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Sculptris 1.02 -------------sculptris.

com June 2010

Thank you for downloading Sculptris. I hope you will have a good time! If you are wondering about something not covered in this brief manual, please co nsult the forum linked on sculptris.com. There are many experienced users there who can help you figure things out. Look for instructional threads and posts bef ore you ask questions, as the answer might have been posted already. /Tomas Pettersson, drpetter@gmail.com Disclaimer: This application may be used at your own risk. I have tested it exte nsively and I am fairly confident that it will not cause harm to your system or anything else, but I can make no such guarantee. To avoid losing work in case of a crash or failed file write, save to a new file every now and then, to keep a record of your old progress. If you experience a crash, you can change log_enabled to 1 in config.txt to get a log file with relevant information. This might help you or someone else figure out what's wrong. By default, only the first run of the application will be log ged. Sculpting --------Use the left and right mouse buttons to sculpt. Middle mouse button rotates the view. You can also hold Alt and use the left mouse button to do the same. There is pressure sensitivity for Wacom-compatible tablets. See below for naviga tion shortcuts. Select a tool from the palette and apply it using the left or right mouse button . Left mouse button is the default/positive effect of the tool, while right mous e button is the inverse/negative effect. You can control the size and strength o f each tool's brush using the two main sliders. Remember that you can undo an operation using Ctrl+Z if it doesn't turn out the way you intended. The 'detail' slider controls how detailed the brush stroke will be - more triang les will be added to better describe the shapes you put down. It is helpful sett ing this to zero if you want to tweak some areas without adding more detail. Pre ss W to activate wireframe view if you want to see how the triangle mesh looks. You can change the visual material using the 'material' slider. Materials are s tored as images in the materials folder. Painting --------

Press the paint button to calculate a mapping for the object and switch to paint mode. Here you can paint color on the surface using a round brush or texture im ages. You can also paint a bumpmaps for finer detail. Multiple materials can be added if you have a shader-capable graphics card, and you can mask each material individually to control which areas it will cover. There is a general-purpose selection mask which can be edited and toggled using the checkboxes on the left or the M key. This selection mask will apply to all p ainting operations. Masks (material or selection) can be copied and pasted using Ctrl+C/V, and inver ted using Ctrl+I. Heightmasking can be used to paint inside cavities or on top of parts that stick out. It will also work for bumpmaps. You'll have to try it out to see how it re ally works in different scenarios. There is also an option to export the current view as a layered PSD file where y ou can paint color that will be projected back onto the model when you import th e image again. Paint only on the layer called "paint", and only use the "normal" blending mode. You can do whatever editing you like, but the end result needs t o match this format for it to work. Before going into paint mode, you can enable "UV deformation mode", which will a llow you to deform the mesh such that selected areas get larger surface area and thereby higher texel density in the following mapping process. This is a one-sh ot operation that is not saved with the file. If you leave UV deformation it wil l discard your changes. This mode can also allow some control over automatic sea m placement depending on how you introduce or remove corners (by smoothing, for instance). The "Tight mapping" checkbox will result in less texture stretching for low-poly areas, so try that if you need it. Controls/shortcuts -----------------Keyboard shortcuts for specific buttons are shown when you hover the mouse over them. Ctrl+Z Ctrl+left mouse Shift+left mouse Mousewheel Shift+mousewheel Ctrl+mousewheel Plus/minus keys Space Middle mouse button Alt+left mouse Alt+right mouse Shift+middle mouse Undo an operation. There are 11 levels of history. Inverse sculpt, like right mouse button Smooth shortcut Zoom in and out Adjust brush size Adjust brush strength Same as mousewheel, i.e. zoom, size, strength Popup brush controls (useful for tablets) Rotate the view Rotate the view Pan the view Pan the view

Alt+shift+left mouse Alt+ctrl+left mouse Z Backspace/Ctrl+F

Pan the view Zoom the view Lock camera view to nearest axis Clear/fill selection mask (see below)

H Hold and click or drag to hide areas or objects. Right mous e button isolates them. Ctrl+H Show all P and scaling Q A L Ctrl+A Ctrl+D Ctrl+I Ctrl+N Ctrl+C Ctrl+C Ctrl+V Delete 1/2 3/4 Toggle detail slider (between zero and previous value) Toggle airbrush Toggle lazy brush Select all Deselect all Invert selection mask Add new sphere Copy selected objects Cut selected objects Paste selected objects Remove selected objects Toggle mask/texture (no texture in sculpt mode) Toggle pressure sensitivity for size/strength Enable or place pivot point, which can be used for rotation

