 Hi, I'm Pablo Dobarro. I'm the developer of Scalemode, the sculpting and painting tools in Blender. And today I'm going to talk about the new features that are being developed for Scalemode. So first the introduction, as I said, I'm Pablo Dobarro and I'm the... You probably know me as the other Pablo, the Pablo that codes the new sculpting features that you may know from Blender today. So I'm this guy just for clarifications. Okay, so as you may notice like in 2.92 and in the latest like Blender today updates there's like less sculpting related features than usual. That's because the development workflow for Scalemode and my development workflow changed like at the end of 2.91 I think. So before that the new features that I developed like the cloth brush and cloth sculpting and the filters and pose and all those things were developed directly in Master. And like because these features are kind of... we could say experiment as like you don't really know how the feature is going to work in all workflow cases. It's like that was adding like a lot of overhead to the development. It's like if you have to pass every single tweak and every single change through review and document everything when you don't... You don't are like completely sure that that is going to be the final final design. You just have like abstract ideas that you can start coding. But that's what's done that way so you can like have the features faster in your release. But since 2.91 that changed so now I'm developing the features in a separate branch which I'm using and I'm usually... I'm constantly using that branch to like create artworks and like properly test everything. So the new features that are going to come is like they are not coming like in the MBP state. Like this is the minimum version that can be shipped as a feature. Like from now on it's like the features are final. It's like this is the thing. The thing you are going to see today is like this is exactly how I designed it. It's like it's probably the first render feature that landed in master in a state that's like this is can be considered final. So yeah it's like this obviously was a huge patch that Jax look reviewed so thank you. But yeah it's like so first I going to clarify that this is not a tutorial this is more like for explaining you the kind of things that you are going to be able to do with this new feature. Because again it's something that's not something that is new is something that doesn't... There's not a similar workflow that you can like reference anywhere else as far as I know. So this is also like really early stage development software so a lot of things can change. Shortcuts can change the UI can change and it's going to crash probably a lot of times because this is not the final product. It's like this is a development build that's not even alpha. It's like it's my development build. So yeah it's like having clarified that I'm going like to explain you where everything comes. This is 2.92 and you may know that since 2.81 since the first version I started working for render. There was an operator that was called mask expand which was in the shortcut shift A and it does this. It's just like expands an inverted mask from a vertex and when you click it blocks the mask and that's the only thing it does. And in 2.83 when I introduced the facets I added a separate mode to that operator that does the exact same thing but with a facet in shift W. And this was pretty much it. So when I designed this it's like my idea was okay. This is because I'm doing this like with this queer nonsense of pentagon of square shape because of a technical limitation that's like there's currently no way around that. It's like that coating blender is missing we can have anything better. So I rather wait for having the proper algorithm to be able to code a feature like exactly as I want it to be. So one day I think like last month yeah last month. Brech committed this first patch to 2.93 which apparently is like a minor feature but it's like this thing is huge. It's like the implications these 50 spots have are huge. And one of those things is like especially for skull mode the kind of tools that this is going to allow are incredible. So yeah it's like thanks Brech for working on this. So you have like a better understanding of what that patch does. It's like in 2.92 if you take proportional editing connected only and you move see these weird artifacts. This is similar cause of why mask expand in 2.92 was doing the square shape. But now in 2.93 if you go to proportional editing and you go to connected only see it's perfectly smooth. And this is kind of the base algorithm that now is going to power expand and the new tools that come with it. Okay so now that we have the introduction and what's the point of creating a mask like this. I'm going to show you like step by step the new feature and everything that you can do with it. It's like this is going to start like the basics and how it was designed and I'm going to end like in those crazy demos when you say like how is this even possible. Okay so the first thing you need to know is like expand is the basic tool for creating kind of selections and patterns. It's the equivalent in edit mode to like selecting loops. It's like the tool does nothing by itself but it's a tool that creates data for the rest of a scale mode to interact with. In that case the first thing you are going to notice with expand is like the previous shift A operator that was using the old expand version. The new one is now going to create a perfect circle which makes much sense. And of course if you enable symmetry it's going to be symmetrical. And the same with shift W it's going to create the same but with a facet. Those are the main shortcuts you need to know for using expand which as you can see are located in the left part of the keyboard so they are more accessible. Which by the way the A shortcut is the buy menu for masking options and the W is the buy menu for facet options. So it kind of makes sense shift A and shift W for expand. Okay first thing you need to know is like when you are using expand for mask it creates an inverted mask by default. It's like this is actually the