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  • Published 26 Aug 2019

Nodes Improvements! - Blender Today Live #74 - YouTube

momotron2000
26 Aug 2019

90 Comments

weasel

I made a very very handy Tool as Python Addon and would like to make an official c++ Modifier from it. It looks like this: (Note that it is completly different from the current Solidify Modifier so it can even solidify mobius strips) Image (I didn't upload the addon yet)
Where do I start? Who can I get in touch with for this?

10
Mille_Porte

* @weasel * can you do something similar to improve the wireframe modifier? It creates very ugly intersection, there is a plugin for Sketcup that offer a bunch of interesting option to "wireframe" an object

2
weasel

* @Mille Porte * I already though of that. Maybe I will get around to do that. Anyway for Wireframes there is also the Skin Modifier which kind of does it the correct way

1
foodi

* @weasel * Good idea. For using the skin modifier, how would you quickly remove all the faces from a mesh (leaving only edges) ?

UPDATE: Nevermind, i figured it out. X> Only Faces.

However, it seems the Skin modifier is much too slow to use as a viable Wireframe modifier replacement.

2
jeandelacour

Could we please fix the intersect tool ? Its not working on really simple case. Really annoying.

image

This is how it is supposed to work !!!

image

:)

9
weasel

* @jeandelacour * that seems like a bug with float precision for the intersect knife tool (if I understand your comment correctly). I tried it with two cylinders 90 degree rotated and it worked for me. Please make a bug report with your case where it doesn't work on developer.blender.org .

Xdragon5502

* @jeandelacour * This looks like a bug, you should report it

* @DeadDragon * it's not a bug, its systematic, everyone have it

1
Xdragon5502

* @DB3D * what do you mean whit "systematic"?

vfxonfire

Hi Guys, vertical node to composite is possible? Is much more clean and fast to work, like Natron or Nuke. Thank you :D Image

8
JayeAntony

* @vfxonfire * maybe this could be suggested for everything nodes workflow :D

3
vfxonfire

* @Jaye Eddie * Yes, i like that <3 Is much more productive

1
momotron2000 Author

* @vfxonfire * very good idea, maybe add your comment here: blender.community/c/rightclickselect/xxdbbc/

and here: devtalk.blender.org/t/ui-node-group/9154/2

1
yashpalgoyal1304

* @vfxonfire * hey, i would like to know more about it. can we talk via dm or somewhere. or maybe, can anyone please suggest where to look for it.

1

{attachment Post_Processjpg} Hi pablo, im selling archviz scenes for blender 2.8, let me know if the blender website want a free CC0 archviz file example to share with everyone. I made my mission to convince the archviz community to use blender.

7
yashpalgoyal1304

* @DB3D * i think that the direction of shadow of that stand like thing doesn't matches with that of the sofa.

FynnG

Small but very helpful improvement: can we get drag and drop in the modifier/constraints stack and in the Material/Texture etc. Menues? I think the arrows don't fit the great new Interface form 2.8.{attachment modifire_drag_and_dropjpg}

6
yashpalgoyal1304

* @Fynndus * done as of today.

1
Cobra

why specular highlights for workbench is in the shading popver instead of per object for the viewport materials..for example i want eyeballs to have highlights but not eyebrows..etc right now you can't do that it affects everything in the scene.

5
jerzy.gorski.art

Hello Pablo, is Blender Institute a multilingual office or are guys forced to speak english?

5
christianclavet

* @jerzy.gorski.art * and Dutch?

DeepBlender

* @jerzy.gorski.art * In my experience in multilingual teams, it has always been matter of modesty to speak the language which is understood by everyone.

