holiday special 🎊- Blender Today LIVE #244
Today I decided to prepare something a little different. I will leave the changes in Blender for the next episode.
Instead, we have 2 very special guests, so tune in to find out who they are, and write some questions you may have for them. If the questions are short and clear, I will pick some from here.
See you soon!
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Update: I see that everyone is eagar to ask questions.
My suggestion would be to wait until the main guest reveal (spoiler he is from the developer team), to have them more tailored towards him :)
12 Comments
Hello Dalai,
This is a cool thing that I came across a long time ago, do you think this could be implemented in Blender in the future as part of the physics sims in geonode?
github.com/taichi-dev/taichi_elements
Or maybe this is just me, but I think even this would give subjectively better results than mantaflow : github.com/InteractiveComputerGraphics/SPlisHSPlasH
Thanks for everything you do Dalai and Brecth. We all see how much you do and you make Blender a reality for all of us
Hi Dalai Regarding the Dev fund, I kind of prefer the previous landing page where we could see in particular the big names contributing for the blender fund and the current monthly ammount. This had a positive commercial impact, specially if someone is trying to convince bigger studios to look into blender with the reassurance of its current support. Hope you guys bring it back
Don’t worry, after the campaign it will go back to its previous form.
Hello Blender friends, i would like to ask if there is any plans to further develop the integration of VR and Blender? after the basic scene inspection was added long ago, nothing new came for it... is there plans for the institute to further push to fully integrate blender with vr? 6dof is amazing for work, as you can position and rotate faces, edges at the same time... not to mention things like animation (stop motion vibes) or sculpt... There is an amazing addon free bird being developed and if there is no plans from the institute to develop vr for blender, i would love to push the dev for a grant from the development fund... it would be great if the comunity could suggest devs that are pushing blender to receive part of the development funds... for example, the armoty team, or the blender game engine...
love the work you guys are doing.
Hello Dalai,
Luis Cherubini here, our meetup at BCON was short but awesome as always, thank you and all the staff for the opportunity of presenting this year once again. Its always a blast to talk with the community IRL. I wish you and everyone at Blender a great holiday / New years celebrations!
Cheers,
Likewise, and good luck settling up in Japan. I hope to see you again tomorrow in future Blender conferences :)
Oi, Dalai! just a couple quick ones~
customization is massive!... and it's a bit of an issue-every customization menu is massive! what's your take on a "basic customization" menu, that opens up into the current, granular one? For example, a number of things in blender are the same color by default- perhaps their values should begin linked?
Other than that, we still need nodes with vector curves in their ui to use correct splines for geo nodes (and material nodes) accuracy! projects.blender.org/blender/blender/issues/113455 . if you know who to bug, please do! It's an old, nearly invisible bug that affects a lot!
Happy holidays, and thanks for filling in for Pablo these last few weeks! (and reading these!)
Hi Dalai! Hope you are doin great!
Just two question for today:
-When will there be dynamics in the new hair system?
-Is it some day going to be unified all physics simulations, so for example the hair system could interact with clothes, with rigid bodies and so on?
Hello, Dalai.
Thank you for hosting blender today, your technical deep dives and commentary on what goes behind the scene of blender development is very insightful to listen to.
Regarding my question (2 part question)
great to see blender sculpting being improved week by week, I was wondering from a technical point of view, what sort of changes would be needed to speed up sculpting further, in very high poly scenarios.
i believe there was a retopo tool being developed by jon denning of orange turbine some time back, was it cancelled? and will there be a similar tool developed
Re: sculpting: I don’t think even the team knows what would take to improve performance. As in, the first step of this project would be to come up with strategies for that and find ways to validate the assumptions.
Re: part of the work by Jon Denning was merged into Blender (the overlay option and surface snapping). Unfortunately Jon’ s sabbatical ran its course and we couldn’t count on his availability any further. The next feature we were aiming at was a dedicated retopology mode.
Hey :) Question about the user interface. Why are there still global transform settings among Active tool settings? Seems very misplaced. Seems like a no-brainer to put these among the other global transform settings, no?
Image from devtalk: devtalk.blender.org/uploads/default/original/3X/4/d/4db78b239437ddbe525e332a84cb08965d60c3d8.png
This misplacement is especially evident, when these appear in the N-Shelf or the properties editor, among active tool settings... Like, can the active tool "Selection" have "Automerge", for example? No. That's completely unrelated!
There's also a "Workspace" panel in there, which makes no sense too, and a lot more other stuff in other modes, that don't belong there...