mask that the spat is creating. This is for a reason and because I noticed that when I'm actually sculpting and I've used the mask brush what I and what most people usually do is like they paint a mask because this is the area they want to work on and they tend to invert the mask. By the way don't use the old shortcut for alt M I think it is to invert the mask. Like if you press I you can with the A key you have the mask by menu and you can invert super fast and clear the mask. So yeah it's like the kind of the concept of the mask is intended to work in the opposite ways. Like you don't mask the areas you don't want to work on but you mask the area where you want to focus on and then you invert. That's why expand starts inverted by default. As you notice if you start another mask it's going to remove and delete the previous mask. So can you create like more complex shapes with these new expands? Like yeah you can. What you need to know is like when you press expand now expand is a model operator. So there are a lot of shortcuts you can press now to tweak the behavior of the tool. So the first shortcut I'm going to explain is the F key which flips the area of expand. So now you can expand the mask like this and have this area mask. Okay so now I'm going to create...let's say I want another circle here. So if I start expand again and I press F the old circle is gone. But for this there's another feature of expand which is called preserve which is the E key. When you press the E key it's going to add the new mask to the previous one. And with this you can start creating masks through the surface of the object as complex as you want to. Which is basically shift A and you can press E and F at the same time which are also located in the first. It's like it's the natural position of the hand. And you can start creating a lot of masks and creating like new shapes. And if this is the area you want to work on you can invert it and you have your area. Which by the way I'm going to give you another tip. If you want to focus only on an area of your sculpt you can start expand in that area and have this area unmasked. Scale mode will kind of disable the rest of the mesh that is fully masked. So for tools like the filters or elastic deform you can quite get some kind of performance improvement out of having as much mask area as possible. Now I'm going to show you the next feature. Remember the patch I showed you before by break about the geodesic distances. I'm going to explain you what the geodesic distances are. Which is... nope. Let's say we have this mesh which are just 3 quads and we want to calculate the distance from this vertex to this one. It's like the regular distance you are used to is like the shortest path between the two like through space. But the way expand works is not actually going to expand the mask this way. It's going to calculate the distance like this. Going through the short face, searching the shortest path like walking through the polygons and crossing through the edges. What implication does this have? Imagine if you have this case and you want to go from here to here and there's a hole in the middle of the topology. If the previews expand and with a brush follow for any other tool it's going to calculate the distance like this. But expand can actually find the path through the hole and expand the mask following this direction. In fact I'm going to prove you that this is true. So look how the mask propagates and here it's going to turn into the other direction and it's going to find the other vertex. Ok, so what's the deal with this? Ok, I'm going to show you. The mode is the default mode that expand is going to use to create the mask, which is called geodesics, which is this default that creates a circle. But expand includes like eight other options to create different shapes with the mask or with the face set. Out of those eight options there are four that are directly accessible in the model keymap. And the other four are more for internal use. So with the number keys you can switch life the shape of the mask. From one which is the default, to which it's called topology, three that is called topology diagonals and four that is called spherical. That looks the same but it's not the same. I'm going to show you why it's not the same. If you create a face and hide it, if you start expanding here you see that the mask expands following the shape of the hole. Which by the way it's like think of use cases like if you want to like mask the lower lip of a mouth. It's like this is exactly the shape you want through the corners of the mouth. So for those kind of cases like this is super useful. You can switch to two to have this shape and switch to have this other shape with the three key. And with the four key you see that it no longer detects the hole. So it's the difference between this and this. That's completely up to you and depends on what you want. But there's also another feature of expand that is automatic boundary detection. Okay so if you start the mask from any place it's going to like start with the circle shape. But if you start exactly on a vertex that's a boundary it's going to create a mask through that boundary. And the same with a face. Which by the way is like you don't need to click exactly on the boundary. It's like if you click a little bit outside it's also going to work as you can see here. It's like it's not that precise. It's like it has some kind of threshold. Okay so now you know the basic of expand but there's like one more thing for the basics. You know that when you use a gesture tool like the box mask you can press the spacebar and move the box. Now for expand you can start expanding the mask, press the spacebar and it's going to move the shape through the surface. And this is not a projection like this is actually moving the shape through the surface. Because if I'm in perspective you see that it moves through the surface. It's not a view projection. And you can like change the shape and continue like moving it through the surface. And what I explained before like you can like create new shapes and start building whatever you want. Okay so it's like those are kind of the for me that was