← Blender.Today
  • 4
  • Published 14 Aug 2023

HYDRA - Blender Today LIVE #233

BlenderToday is a weekly live show highlighting the latest news in Blender development, the community, and Q&A. Streaming from the Blender HQ in Amsterdam since 2018, hosted by Pablo Vazquez.


Changelog

675 commits in total, of which 132 are fixes and 205 cleanup.

Anim

Animation

BKE

BKE version

BKE_file

BLF

BLI

BMesh

Build

CMake

CMake/CPack

Cleanup

Color Management

Color management

Compositor

Core

Creator

Custom Data

Cycles

DNA

DRW

DRW/GPU

Depsgraph

Documentation

EEVEE Next

EEVEE-Next

File Browser

Fix

GPU

GPv3

GPv3

Geometry Nodes

GeometrySet

Grease Pencil

Hydra

I18N

I18n

Keymap

LibOverride

LibOverride/RNA Diffing refactor.

License Headers

License checker

License headers

MEM_guarded_alloc

MSVC

Merge by Distance

Mesh

Metal

Modifiers

Move BKE_lib_override.h header to be fully C++.

Multires

Node panels

Nodes

OBJ

Outliner

PyAPI

Python API

RNA

Reduce file minversion to 3.6 (sub 11) for Blender 4.0.

Refactor

Remove compatibility code for blendfiles from early 2.80 development era.

Remove duplicate keymap item in c14a43acce5d028ee24c412ac0ecad361b07dd15

Render

Revert "Multires

Revert 790cbeda2ce920bcd4d5e1a4967783f351bfbf5e

Revert white-space edit from cc95c02a897e26b04d22f99c25af18789e0976d4

Sculpt

Sculpt/UI

Silence unused variable warning, from an intermediate PR.

Sim Nodes

Tests

Tools

Transform

Triage

Tweaks to previous commit affecting debug reports of our guarded allocator.

UI

USD IO

USD export

Update OBJ parser tests for Principled BSDF Sheen versioning change

VSE

Vertex Paint

Vulkan

WM

Walk Navigation

code_clean

deps_builder

libmv

macOS

makesrna

readfile

pablovazquez
14 Aug 2023

18 Comments

glenrowell

Hi Pablo. Long time no see. Hope all is going well.

If it is okay, can we get a new menu named draw mode with the drawing tools like curves, lines, shapes, etc. all together with icons on the left menu? We have object mode, edit mode, sculpt mode, etc., now... It would be nice to clean up the menus a bit and have the shape and line tools together instead of having drawing tools in an edit menu.

Also can the Mesh: Snap_Utility_Line addon be added to this new draw menu so we have a mesh line tool when we first open Blender? Most 3D programs usually have a line tool next to the shape tools. This would make Blender more user friendly.

It would also be nice if shapes from this draw menu were inserted when we click where we want them on the grid instead of just dropping a shape in the middle of the screen.

3
ilirbeqiri

Hi there, Motion Graphics without text animation isn't motion graphics at all. Geometry nodes are already in the right direction, but why not make it even better? Currently there are no kerning tools for the String to Curves node. But we can do character kerning with the traditional Text Object. Why not combine the traditional Text tool and the geometry nodes version of it? You can read Text Objects form inside geometry nodes either as Mesh or Curves (if you choose the "None" fill option). It would be extremely useful if that geometry could come in as instances instead. That way we could combine the great kerning abilities of the traditional Text Object with the flexibility geometry nodes for animation. Also, a Line index attribute would be great.

2
temetry

Hi Pablo, and hooray! I missed these! I have 2 questions: In Geonodes, I want to capture a series of specific meshes within a collection of a collection using domain size, but right now domain size only gives the top level collection size info, and seems to combine all the mesh data within it. I thought separating the components or Geometry might have helped, but it didn't. Is there a workaround for this, or can we have something to give us access to data in subcollections in the future?

2nd question: The UV Editor's "modified edges" is broken when using geometry nodes. It's the most helpful tool for checking uv results when they're edited by modifiers, and it would excellent if that can be fixed for Geometry nodes too, so that we can have a definite look at our final uv output before exporting to a production game environment without having to hack together a viewer preview.

Thank you!

1
Vortex

Hi Pablo, are there updates on that bevel geometry node with straight skeleton? last I've seen of it was this talk from the 2022 Blender conference but haven't heard much about it since youtube.com/watch .

The same thing goes for the layered texture system haven't heard anything about it in a while code.blender.org/2022/02/layered-textures-design/

1
kevin

with high density mesh, switching to vertex/edge faces don't have to be slow. the selection conversion could be predicted using free cpu time

kevin

for the pie menu to display n/t/menu can xe have a diagonale to hide/show all?

junko

Hey Pablo nice to meet you. How do I upload a profile picture here? I can see the photo button but It doesn't work. I am using Google Chrome.

junko

Thank you. Good to know it was just a website bug. I'll click on the text above the picture as you mentioned.

junko

I clicked on the word avatar and the popup to load images was showing but after clicking OK nothing happened. The website is broken unfortunately.

blendcreator

Hi Pablo, Will ist ever be possible to develop or modify core mechanics of Blender with Code and nodes?

flowgun

Hello Pablo,

Please someone change the tweak tool to tweak only the active vertex, not the whole selection.

Oftentimes I want to tweak 1 vertex without losing my selection.

chris12

Can that be done with the tools we have now? I though we were able to do that but I might be wrong.

chris12

I'll just update to Blender Alpha and try now.

flowgun

no, this can't be done with the current tools at all. Unless maybe if you save a vertex group, tweak the vertex you noticed out of place while selecting, then recall the vertex group as a selection.

Rince and repeat every time you want to adjust one vertex a tiny bit.

That also wouldn't work to tweak Faces, since vertex groups can't save face selections accurately.

The current behavior makes you lose your selection when you tweak something.

For now, the best way to have this basic and important modeling functionality is to switch to XSI 🤣I'm kidding, but also not.

nubnubbud

Oi, Pablo! it was great seeing you at Siggraph!

I was curious, thought about it after Siggraph- simulation nodes are going to be THE way to transfer data from one simulation to another... but also to have simulations affect materials and surface data. All things considered, textures are a very good way to store object surface data- Is anything being done to use textures as an interchange format, perhaps baking image sequences to textures in geo nodes? texture paint, geo nodes version! we're gonna need all the data interchange methods for sim nodes to truly become omnipotent!

FynnG

Hey Pablo, hope you have a good day, dont know if you have seen it, you mentioned this a few weeks ago during the stream: projects.blender.org/blender/blender/pulls/110584 maybe that is what you were looking for have a great evening

luckyrobster

Hi Pablo (hope you're doing okay), I was looking at the 'Roadmap 2023' list and nobody seems to mention about the 'Grease Pencil Integration with Cycles' of which I was super excited as I thought the grease pencil should be supported with the fisheyed camera view (which is a very known issue for a long time). Will that happen?

I know, however, that the developers had high priorities of fixing bugs and features at the moment, but I can wait until they have enough free time to experiment that new feature in the future version of Blender.

Thanks for all of your hard works at the Blender HQ! :)

cheesecake

Any updates, hopes, teases, info or plans for a Blur Node in shader editor sometime in the future?