Use whole sculpt as colour mixer
When you look at the surface of the shape that you get when you add blobs to a colour mixer, it appears to be made of soft blended spheres, which is not a mathematically simple shape. Using the full features of sculpt mode, it's easy to create a shape that:
- Is mathematically simpler than a cluster of soft blended spheres.
- Would give colour blending results closer to what you want if it could be used as a colour mixer.
It would be nice if we could drag a whole sculpt, drop it into the colour mixer, and that sculpt would replace the current contents of the colour mixer. Much better than being constrained to making the colour mixer shape in situ by adding soft blended spheres - compared to working with the whole screen, working with the colour mixer circle is keyhole surgery.
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I don't understand the problems you talked about with the current merged colour picking, I'm sorry.
If you'd like to use a colour from a sculpt's surface, you can do that. While you have a colour picker open, click X on a sculpt in the scene and it'll grab the surface colour from it to use as the current colour. Then you can use it to spraypaint with, sculpt with, tint with, whatever you like. So you can effectively do this already, I think?
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Sorry, should have made it clearer that I was talking about the use case where you want to make an art mode brush cycle through multiple colours in a single stroke - to make that happen, you have to add the colours to the colour mixer and spin the shape that you get.
One of the problems with that colour mixer is that you can drag a maximum of six colour blobs into it - allowing any sculpt to be dragged and dropped into the colour mixer, with the whole sculpt replacing the blobs, would allow more colours.
Also, for me, the "shape that you get" in the colour mixer is part of the problem. Looking at the colour mixers in the default palette, they're all neat hexagons of blobs. The results that I get aren't anything like that. For the first two or three blobs, it goes OK - it looks like I'm going to get a neat hexagon. But then things start to go wrong - the next blob will be much bigger than the previous ones, and the next one after that will be much bigger again. The shape that I end up with after adding six blobs looks like I tried to make a scorpion's tail with soft blended spheres.
When I was talking about the mathematical complexity of the shapes, I was trying to make the point that it should be possible for Mm to implement this. When you spin a colour mixer, the current colour of the art mode brush is determined by casting a ray at that spinning shape and choosing the colour of the point where it hits. You can even see the point where the ray hits - a white spot is rendered there. Suppose that instead of making a hexagon of soft blended spheres of different colours by dragging blobs into the colour mixer, I made a simple sphere sculpt, coloured its segments like a beachball, and dragged and dropped that into the colour mixer - a raycast to intersect the surface of a sphere is a lot simpler than a raycast to intersect the surface of a cluster of soft blended spheres.
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That would be a nifty little feature to add some day :)
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Ah I see what you mean.
I don't think the blobs have to be in a hexagon shape or anything... I just move them so that they affect/are affected to the right amount. Like, move them closer to have a larger patch of the blend of both colours, move them further apart for a smaller blended area and more strong colours from the original blobs.
It's not usually as pretty as a nice hexagon, but as I spin it at random anyway it doesn't seem to make much difference when I use it.
I could see this sculpt idea working pretty well though. It would most likely work the exact same way as the blobs do, but presumably not editable (or editable by editing the original sculpt that's still in the scene). A neat idea!
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