the MVP for expand. Like the minimum features that I wanted to have to improve what was already there. But now it's like where things start going. Where things start getting really interesting. There's a new feature in expand that's called face editing. So first let me expand a couple of face sets with no particular order. Nope, here. Okay before that there was the tool that was called face edit that allows you like to click on a face set. And it was going to grow the face set like one step. Okay. But now with expand you can do this. You can click on a face set and resize it in an interactive way. And you can even delete face sets from the mesh. As you can see the feel of the face sets is content aware. So if you decide to resize this face set it's going to feel green and the purple face set is going to disappear. So yeah now you can resize and delete faces dynamically. And we are going to look later like what's the point of creating like circles and resizing them. Going to show you the what is this for. But also there's another feature that's called face snapping. So if you have another set of face sets and just start expanding a mask. If you press the control key the mask is going to snap to entire face sets. So if you want to create a mask that fills this face set you can just shift A, control. And it's going to fill that face set control. You can flip it and you have it. Okay so now it's like going to show you one of the most common complaints about the post brush. And how this improves this. How this improves that. One of the things that people that use the post brush which is a tool that is more designed to be semi-automatic. Is that when you use topologies like you can really control the origin of the post brush to an exact position through the geometry. But with expand you can now use the existing face set mode of the post brush. You can take expand in this vertex and expand a mask. And now the origin of the post brush is going to snap to that area. And if you want the origin exactly there you can have the origin exactly there. But not only that with the face editing capability you can resize this face set and slide the origin through the mesh. As much as you want. So if you want complete control of the post brush in like cylindrical surface and like tails or fingers or things like that. You can actually do it now. And on top of that for now that this is a development preview. I'm also working on a new deformation mode that is called bend. Which does this. So you can bend here. You can move the origin there. You can bend here again. You can move the origin there. And you can bend this part. With complete control of what you're doing. Okay. So now I'm going to show you a more practical case. Probably one of the most painful things to do with sculpting software is reshaping hands and posing hands. But Blender has this feature that can initialize face sets from the UVs of a mesh. Which kind of creates a pattern that can simulate a grid. So if you set the post brush to topologies. Not going to have like any particular control over what you're doing. But if you set it to faces. Let's say that we can pose the thumb. Okay. So you can pose from there. And from here. That is what makes sense. And you can rotate but pressing the control key. So it's like this is kind of having a rig. Where you can like quickly pose and change the shape of the hand. But now with expand. What you can do is like let's say that you have this shape of the thumb and you like it. So you want to remove this joint. You can corrode this face set. And at the same time snap it to the other one. So it removes that joint. So now the thumb moves as a block. And you are not going to be able to deform that anymore. It's like it's kind of masking the shape of the finger. But you can still pose it. But let's say you want this joint back. It's like you don't really need to go through the UVs anymore and initialize other faces. Because from scale mode you can hide everything else. And expand is going to detect this as a boundary. So you can expand a face set from there. And you can get that origin back. And not only that, but you know that I was also working on key mesh with Daniel Martinez Lara. And he was like using expand. Like the old version of expand to kind of simulate the rigs, the selections of a rig. To use the transfer tools for animations and being able to animate a mesh without a rig. Now with expand. If you start expanding from a finger. And you press control you can select the faces. But not only that, but it's going to put the origin of the transfer tool in there. So you can pose the finger with animations controls if you want to. And if you won't like to pose the entire hand. It's as easy as going with the expand. Select everything you want to pose. And then you can pose it. And I deformed the hand in a very weird way. But hope this gives you an idea. Okay. Let's continue because there's a lot more for this. Okay, so this was kind of like new feature for expand, which is face editing. And face sets snapping. Which by the way is like probably the because I'm going to use this later. So I won't like you to to have this clear. If you create face sets. With the shift LW key you enter edit mode of the face at the cursor is over. And by pressing control you can snap that face that you are modifying to the previous one. And this kind of allows you to merge one facet into another. And that's the base of like moving the pivot point and controlling properly the auto masking options from falset boundaries. Because right now you can actually delete this boundary. If you merge this facet into this one. That was kind of the idea. But okay. Next feature for expand is what gives it the power for the pattern creation. So probably like environment artists are going to like everything that I'm going to show you from now. A lot. So you start expanding the mask and it is just going to create a boundary in the mask. But if you press the W and Q keys, the W is for increase and the Q key is for decrease. It's going to clone this function in a loop pattern. And you can still change the shape. Live. You can flip it and you can move it. And again this is all working in 3D. This