Dynamic topology toggle

Quick note for anyone testing the dyntopo branch: dynamic topology now has a toggle button in the sculpt options panel. By default a mesh will now use normal static topology, so hit that toggle button to get dynamic topology.

10 thoughts on “Dynamic topology toggle”

  1. Hi Nicholas. Thanks for the update.

    I have a compiling problem again. I’m using Win 7 64 and compiling with cmake. Here is the error message:

    112>……..dyntoposourceblenderbmeshoperatorsbmo_extrude.c(607) : error C2220: warning treated as error – no ‘object’ file generated

    1. Thanks for reporting the error. Can you post the entire build log? Not sure what’s causing the problem from this.

  2. This feature is a very useful addition. The flickering wireframe doesn’t seem to serve any purpose right now. I’m assuming that this is an early stage of implementing a wireframe display option for sculpting. Dynamic topology sculpting, in my opinion, is not complete without wireframe display in conjunction with a decimate brush and adaptive decimate for the entire mesh object. Whether or not you are the one to undertake the decimation tools, I am very excited to see what I assume is development of a proper “wireframe on shaded” display option.

    If I am correct in my assumption, what is your goal for the appearance of the wireframe? Ideally, I would like to see the same visual as edit mode with edges visible. My concern is performance issues. Working with a multi-million polygon model in sculpt mode is easilly doable while editing the same model in edit mode is too slow (as in low framerate) to be pracitcal. I’m guessing that edit mode does not use PBVH, thus the crippling performance compared to sculpt mode. Is this true or is the addition of displaying mesh components a massive performance hit?

    As always, thanks for all your hard, charitable work with blender

    1. The main purpose of the flickering wireframe is to aid in my own debugging. Particularly when testing undo/redo, it’s very helpful to see the subdivisions of flat surfaces. (The reason it’s flickering is that I was too lazy to add a polygon offset.)

      In case you are not aware, Blender already supports drawing wireframe over a shaded model (the ‘Wire’ draw option in the Mesh section of the properties space.) Admittedly the wireframe it draws is imperfect because it greatly obscures the mesh shading on dense meshes.

      You are correct that edit mode does not use a PBVH or any persistent spatial data structure AFAIK. It also relies on OpenGL for selection, and it does not use VBOs for drawing. Drawing mesh elements is therefore currently slow, but that’s more about the way it’s drawn rather than the overhead of drawing edges and vertices.

      1. Thanks for the info Nicholas.

        I guess that I should have clarified what I meant by a “proper” wireframe on shaded display. The wireframe option in the object properties tab doesn’t show all edges. This issue occurs after the first toggle into and out of edit mode. Edges that form the boundary between coplanar and near complanar faces are not visible. I don’t really consider this a bug, just an example of how the current implementation is not ideal.

    1. The dyntopo branch is still in quite heavy development. Crashes will probably be common for a while yet. Updates occur frequently, however, so some number of crashes may disappear at any moment! :)

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