1
damian_winnichenko

Hi, Pablo! Love your streams! I use blender since 2015, and use 2.80 since its early alfa. I have almost completely switched to blender from 3dsMax. Although, there are some issues I`d like to mention:

  1. in edit mode "hook to selected object" doesnt create any vertex group =(
  2. in "Autokeing mode" using IK on bones creates weird jagged motion. Seems, it doesnt key each bone =(
  3. Cycles doesnt have dispersion and/or bidirectional/MLT solver for the purpose of rendering difficult optical effects or for resolving difficult lighting conditions

Thank you for answers!

5
xdaniel

* @damian winnichenko * Dispersion won't happen because cycles isn't a spectral renderer, you can use luxcore if you need good and fast caustics, it's free as well.

1
Pascal

When will we see an overhaul to the graph editor? it's still lacking compared to other standard DCCs it's the main tool for animation,,u got to do some gymnastics with keys and curves to get certain results which is not nice.

4
momotron2000 Author

* @PK_GO * it's (maybe) part of the Animation2020 project where everything for the animation pipeline will be improved. But there is no list or document. Maybe this one: developer.blender.org/T63901

1
yashpalgoyal1304

* @momotron2000 * hey, yeah, i was asking that which is the branch for animation like functions branch is for everything nodes??

momotron2000 Author

* @yashpalgoyal1304 * there is no branch for that. I am not even sure if there is a document for the design and development improvements yet.

1
yashpalgoyal1304

* @momotron2000 * someone from the chat sent me this link . This looks good to me.

1
thomasmouilleron

Hi Pablo, I'm learning C again and was wondering how hard it would be to change how Blender treats its input fields. I made this proposal some time ago and was thinking about implementing it.

4
momotron2000 Author

* @Thomas Paul * please implement it!

1
thomasmouilleron

* @momotron2000 * I'll have to find if it's possible to implement! It's quite a deeprooted function

momotron2000 Author

* @Thomas Paul * just do it!

1
yodus

Hi Pablo! Do you have any news regarding Asset Manager? I have impression that this crucial component is postponed over and over.

3
momotron2000 Author

* @maciej.morgas * this task was closed in April: developer.blender.org/T54642

Finish of the engine and UI/UX implementation is missing.

1
luca.dicecca

Hi Pablo Why in the Compositor Editor 'Use node' is disabled by default? I can't understand why I have to enable it : Luca

3
momotron2000 Author

* @luca.dicecca * true! this has to be removed forever!

2
Zineddine

Hi, with the dev fund reaching all time high u said on one of your videos you guys would do another code quest especially the team has expanded to more than 10 fulltimers? and what about the full feature film? i know it might take years before blender reaches level where it can be used for AAA production.

3
jascrandom

Hi Pablo! last week i got the name of the Tools wrong. It doesn't seem to have a proper name yet (that i know), so i'm calling Space Tangent. I know that Ton had Tweeted about it. I have hope for it to be implemented in Blender. Don you know anything about it?

youtu.be/P1zBbOowyTE

For the rest of the people that don't know, i'm refering to a tool developed by Disney that allows animators to use "animation paths" that generated from existing animation, which makes animation far easier, faster and of better quality.

2
Kenzie

Hello Pablo! Speaking of Node improvements, I added an improvement to the Principled BSDF! It was lacking an emission strength input so I took it upon myself to add it in. It was originally submitted in 2.80 feature freeze, I've been keeping it up to date for a while and made the necessary fixes but I'm hoping to get feedback so I can get it reviewed and committed to 2.81.

developer.blender.org/D4971

Thank you!

2
Xdragon5502

Will Blender get blue-protect filter someday?

2
momotron2000 Author

* @DeadDragon * what's that?

2
iadagraca

After using 2.8 for a bit (i'm still moving slowly since I need to update stuff for my game) I discovered why i prefered right click over left click. Took me a while to notice where the frustration was coming from and why.

And it was because I was basically gizmo selection was separate in the past. I was just about to go back to right click when i realized gizmo selection can be set from "click" to "Drag". This solved my problem! Never seen a program with this setting before, personally I think it should be default function. Cause fighting between selecting a vertext and a gizmo is a pain otherwise.