is working through the surface. So you can have this and you can move this. It's like okay. Most basic thing can do with this is like. Now you can create things like this in an instant. But this is not it. Okay. This is basically a feature that allows you to model hard surface patterns really, really quickly. And we're going to like model some of those, some of like complex ones that require all the features later. But okay. I'm not sure if I should show you this now. This is clear, but okay. Let's continue a little bit more. Note that you know that you can create a mask and increase the loop count and decrease it. There's another feature that is called gradients, which works with the G key. So with the G key, the area of the mask that is going to be filled is going to be filled with a gradient instead of with a constant mask. If you flip it, mask is going to grow from there. And this is also working with all the other modes and the loop functionality. So when you can create a mask like this with a linear gradient, you can start creating shapes like this. But now I'm going to show you like how you can combine this with the previous features. Okay, let's say we have like a subdivided cylinder than this, like this, where we want to create a hard surface pattern with the tools we know for now. Okay, so you start from the boundary around here. It's like it doesn't have to be perfect and you start expanding a mask. But let's say you don't want it to be like in this shape. You want to be triangle. So you change to the other shape. You can make a square, you can make a sphere, whatever you want. And now you create multiple loops through the surface. Now you can enable the gradient and you have kind of something like this. And you can keep like tweaking the loop count, tweaking the shape and all the options are preserved. Okay, so now if you go to the mesh filter and you select it to inflate, you kind of have this hard surface shape. But you can continue from here. You can go to this end of the shape and expand another mask. And maybe another triangle, square, whatever you want and a gradient. But you can also preserve the previous mask and add this one on top. So now you have a pattern that looks like this, which if you inflate it, it's going to create a hard surface shape that looks like this, which was done in like 30 seconds or something like that. And again, no special topology, anything. So you can create as many random patterns as you want. Let's create another variation. I don't know, it's like we can create a loop from here, continue creating loops, another gradient, invert, preserve. And you kind of have a different pattern. Okay, but now that I'm here, I'm going to show you another feature related to the gradients, which is if you create a gradient with a cheeky, it's going to use a linear gradient by default, and that is going to give you like a sharp surface when inflating it, because it's using linear values. But you can change that curve to whatever you want if you press the Vicky. Oh no. Well, if you heard noises, you know what? It's my neighbor doing things. Well, okay, let's continue as how it's not that terrible. Okay, what I was saying, with a cheeky you create a linear gradient. But if you use the Vicky, it's going to use the gradient that is being used as the falloff of the current brush to shape the mask. You can clearly see this, because for example, if I use the grab brush and I set a sphere falloff to the brush, and I expand from here, I flip it and I enable gradient and brush gradient, and it's going to do the same from the other side. Well, it's not going to do the same. You see that this shape is not going to be shaped like a straight line like this, but it's going to be, see, like a sphere. So, here you have like another quick way of concepting and modeling base meshes and patterns for hard surface. Okay, so now I'm going to show you what is the most, probably the most crazy feature of expand, which are called recursions. Again, let's start expanding the mask, and instead of increasing the loops like this, I'm going to press the R key, and it's going to do this. Okay, okay, what is this thing doing? There's a, when you expand, there's a set of vertices that is called the boundary of expand, which is exactly when the span transitions from masking to not masking. Each time you press R, expand is going to take those vertices and start expanding from all those vertices at the same time. So when you press R, you can start expanding and you have a perfectly, like a perfectly circle shape over your mesh. And again, this is not a projection, this is working through the surface. So it's like, if you deform this plane, it's like you'll see that the topology is now completely stretched and there's no way for you to get the shape, the circle shape I made in the plane before. But with expand, you can start expanding and if you create a recursion, it's going to create this ring, and this ring is a perfect circle through the surface. And it is called recursions because you can not only use it once, but you can keep pressing the R key as fast as you want and as many times as you want and it's going to create these crazy patterns. Before continuing with the recursions thing, there's a thing which is a little bit advanced, but I'm going to explain it here. Let's say we have this mesh that is like a grid that was like stretched and compressed in some areas. Okay, so now let's expand a face from the boundary and let's analyze what expand is doing. You see that each time I move the vertex, I move the cursor one vertex. Let's put a better color for the cursor. It's like expand is filling an entire parallel row of topology to that boundary. So it's kind of the shape of the boundary kind of follows the topology of the mesh. Okay? But when you create a recursion, you have the perfect straight line of topology there. If you press the R key, it's going to create what is called a geodesic recursion, which is it is going to use the geodesic distances algorithm to try its best to make parallel lines through the topology even if the underlying topology doesn't match this shape. You can see this is jagged because it is trying to make a