Pablo Dobarro’s magic extends beyond adding new eye-popping features to the Sculpt mode, with him also excelling at refactoring and improving performance of features already in place. Case in point, one of his latest projects involves a full redesign of how the sculpt mode works, achieving massive performance improvements.
I'm going to start working on a full redesign of how Sculpt Mode works which hopefully should fix most of the performance issues and make Blender usable for high poly sculpting.
Some results of a prototype using a i7 9750H laptop, before and after: #b3d #devfund pic.twitter.com/7R9m7huHG2— Pablo Dobarro (@pablodp606) September 25, 2020
The first milestone of this redesign, the optimization of PBVH queries and drawing, is already on the way with tangible results already. Check the link below to read more about the engineering plan of this project which is estimated to take one to two months to finish.
10 Comments
Great news.
Wow getting closer to zbrush level.
This is fantastic!
Will it be included in Blender 2.91?
The timeframe for this is set to be around 6 weeks, I'm not sure if it will make it in time for Blender 2.91, but it should definetly be in Blender 2.92!
Super great news ! More perfs is always welcome...
When is it going to be implemented ?
This is going to happen in two three-long parts, so if all goes well, we won't have to wait too long for it!
Wow...my Dev Fund money going to damned good use. Worth every penny!
As a someone who is doing a lot of sculpting, this is the best possible news. This will probably shows other issues with Blender and high polycount, when more people starts sculpting in high details, especially with interface lags. But nevertheless it's a best possible news.
Not only that, might be even that other parts of Blender get performance improvement.
Any news for that? Do you know what is the status and when it will be available?