Also will ctrl+right click for lasso select ever be changed to left click? I only discovered this feature a few months ago and i already use it all the time. With left click it's a bit odd that it's right click now.

2

* @iadagraca * Where can i find this option? i am having the same frustration. Its maya all over again ;)

* @iadagraca * Found it!

bernou.samuel

* @iadagraca * Thank you for mentionning it ! This has frustrated me for years. I didn't know of that awesome drag solution. agree this should be by default. I can finally unhide the gizmo... For those who are searching. In the preferences : "keymap > Activate Gizmo".

frostcrackstudio

Hi Pablo you do a great job on the show

Is Blender 2.80 made more for making videos and Movies? I don't find many tools in Blender 2.80 that make it easier for making for game Developers.

And here are my question: Way do I need to use vertex Select to get the "merge by distance" selection (Remove doubles) in the Special Menu?

2
momotron2000 Author

* @frostcrackstudio * many indie game studios are using Blender. for what kind of tools are you looking for?

2
frostcrackstudio

Will Blender 2.80 get some new rigging tools in the futuers?

2
momotron2000 Author

* @frostcrackstudio * it's (maybe) part of the Animation2020 project where everything for the animation pipeline will be improved. But there is no list or document. Maybe this one: developer.blender.org/T63901

1
Xdragon5502

Hi Pablo, I love the show, you are amazing Way is the new icon for the "Mirror modifier" look like something else? can we get et old icons for the modifiers, or make the "Mirror modifier" top look like a mirror? {attachment Skjermbilde_1135__Kopiqpng}

2
weasel

* @DeadDragon * I think the icon is quite cool. Also the icons are already out for quite some time so you are late for the discussion

1
jerzy.gorski.art

* @DeadDragon * for me it looks exacly of how a mirror axis should look like

1
Mille_Porte

* @weasel * I find the icons and their name all of the same color difficult to read, I have to search with the eye to find the exact one

1
kumaran0206

I have been looking for the right node setup to get an ultra-realistic human face with using the color map, displacement XYZ, specular and normal map... Can anyone help me pls (I followed tutorials on texturing.xyz/pages/making-a-digital-face-sefki-ibrahim but now stuck and end up in cyclic node setup, I want to finish the render in blender{attachment 3man_render_1_dndsspng} currently I end up here

1
14arianuddin

* @kumaran0206 * Try searching in Reddit r/Blender and r/blenderhelp

1
index3d

Hi Pablo, is there any development for displacement map in Eevee. is it even possible to have a displacement map in realtime also, I would love to know who is working on Eevee development so I can follow him/her on twitter, etc also, I believe you have heard about Animation Nodes add on and it would be great if you guys can implement that into a blender or maybe, make it easier to use because AN is really powerful but really hard. and thanks have a nice day.

1
foodi

* @gurlaldeepsingh * I thought displacement maps already work in Eevee. What in particular are you wondering about?

index3d

* @foodi * no I mean adoptive displacement map in the shader as we have in cycles only normal and bump maps are working in eevee

1
14arianuddin

Hola Pablo, is the function nodes branch going to have modifiers as nodes, and if so where can I see the development and leave any proposals? Where can I also see what the developers are adding and making for Blender?

1
thomasmouilleron

* @14arianuddin * It will most definitely include modifiers, as this is the first thing they have been working on for the everything nodes update

1

Hi Pablo: Rightclick contextmenue should give us access to chose from shaders, thats what you expect.

sturla

are you blender people going to improve the bucket tool in grease pencil? It makes it a bit boldish i guess...

rimakaleida

{attachment _2019-08-26_234057jpg} materials with alpha below 1 is not properly rendered in zdepth pass(it should be opaque)

ps. hope blender supports deepEXR in the future

FabianM

When will the microsoft store version of blender be updated to 2.80?

n_eurotico

Hey. Is mantaflow coming to 2.81?

marckiefer

Will Blender be compatible with ACES in the future?

prokhnevskiy

Are you planning on adding more Render Passes and Crytopmatte to Eevee?