straight line out of the facet, but there's no way of painting that. It's like the topology can't change the topology. The other option is called a topology recursion, which is with alt R. With this recursion, it's going to do the same thing, but in this way it is going to grow one entire loop of vertices at a time, following the shape of the topology. Which one you want? It completely depends on what you are trying to do. Yes, it completely depends on what you are trying to do. I'm going to show you examples later that it may need one or they may need the other. You can note that you have both options available in case expand the recursion step is not doing exactly what you want. Let's start doing things. Let's say we have a remesh, and we want to create concepting something weird. I'm going to start expanding from the near, and I'm going to, as you can see, expand follows the surface. Now I'm going to create a pattern through Suzanne. I'm going to start pressing the R key and this creates a recursion through the surface. I'm going to press the R key again and it's going to create another recursion, and the more things times you do this, the more random this shape is going to look. You can do it again. You can create another shape like this. Here you have another shape. Imagine the amount of hours that would take you painting something like this by hand. But for this example, instead of expanding a mask I'm going to expand a face set with Shift-W which is exactly the same thing, and I'm going to start making recursions until I'm happy with the result. Maybe something like this, like this. I don't know. It's like this is relaxing. Like this, maybe? Nah, I'm going to do another one. Because this is relaxing to watch with another color. It starts again, I'm just pressing the R key and it just starts again. Nah, now this probably like this and like... Yeah, something like this. Now, you see that because of the topology all these edges are jagged. But you can go to the mesh filter and there's an option that's called Relax Facets that is going to create a perfect smooth strips all around the sun. And now there's another option that's called the Leech Geometry that if you click on the white face set you are going to have this. And from here you can like go crazy and I don't know solidify and you can kind of have something like this and that's that. I don't know, metal material. That's like, let's like put this thing in a more interesting place. Let's not delete it. So, we can also create a plane and I don't know subdivide it a little bit more even more. Yeah, and now you are going to see like another way of using Expand to create patterns. You can start expanding a face from this boundary with Shift W and now you increase the number of loops. And you have something like this and now you go to the other boundary and you start another face set expansion and you start creating loops. But to get the pattern you are probably wanting if you preserve the preserve option with the face set is going to calculate the intersections between the previous faces and the new ones and create the pattern from that. So, now you have something like this and from here you can go to the mesh filter and inflate but if you enable face set boundary auto masking all these vertices that have two different faces are not going to move which means you can create a pattern like this. Ok, so now you are kind of understanding that Expand is kind of the tool that properly allows you to create things with the filters because before like you didn't have any kind of control with how to create the face sets and creating like interesting shapes shapes that make sense in particular for the face sets. So it was kind of why do you want the filters even just to apply an operation to the entire mesh but without any kind of control in mind. So now going to show you what the cloth filter can do with Expand and how you can actually use it because like this is exactly the cloth simulator I always wanted to have. So now like going to show you like a super quick demo with the cloth filter and with Expand using Expand to control the cloth filter. So first let's say we want to like chop some of the cloth from here so you expand the face set from there with CW and you go to here to the face set edit and you delete this amount of geometry. It's back to the cloth filter. You expand from here you go to the middle and you create a recursion and it's going to create a band through the middle of this cloth. Now you have to enable use face sets in the filter because that tells the filter that whatever cloth the formation is going to apply is like it is going to apply only on the face set you are touching with the mask, with the cursor when you start the filter. So now let's pinch and look at this it's like you can make this in like 30 seconds but let's say that you want like extra frills at the end of the bow you can expand another area from here expand another one from here go to the cloth filter and say ok I want to like make this cloth bigger so it creates frills so you click there and it creates frills and this is the way you are supposed to interact with the filters like you expand areas of axions and then kind of run the simulations because now you can actually create areas of action for the filter and reshape the cloth whatever you want not only that but for example if you create a pattern like this it's like ok I'm going to use the cloth filter a little bit more dumping you know that in the cloth sculpting defines what vertices are pinned is the skull mask and now you can like snap a mask to the facets really quickly so if you create a facet here and you want to mask this area you just click you just use shift A press control and invert and that is pinned so you can quickly pin areas of the mesh during the simulation so now let's like add some gravity here and the cloth starts falling probably not that much dumping ok this is better ok less dumping less strength just trying to make it a little ok let's make something like this let's say that you want to create like more kind of wave patterns here so you can like hide everything but this facet go to the boundary and start expanding a new