There's a button for saving a snapshot of the current view, if you bring up the options window (look to the top right). It has some special effects that you can edit with the nearby controls: - Background button selects the background image to use (both in the application and for saving images) - Fog backg. selects an additional background image that will be used as distanc e fog. Control strength of this effect with the fog slider. - The DOF slider will enable and adjust the strength of a camera focus effect th at will be based on the current camera pivot/target point (which it rotates arou nd). Enabling this will significantly increase processing time for saving an ima ge, but it can look pretty neat. You can customize the lens/aperture shape by re placing bokeh.png in the data folder. - Save with BG toggles showing the background image or a colorkey for saved imag es. - Save with AA toggles supersampled antialiasing for smoother edges. It only ope rates on image save. - GL AA is realtime OpenGL antialiasing which is used while sculpting as well as for saving images. Paint mode (some of the above still applies) ---------S C Open/close color selector Hold to pick color from surface

I Adjust lighting direction in shaderless paint mode (edit co nfig.txt to disable shaders) Ctrl+C Copy current texture buffer, which is what you're editing ( colors or mask, not bumps) Ctrl+V Paste previously copied image buffer, with opacity from the strength slider (this is a way to get a "blended layer" by copying, paintin g, then pasting with low opacity) Ctrl+I Invert texture or mask, depending on what you're editing. Tools/buttons ------------Most tools will be relatively easy to understand by just experimenting with them for a little bit. They are not very complicated. Grab, scale and rotate can be switched into "Global mode", in which they will ma nipulate the whole selected region rather than just the area you're pointing at. Crease Rotate Scale Draw or draw holes. Flatten plify details. Grab Inflate tract. Pinch s. Inverse will Smooth . Reduce brush Draw creases or folds. Inverse will make a ridge. Rotate brush region. Click and drag outside the circle. Scale brush region horizontally and vertically. Draw/lift smooth features on the surface. Inverse will push down Push surface towards the local plane. Inverse will deform and am Move a region freely in the image plane. No inverse. Expand in the direction of the surface. Inverse will deflate/con Squish the surface towards cursor, tightening creases and corner do the opposite. Soften features to make an area smoother and rounder. No inverse Remove triangles to decrease mesh density in the area touched.

Reduce selected - Automatically reduce detail of the selected areas. Will primar ily remove small triangles from flat areas where you won't notice it very much. This helps to maintain performance and memory usage. Subdivide all - Split all polygons to increase detail of the whole scene. Mask - Paint a selection mask onto the mesh. Areas that are not selecte d are protected from editing. Press the button again to deactivate mask. Right m ouse button erases from mask. Backspace clears or fills entire mask. Wireframe - Display a wireframe view on top of the model.

Symmetry - Mirror all operations to make an object with complete horizontal symmetry. Note that enabling this will delete the right half of your mesh and a ny shapes you may have sculpted there. Use undo to disable it and get them back. New sphere, new plane e current one. - Create a new model to make a new scene or add it to th

Import OBJ - Import an existing OBJ file. Useful if you want multiple objects for sculpting, or somewhat more complex topology than a sphere. Compatibility i s limited. Use single closed triangulated mesh(es) without sharp corners, and wi

th less than 24 connections per vertex (no high-resolution spheres, unless they are geospheres) Save - Save project. Open - Open project. Export OBJ - Export model as Wavefront OBJ, for use in other applications. Th e exported model will have vertices, triangles and vertex normals. Texture coord inates if painted. Tips ---Feel free to play around and see what the tools can do. I highly recommend creat ing improvised chaotic shapes without any careful design - it's a great way to b ecome familiar with the tools, and also a lot of fun. Use Smooth to fix any small jaggies or unsightly blemishes. It will not increase mesh detail, so it's perfectly safe to use a small brush for added precision. A surface may be slightly flattened by this tool. Reverse Inflate can make smoother holes than Draw. Draw a tall bump and Pinch the tip to make a tooth or cone. Move the Flatten tool around while using it to make smooth directed transitions between surfaces. Crease can be useful for making mouths. You may want to Inflate or Draw the mass of the lips before Creasing. Watch out for "losing your grip" of the surface if you draw in such a way that i t falls away from the mouse cursor. Upward/positive strokes are best drawn towar d the camera while negative ones work better starting close and going into the d istance. Reverse Flatten can make brains and walnuts or create/exaggerate surprising orga nic detail, but be careful when it starts "grabbing hold" of a shape, or it migh t quickly go overboard. Undo is useful here, as is a low brush strength. Mask is useful for quite a lot of things. Try masking a pattern and then using t he Draw tool to "extrude" it. You might have to use a large brush to avoid defor ming the pattern too much. You can also use the Grab tool to extrude sideways, a nd it might give you a better idea of how far you're moving things. Masking a small patch and inflating it will create a bubble. Watch out for jagge d edges - a tiny bit of smoothing helps. Fill the mask by pressing backspace once or twice and then use the right mouse b utton to erase the mask for parts that you want to protect from editing. For best results, try not to create detail that you later want to remove. The re duction tool does help with this, but it has some flaws and is currently a bit h ard to use. Overly detailed areas are more difficult to smooth properly, and the y might show up as small bumps. If your graphics card isn't doing a good job rendering the pixel shaders, you ca n disable them manually in config.txt

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