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One of the common problems in creating sculpties is with getting sharp edges. By setting smooth on the sculpt mesh, you enable vertex based shading which is how the mesh is also lit in Second Life. This is something I'll be covering in the manual and it's an easy setting to change in Blender, so either Yes or No is fine with me. I voted yes because having it enabled by default gives a better visual feedback to new users on how the mesh will look in Second Life and makes it clear that sharp edges are something you have to work to get.
Does this affect the way how meshes are baked, or is this just a setting for the texturing of the objects ? And where can i enable/disable this setting in blender ?
It won't affect sculpt map baking, but it does affect texture baking. It's in the edit panel - there's buttons for "Set Smooth" or "Set Solid". In object mode, they set the entire mesh, or in edit mode just the selected faces.
It's an illusion actually, I honestly have never used set smooth/set solid for sculpties since it's likely related to the rendering let's say add subsurf a couple times and pop-up the mesh with a set smooth, but it's a good idea. I voted yes.
With the votes showing 82% currently in favour of this change, I've committed it to the git repository. I have made one small change that might satisfy the no voters too. Instead of always enabling it, I've tied it to the subdivision type, so it's enabled on "catmull clark" and disabled on "simple". This should mean it does the right thing most of the time being enabled for organic style models and disabled for geometric. I'll leave the poll open so people can change their mind after trying it out.
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