pattern from here and you can create a pattern like this ok you show everything again and now with the filter and inflate which is basically going to push the cloth in the direction of the normals you can tell inflate to just use one facet you can mask this and this quickly if you want to and you can do like ok wait let me check ok I was outmasked in an eyeball you can go here here here here here here here here here here so it's like you see how much control this gives you to the cloth simulation and to the cloth filter because right now again let's say you want to push this down there ok you define an area with facet with expand you don't want this to move you want this to be pinned ok you go control mask this invert ok you don't want this to be to move also ok create a mask invert and preserve and now there it goes like this is like the most like arc directed cloth simulation or cloth simulator you can use basically you can do whatever you want now but like regarding cloth there's an important property of expand and the facet and the automatic skin system you can take advantage of which is the boundary automasking like a common thing to do with cloth is like as I created the pattern before for the tiles in the ground you can create a pattern like here another pattern here and quickly get a pattern like this ok so now you go to the filter you set it to inflate but you set the automasking like the global automasking options or blender to mask the facet boundaries and the mesh boundary so now you can create these kinds of patterns really quickly but if you go to the facet menu there's a new option that is called init facet but facet boundaries because you know that here right now like each color is a single facet so this is not giving you extra control but with facet init facet but facet boundary every isolated facet like island is going to become an individual ID so you can now as you can see it's one of these it's a different facet what does this mean that now with the facet editing capabilities you can take one facet and start drawing through the grid and remove the boundaries as you want to so it's like let's create a shape like that here, let's I don't know create a shape like this there it's like I don't know what it is this is completely random when you inflate the filter it's kind of you just remove some seams in the cloth so it inflates in a different way and you can create this obviously in any shape you want for example if you take it doesn't have to be a plane everything I'm showing you is like I'm showing you in a plane for sake of clarity but this works on any surface so for example if you remesh a sphere at this resolution you can clean the artifacts by using the sphere as filter okay the same you can use expand to create a pattern here like that to create like from here another one like that preserve the facet so it creates the intersections you can't even subdivide this I think now you can like remove some jagginess of that with relaxed facets if I don't have auto masking enabled and now you can go to the filter facet boundary there's no mesh boundary so it doesn't matter and you can kind of create this kind of patterns in any shape you want but okay it's like create patterns and inflate patterns and control the filters and control the close simulations the way you want so now there's the other thing that I want to show you for expand because like there's even more which is the facet expand is ideal for creating patterns and it's compiling the shaders no don't go to edit mode please no no okay so starting from a subdivided plane with the symmetry options enabled you can really go crazy for an environment art and experiment as much as you want by starting with expand from there with a mask changing the loop count and the shapes using all the features I explained like flipping the mask and gradients and whatever you want to create mask shapes like this and from here if you inflate look at this don't crash please it's like instant patterns through the surfaces and the patterns like because you are not having this is a scale mode this is not intended for precision so as they kind of have your imperfections of not knowing exactly if the vertex you are taking is in the center then the patterns get a lot more interesting so for example let's say create another random one you can just press keys and patterns appear like more loops let's do recursions let's do recursion like that another like that I don't know let's do another one like this recursion here and here here here like this maybe and let's increase the loop count and let's enable the falloff gradient like this okay let's see how it looks okay you have another pattern yeah it's like in seconds like patterns through meshes and through yeah okay I'm going to show you like more advanced uses of expand where you can push its complexity to the maximum so it's like when I was trying expand with my artworks I realized that it is an ideal tool like to make zippers in the clothes and through the backs of my characters and things like that so let's make a zipper here start like for creating the two sides of the zipper and it's like you can create like from here flip it and press gradient okay this looks okay another one from here flip it and press gradient and preserve the previous one and invert okay this looks okay now let's create expand from the boundary from here and let's increase the number of loops to something like this I don't know let's enable the linear gradient let's preserve what is there let's increase the number of loops even more as you can see all the options can be modified at any time okay so you get something like this through the entire shape now you can inflate yeah it's like this already is looking okay so now let's like make interior part of the zipper you can again this time I'm going to define like some areas to create the effect so expand from here to define an area here another area here another area here and as you can see I like overwriting the previous one but if you press C the previous one is still there and another one in the middle and you proceed still there and I'm going to create another mask from here and like increase this more I