaults.c that needs to be modified and given a non-zero value for the sculpting workspace:

diff --git a/source/blender/blenloader/intern/versioning_defaults.c b/source/blender/blenloader/intern/versioning_defaults.c
index bc43d96..0197b4d 100644
--- a/source/blender/blenloader/intern/versioning_defaults.c
+++ b/source/blender/blenloader/intern/versioning_defaults.c
@@ -136,9 +136,16 @@ static void blo_update_defaults_screen(bScreen *screen,
       BKE_area_region_panels_free(&ar->panels);
       BLI_freelistN(&ar->panels_category_active);
 
-      /* Reset size so it uses consistent defaults from the region types. */
-      ar->sizex = 0;
-      ar->sizey = 0;
+      if (ar->regiontype == RGN_TYPE_TOOLS && STREQ(workspace_name, "Sculpting")) {
+        /* Double column for sculpting tools. */
+        ar->sizex = 58 * 2;
+        ar->sizey = 0;
+      }
+      else {
+        /* Reset size so it uses consistent defaults from the region types. */
+        ar->sizex = 0;
+        ar->sizey = 0;
+      }
     }
 
     if (sa->spacetype == SPACE_IMAGE) {
Brecht Van Lommel (brecht) assigned this task to Pablo Dobarro (pablodp606).Jan 15 2020, 5:05 PM

Note also this is marked with the 2.82 milestone. If no change is planned for that release, please move it to 2.83 or untag it from a specific milestone.

William Reynish (billreynish) added a comment.Jan 15 2020, 5:21 PM

I would much prefer if we *didn't* make the toolbar multi-column by default - certainly for the default workspace.

Multiple columns doesn't sit flush along the edge and will form a cluster of buttons that will eat into the viewport a lot more.

The tool names begin to overlap with the other tools:

Moving the mouse cursor along the single column with names appearing makes it easy to roll over the toolbar and see the names quickly. With multiple columns, you muzt move the mouse cursor in a zig-zag motion, like so:

And lastly, you cannot expand them that way with names:

Pablo Dobarro (pablodp606) removed a project: BF Blender (2.82).Jan 15 2020, 5:32 PM
Dalai Felinto (dfelinto) moved this task from Planned for Release (2.82) to To Do on the Sculpt, Paint & Texture board.Jun 12 2020, 11:25 AM
Pablo Dobarro (pablodp606) moved this task from To Do to Long Term (Texture) on the Sculpt, Paint & Texture board.Jan 5 2021, 5:17 PM
Pablo Dobarro (pablodp606) closed this task as Resolved.Jan 5 2021, 5:22 PM