Hi,

this issue your are talking about, could it possibly lead, in some cases,
to the brush stroke inverting its effect (pushing instead of pulling in the
case the standard drawbrush) on particular areas of a mesh ? It happens to
me quite a lot.

Hadrien


On 24 August 2013 10:01, Antony Riakiotakis <kal...@gmail.com> wrote:

> Hi,
>
> two questions:
>
> I've been poking around our sculpting code these days and I have seen that
> the sculpt plane calculation takes into account any vertices in the sculpt
> sphere. If the user is sculpting to a thin tube-like mesh structure, this
> can lead to the sculpt plane being inside the volume of the mesh structure
> instead of above it, so I was thinking of modifying the averaging code to
> happen only if the vertex is front-facing (similarly to how the sculpt
> normal is processed).
>
> Also the test for front-facing vertices should possibly be modified when we
> use a perspective camera to use a (vertex to camera * vertex normal) dot
> product instead of (camera z * vertex normal) dot product. This will cost
> slightly in sculpting performance so I am a bit reluctant about it, not
> being sure if the results are noticeable enough.
>
> Thoughts?
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