don't know yeah like this and now the filter with facet auto masking enable which is only going to affect the face head where I click with the cursor you can click here click here and you have like this kind of hard surface shape pattern through an entire mesh I don't know it means it's basically okay there's even more features last feature of expand that I'm going to show you today is called texture distortion if you take your brush and I recommend you using a brush that you don't really use you can create a texture in the brush and this is very important you need to set the mapping to 3D because expand is worse through the surface in 3D space so it can really it can really like use the mapping intended for a brush but I'm probably going to add more mapping options in the future like to read the texture from the UVs or something like that even if that doesn't make any sense probably in most cases because it's calm when you're working with our mesh and you're like overwriting your UVs constantly but okay you create a texture in the brush and set the mapping to 3D and now in the texture settings you create I don't know a clouds texture you start expanding again and now with the Y and with the Tiki you can increase the distortion of the mask and the options before are still available you can increase the loops you can change the shape of the follow-up you can invert, you can create gradients and the gradient with map to the textures like yeah, it's like you can still do everything and the good part of having like expand with a texture is that in general the recursions when you want to create these kinds of random patterns through a model if you kind of distort the initial shape a little bit more when you start doing recursions they are going to be more random from the beginning this is like you can even during a recursion you can still distort the current state with the texture as you can see but again it's like this kind of demo in a plane it's kind of boring so we can create a much more interesting shape like a sphere with more vertices I would say okay and if you want a first sphere from Scalmo you can use the sphere mesh filter and it's going to like create a sphere out of it okay so I don't know which kind of patterns like you can for example start a mask from here increase the distortion not that much some loops not that something like this and now you can like create another mask from here and increase probably a lot more loops and increase the distortion and flip it and enable gradients and preserve so now you can go to the filter and just like if you set it to inflate kind of start making these kinds of shapes like kind of cracks or whatever like you can make this look even more interesting depending on what you want if you change the texture to magic like the distortion is going to be different see more loops and again in master yet enabled by default but you need to think that these kinds of patterns I'm using them with the with the mesh filter but when skull vertex colors are enabled there's a tool that is called the color filter so if you set this to color and you use vertex you can actually like fill that area in one color and then invert the mask and fill the other area in another color and kind of get these patterns instantly in fact expand is prepared to work directly with skull vertex colors like the code is already there, it's not enabled but all the options you can do with the mask like the gradients, recursions, flipping, grabbing, whatever they work exactly the same way with vertex colors but that is going to be enabled in the future but for now it's like you can just, I don't know if you want to like create a gradient in this colorful sphere from here gradient, create a mask, flip it gradient, you have this gradient you invert it you go to the color filter and you change like the hue and you kind of introduce some color variation through the surface there if you want like to add another pattern on top of this like create I don't know, more loops distort it again like this and let's add another color, I don't know so yeah, it's like this is kind of the point of having the filters and why the filters were like not really useful until now but now you can do everything you can see everything you can do with them okay so now I'm going to like try to do the final final demo like using all the features I show you which I call like pack the watermelon which okay, it's like I'm going to use expand to do things the watermelon start from a sphere and let's delete this topology because like scale mode and blender and modeling in general I don't really like poles if t okay so now we have something like this and I'm going to like rip one of the vertices like one of the loops going to create scalbert-scholar layer and I'm going to add a couple of subdivisions just to have more resolution in the paint so now from scale mode you can start with expand creating some things first let's fill this the watermelon with kind of green color let me okay and now I'm going to take a brush and I'm going to use a texture distortion pattern for making the strips of the watermelon so brush create a new one and I set it to 3D and the kind of pattern is probably okay so you know that when you span from the boundaries going to make this and you can increase the don't crash please you can increase the number of loops in the watermelon something like this and we are going to distort everything not that much, maybe less distortion yeah this is fine okay so now we have the mask you can go to the color filter go to value and make that a little bit darker and a little bit more let's see how it looks without the overlay a little bit more saturated maybe darker and not that huge yeah good enough watermelon okay and if you don't really like that seam it's like you can really go to the paintbrush and paint it away, it's not a big deal and if you want to get back like a perfect sphere from the subdivision you go to the sphere mesh filter and it's going to have like a perfect watermelon sphere okay so now we have the watermelon and now we are going to pack the watermelon so let's create a paper for packing the watermelon probably this is enough paper okay