Hi, How does the white noise node work together with procedural textures like noise or musgrave animated over time?

iyadahmed

Are node group instances compiled once?

Midalax

Hello Pablo, What about Shadow Catcher in Eevee ?

youthatninja

Hello! What about papercuts review? How about this: let user decide which edge data showing on top? Image

luistreis00

Hi, Pablo. Any plan on improving Mirror modifier? I think it lacks a "masking" option to mirror just some parts of the object (like vertex/face groups or something similar). This way you could mirror symmetric parts without having to separate the non symmetric ones from the object.

readingmaniac2004

​is there a way to make custom startup presets? (like general, 2d animation, sculpt, vfx, video editing){attachment Screen_Shot_2019-08-26_at_112355_AMpng}

visnevskis

This is very old, but still - Could Shape Key driver's 'self' refer to the evaluated owner object? Would allow driving shape-key from owner's location without setting an explicit variable, which isn't viable for thousands of objects, like petals etc.

visnevskis

* @visnevskis * At moment 'self' pointer refers to the shape key object and can't access any data of the current scene-object being evaluated.

viralbaal

is already known which speakers are gonna be at the conference? And when are you gonna show us a program of the conference? Thanks in advance, and thanks to your team a lot for all what you're doing!

Mille_Porte
  • Modifiers

Hi Pablo, two little remarks about modifiers:

  1. I'm doing some exercises in Blender trying to work in a non destrucitve way and I found some limitations because the geometry obtained from modifiers is not accesible, for example to mark some edge for bevel or sharpening.

There is a way to edit that geometry? it would be useful have the possibility to define the components for the modifiers inside the modifier itself instead to define them globally (marked edges or vertex groups are defined globally)?

  1. In the modifier stack changing the modifier position is very uncomfortable in particular when it is populated by many modifiers. Would it be possible to implement a "drag and drop" action to move them along the stack?

Looking the video you talk about units: if I'm in a top view , I zoom and and the units change in centimeter the grid scale accordingly but what happen to unit scale if I switch back in perspective view? To work in fraction of unit usuall I've to change unit scale in "Units" (context scene) AND the unit scale in viewport overlay.. very tedious..

JayeAntony

also, may I suggest that in 2.81 if possible the drop-down menu for textures shows in a grid (similar to the style of how brushes are shown) with larger icons instead of a list ?

almazworks

What about Holdout in Eevee? {attachment Blender-Eevee-Holdout-issuejpg}

marckiefer

* @almazworks * It will come in Blender 2.81

2
foodi

* @almazworks * It's already in the 2.81 branch. Go download it!

2
almazworks

* @foodi * Hurray! Thank you for the information.

1
JayeAntony

morning Pablo, so I've been wondering is there any progress on the preparation of the asset manager and the Animation 2020 project?

kamrananimation

Is there any way to keep antialiased when orbiting or panning? If no can we have it on 2.81? {attachment Untitled-1jpg}

EddieChristian

When will we see RTX rendering in the Main Branch of 2.8? And the same question for Mantaflow as well.

Hi, Pablo. I have watched your previous stream and I have got one question about Intel Denoiser node. You used Normal and DiffCol for Denoise Node. I have watched tutorial on youtube channel called CGMatter. He enabled Denoising Data and used Denoising Normal, Denoising Albedo. Please, say, what is more correct.

xmaiter01

Will they make the same convenient and interactive pivot point as in maya?

christianclavet

Hi, Pablo! Is there a way to integrate fully "Tweets" from Twitter in Blender.Today with their media? I'm only able to integrate the tweet text now, the video won't integrate. Thanks.

Anyone know what happened to the daily Linux builds? It's about a week behind. Last update was on the 20th of this month.