r/BambuLab • u/Fluffy_Lab_1751 • 1d ago
General Discussion I'm on Linux and the sculpting options were thin, so I built one. It works on solid material rather than a surface, so models can't tear and cuts close themselves. Free, open source, and it runs on Windows and Mac too.
I use Linux, and the sculpting options over here are thin. Blender is there and it's genuinely excellent, but its sculpt mode is a mesh sculptor built for rendering, and the tools people usually recommend for print-focused sculpting are Windows or Mac only, or paid, or both. So a few months ago I started building the thing I wanted, and it's now at a point where it's worth other people trying.
It's free and open source (AGPL), there's no account, no subscription and nothing to buy, and although I build it on Linux it runs on Windows and macOS too.
The reason it works the way it does: most sculpting tools work on a surface, a shell of triangles with nothing behind it. Pull too hard and it tears. That costs you nothing in a render, because nobody sees the back of the model, but it costs you the print, because a slicer wants one closed solid.
BrokkrSculpt works on solid material instead. In practice that means you can't rip a hole in it however hard you pull, a cut through it closes itself and leaves a real face, and a scan that arrives with holes in it usually stops being broken on the way in. Exports get checked for watertightness before the file is written, and it refuses to write one that wouldn't print.
What's there now: seven brushes, symmetry, masking, surface patterns (scales, weave, cracks, hair, noise), a plane cut, graphics tablet support with pressure and tilt, STL/OBJ/3MF in and out, and one click into OrcaSlicer.
Being straight about the state of it, because I'd rather you heard it from me:
- It's a beta and nothing is signed yet, so Windows and macOS will both warn you about the download.
- The three builds aren't equally finished. Linux is where I build and use it every day; Windows and Mac come from the same commit and pass the same tests but have had far less time on real hardware. The README lists exactly what's unproven on each.
- Resolution is uniform, so a big model resists very fine detail until you resample it finer.
- A model that's both very thin and genuinely open (a car body with no windows) can't be made solid, and stays fragile.
Source and downloads: https://github.com/MakerViking/brokkrsculpt
Happy to answer anything about how it works. If you try it and it breaks, that's genuinely the most useful thing you can tell me, there's a bug report button in the lower right part of the viewport.