going to subdivide it probably like this is good enough and I'm going to add a collision mesh I'm not using the watermelon directly because it's kind of a high poly mesh and like the kind of collisions the cloth solver uses are like quite depending on the resolution of the collider so it's like for a sphere using a sphere with this amount of polygons it's perfectly fine and you can like set the visibility and the viewport to something lower like quieter okay let's save just in case because things can go really wrong from here okay so now I'm going to measure like the paper more or less and I know I would like to split it in nine segments so I'm going to expand a facet from here I'm going to create a recursion so the watermelon is in the middle probably like that I'm going to expand another facet from here I'm going to create another recursion with the watermelon in the middle something like that and to preserve so I see that both okay now this is a feature that's only my experimental development branch but the coding master is planned and is ready for getting it if you start expanding a mask from the boundary this is going to position the pivot exactly in the in the boundary of the expansion which is ready for taking the transfer tool and doing this and again we can go through the other side and we can use the transfer tool with the formation targets that's coming eventually and do it like this now we can continue packing the watermelon like from here you can just bend it there and from here you can just bend it like this okay so now we want to close the bag so we can create like an array of action for the filter by taking these vertices and taking these vertices and we want this to be the same array of action for the cloth filter so with expand you can edit the face sets take this one and merge it with the other and now they are the same so now you can go to the cloth filter set it to pinch set it to use the face sets without any auto masking option and with a little bit more damping and you can pinch the bag and close it yeah and you can like fix a little bit of clipping here and there okay let's fix the normals and set this to smooth shading after smoothiness like this is not really visible but yeah the important part is done okay and now I'm going to like create another plane to go here and to the decorations again expand from there go to face set edit go to the legeometry expand from there with our recursion step go to the filter pinch use face sets pinch there, perfect you can go to the post brush now you can like make this a little bit different with the pen tool you can say the smooth and you can make it bigger and put it like here and let's say we want to make this a little bit more interesting so subdivision surface let's add more resolution and I don't know let's add a vertex color layer to the packing and let's expand another mask pattern and I'm going to do a bunch of recursion steps probably with another shape so it looks a little bit more random I'm going to start it in a spherical mode and I'm going to start the recursion step from there, exactly this looks more random something like this okay and now I'm going to the color filter and I'm going to like import probably like this is so yeah now you kind of have a better understanding of expand and everything it does and what you can do with it so it's like this should give you more ideas on how you can work with it and the kind of things that now scale modes enable you to do let's add more frills in general blender has a lot of tools to make frills because that's something I need a lot for my eye style so yeah it's like if you want to make frills like blender has you covered okay so I don't know I'm going to look at the chat for the first time in the entire stream I don't know if I should like reply to some questions or if I should end the stream now whatever let's ask the communication manager or if the questions were supposed to be somewhere and if that is okay then this was it okay so about symmetry, yeah symmetry options are the same of the same options as in regular scale modes if you enable like symmetry or quite symmetry I don't know like expand automatically the text that and start expanding the shapes symmetrically but yeah it's like I think this was long enough hope you like like it and you have like a better understanding on the design and what you kind the kind of functionality you can expect out of blender and why is this useful it's like where to know more it's like as this is an experimental tool it's like this is kind of in development so I'm kind of keep searching for new ways and new the most some kind of things that you can do with but in general you have all the informations in the blender weekend in the manual and it's like if you want to go like really deep you can look at the patches for expand that are in the tracker the shortcuts okay for the shortcuts again it's like this is more like a technical demo and all the shortcuts are kind of not final but you have right now all the shortcuts in the patch quite if you go to the release notes of blender of 2.93 if you go to scalp you have here scalp expand operator which is everything I show you and here you have for like all the description no no here here this is the link I don't know if someone can share this in the patch but here you have like all the description of everything I just show you it's like it's not explained as in this video like how you can make actually some things with it but yeah it's like you have everything here and you have also the code here so you see that this thing is relatively big but yeah I think this is it for today well it's like this was like kind of the demo of expand which is the new like new feature like was kind of expecting for 2.93 which is like similar to like cloth sculpting or key mesh or pose or some of those those tools like if you want more like maybe leave a comment and I can do more like in-depth technical demos of the designs of the tools like in other occasion when something like this appears or is planned for merge in master but yeah I think this is it right ok I think we are going to leave it here ok so I don't know see you next time I guess ok bye