This task keeps a list of approved tasks related to Sculpt Mode that can be considered as TODOs or missing functionality in the current design.
Gesture tools
- Make Hide Box tool use the new sculpt API and gesture operator
- Face Set Line Gesture
- Color Fill Gestures
- Line Trim Gesture
- Normal Orientation for trimming tools
- Poly line gestures
- Mask Gradient Gesture tools
- Lasso, Line and Poly line hide tools
Sculpt Vertex Colors
- Sculpt vertex colors gradient Tool
- Combined Color Coords Undo step
- Pick Sculpt Vertex Color from other object with the sample color operator
Transform tool
- Transform Tools TODO: T80392
Brush tools
- Expose minimum size and size pressure smoothness for all brushes
- Implement area normal/center stabilizer
- Make Grab active vertex grab from original coordinates instead of PBVH deformed coordinates
- Pinch perpendicular mode for crease
Viewport
- Update matcaps to include a separate specular pass
- Render Face Sets as contour lines
Elastic Deform
- Pinch elastic deform mode
- Multi scale twist-scale-pinch for elastic deform
Filter tools
- Support textures in mesh filter
- Unify filter strength with brush strength
Cloth Sculpting
- Expose solver properties as Sculpt properties (iterations, delta...)
- Make use collisions options global
- Implement SDF collisions
- Implement collisions plasticity
- Elastic Deform cloth brush
- Support cloth deformation target with dynamic area in all brushes
- Support cloth deformation target for the transform tool
Boundary brush
- Split the internal and boundary falloff into two different falloff
- Let boundary falloff offset be smaller than 1
Sculpt Mode options
- Store radial and tiling symmetry in meshes
- Enable "Delay Viewport Updates" by default
- Add a separate property to meshes to store if they should use flat/smooth shading in sculpt mode, without modifying their normals
Multires
- Multires Delete Lower
- Multires refit/rebase
- Key map changes to support switching up/down subdivisions
- Hide remeshers and Dyntopo when multires is active
- Preview the current/total number of subdivisions in the viewport
- Optimize Unsubdivide dissolve operation when creating the base mesh