Re:Form 0.8.1 Alpha is the release where a sculpt stops living only on your machine: you can publish one as a link and anyone can turn it around in their browser, on a phone, without an account. Alongside it, the mask learns to read the shape itself — curvature and ambient occlusion — and a run of long-standing rough edges got fixed. Re:Form is still alpha, and it is our tool, so what is still wrong is listed at the end.

What version is Re:Form on now?

Re:Form is on v0.8.1 Alpha as of September 23, 2026. It adds share-by-link with a public 3D viewer, Mask and Paint by curvature and by occlusion, Flip normals, Weld vertices, a pen pressure response curve with a custom curve editor, non-destructive alpha adjustments and capturing an alpha straight from the viewport, a combined move/rotate/scale gizmo, and roughly half the transfer time on saving and opening projects.

To update, reload the page. There is no installer, and your browser autosave and saved projects carry over.

File ▸ Share publishes what is on screen as a read-only link. Every visible layer is merged, compressed and uploaded with a preview image; File ▸ My shares lists what you have published, and lets you copy, rename or take down a link. Anyone opening it gets a viewer with orbit, pan and zoom, a Matcap / Lit / Vertex-colour switch and fullscreen — no sign-in, no install, and it works on a phone. Pasting the link into a chat shows the title and the preview.

There is no triangle limit on a share: it goes up at the level you are working at. The mesh is compressed with meshopt, which is doing most of the work — a three-million-triangle sculpt comes out around fifteen megabytes. The only ceiling is one hundred megabytes per share, and if a sculpt lands over it you are told the actual size rather than left guessing.

Mask and paint from the shape itself

Two new fields are computed on the graphics card from the surface you already have.

Curvature finds the concave and convex places. Mask by curvature turns creases and cavities — or ridges and edges — into a mask, with Threshold, Softness and a Scale that decides whether it reads fine creases or larger forms. Paint by curvature lays the current paint material into those same places.

Ambient occlusion finds what is enclosed, by tracing rays against the mesh. Mask by occlusion and Paint by occlusion work the same way, with Radius, Strength, Contrast and Samples. Occlusion is the expensive one: it shows progress, and it is capped at eight million triangles rather than being allowed to hang.

Both fields are cached and only recomputed when the geometry has actually moved on, so nudging a slider and applying again is quick.

Mesh and topology

  • Flip normals turns the surface inside out. Nothing you sculpted moves, and every subdivision level follows — including the one Subdivide ↓ peels back to.
  • Weld vertices merges vertices closer together than a distance you set, drops the flat triangles left between them, and averages the paint, material and mask of everything it merges. It changes the topology, so it asks first if you have subdivision levels above the base.

Brushes, input and the gizmo

  • A pen pressure response curve, in Edit ▸ Preferences ▸ Input: Soft, Linear and Firm presets, or drag in the square for your own shape. A mouse is never remapped.
  • Alpha adjustments — Blur, Sharpness, Contrast and Invert — are non-destructive and saved per alpha, so an alpha remembers how you set it up. Capture alpha from viewport makes a new alpha out of what is on screen, as a depth height map or a flat silhouette.
  • A combined transform gizmo in the tool rail: move, rotate and scale handles all at once, and the handle you grab decides what the drag does.
  • A transform now applies itself when you let go of the gizmo. The shape stays exactly where you left it and the gizmo returns to zero, so there is no pending transform to lose. (The separate Reset transform button is gone with it — Undo walks a transform back.)

The brush picker

All five mask brushes now sit together in one Mask group, and the mesh set brushes in Groups. What is left of the old "Smooth and mask" group is the Surface family it always was.

Mask Fill has been removed. It masked a whole loose piece with one click, and the mesh set mask covers that use: make a group and mask it, which works on any part of the model rather than only on a separate loose piece. Nothing else changed — Split loose, which shared the same piece-finding code, works exactly as before.

Fixes

  • A gizmo transform is no longer lost on save. Moving a layer and saving without switching layers wrote out the transform from before the move, and the project came back with the object unmoved.
  • Fit (F) frames a moved layer where it actually sits, rather than where its untransformed geometry sits.
  • Clip Rect and Clip Circle cut all the way through with symmetry on. A closed shape drawn around the symmetry plane is its own mirror image, so the second pass was re-cutting the cap the first one had just built and leaving it full of cracks. The denser the mesh, the worse it was.
  • Saving and opening a project moves about half the bytes it used to. Projects are compressed for transfer; projects saved before this still open.
  • Deleting a saved project shows its progress instead of sitting still long enough to look broken.
  • Masks written outside the brush — the mesh set mask, and now the curvature and occlusion masks — are guaranteed to reach the graphics card and show immediately.
  • The intro no longer hitches. The logo's breath and its pulse were fighting over the same element, and the app sat behind the loading screen for seconds after it was ready.

Interface

Everything is square now: one four-pixel corner across the studio, the start screen, the Projects window and the share viewer, matching the website. Two new themes, Tangerine and Blueberry. The saved-project count sits next to Open, so you can see how many of your plan's slots are used.

What is still rough

  • Clip shapes do nothing useful above three million vertices. Above that the real cut falls back to a path that, for a closed shape, removes nothing. It now says so plainly instead of looking like a cut that stopped short.
  • A Clip Rect drawn off to one side can still leave small cracks on a dense mesh with symmetry on. Different cause from the one fixed above, and not yet fixed.
  • Ambient occlusion is capped at eight million triangles. On a denser sculpt, compute it at a lower level.
  • Sharing has no per-plan limit in this release.