I've outlined how the "Fields" branch could implement new Physics Solvers quite easily and naturally using "Attributes".
Perhaps you, Jacques and Dalai may want to look at this.
That particular proposal is in one of my replies near the
end
of the following post.
Anyone who is interested in Simulation Solvers for Blender 3 may also want to read the whole thing and comment.
It's too long to look at "on-air", but it's worth your time to read it later.
Hello pablo, i have a question. I was wacthing the quick start tutorial on the renderman for blender, and one of the things the artist mention is the use of ACES as color management... is there a plan to implement ACES in blender in an easier way than the current one? Love the show, keep up the great work.
2
m
mpintorizvi
hello Pablo, hope your doing well
since the recent blender feature reels poeple have been asking for the return of blender showreels. Your answer has always been naturally that the foundation does not manage them but the community due to the issue as poeple trying to get them selves into the reels which can make the proccess messy. So I have took matters into my own hands and made a devtalk thread for a blender reel.
devtalk.blender.org/t/blender-reel-2021/19953
So if anyone asks about the blender reels you could redirect them here.
1
3
3dfi
Hi Pablo ,
I was thinking of this.
Can we have a short animation or Gifs for blender sculpting brushes which shows how the brush works . Just like photoshop shows how brush works
Thank You!
1
V
Vyach
Hello, Pablo!
Any news about texture painting or baking improvement?
For example scene brush size for painting or multibake?
Also
I hope, developers will not reject of concept of Active object. Do they? Any news in this area?
And what about new knife project? It became less handy with multi to multi. And it is almost never used IRL.
We need much easier concept like «active cuts all selected». What do you think about it?
1
p
pipeliner
Hey Pablo, why don't you promote that you have the Blender channel on Odysee, too?
odysee.com/@Blender:2
For everyone here Odysee is an alternative without advetisement. The technology behind it is open source. So please check it out.
Hi Pablo! How come I think of many things to ask you throughout the week, but once monday rolls around I forget every thought I've ever had?
1
s
sg57
Hello Pablo!
I was wondering whether there were any plans to add a "Script" node in geometry nodes? Users would be able to write python scripts to modify the geometry in different ways. (Similar to the script node in Animation Nodes)
Keep up the great work!
1
j
jjcg.23
Hola Pablo,
I have a question regarding the shrinkwrap modifier-
would it be hard for the developer of the shrinkwrap modifier, to implement the option to use a curve as a Target geometry?
Using Geometry nodes in 3.0 Alpha, I managed to wire up a little “workaround”-
which “fakes” the object to be a Mesh- with the Object Info node, and then creates a actual Mesh with Curve to Mesh Node- a very thin tube, to create the normal on which the shrinkwrap modifier can then snap a vertexgroup to… (See the Image)
this does work, but it does feel VERY unelegant compared to a native Support for Curves in the modifier.
Even if the current shrinkwrap modifier really needs the mesh normal for the snapping, then still this could be done simply by using extrude/bevel in the curve-properties- right?
So “just” need to teach the Shrinkwrap to allow Curves as Target!
That would be such a great addition to a Industrial/automotive Design workflow
Thanks, and keep up the great work !
(how do I add an image to the post?? )
While I am at it,
Is there a possibility that Blender/ Eevee gets a proper Realtime/hardware AntiAliasing?
This is currently the only thing, that keeps us from using Blender in “live” Model-presentations in our
Designstudio… the image that Evee generates looks really great- but It only Antialiases when the Model/Viewport is not moving. Meaning, that in Motion, while turning the Model, it looks pretty ugly due to the missing AA.
Not sure how exactly this is achieved in other Tools (Alias, Vred), but graphiccards can definetly do this since many years!
Muchas gracias y hasta el proximo lunes :)
1
M
Mille_Porte
** BEVEL AFTER BOOLEAN **
Hi Pablo!!
Apply a bevel after a boolean operation leads to this mess:
This issue is the strongest limitation in design and prevent a real non-destructive workflow.
When and if this problem will be resolved?
One solution should be go back and forth with cad software (importing and exporting) but, as you can imagine, the process would be extremely cumbersome.
Even in other software this problem is not addressed in my opinion because the lack of a properly "fillet" operator.
This is my consideration: a bevel, as its name suggests, is simply a chamfer over an edge, I mean it is not intended to fuse meshes!!
Quite the contrary, the fillet is an operator that creates a new independent mesh that link the sorrounding geometry.
This is a bevel:
This is a fillet:
Will such operator ever be implemented?
There is a free addon called BAB (it is destructive) but the author struggles to keep on developing such difficult task without any help..
yes it is.. but is diffcult for him to go further all alone, Blender Foundation should pay attention to him given the importance of his work...
a
alexisb38
Hello Pablo,
There is something that appears to be troubling a lot of people but doesn't seem to be getting the attention it needs :
When adding keyframes in the shader/geometry node editor, the name of the channels in the timeline/dopesheet appears as "Default Value", no matter what the node is named... Very annoying for large animated node trees... 3.0 Looks like a good time to fix this right ?
c
carrapaz
would blender have performances advantages using julia language in some areas like addons?
t
thecharacterhero
Hi Pablo. I'd love to know if this bug will be resolved in the near future? Or is it a bug on the part of nvidia?
developer.blender.org/T89389
s
slowk1d
Hello Pablo!
I'd like to propose the idea of having pre-selection highlighting in Blender just for loop and ring selection: I know that pre-selection highlight is considered an anti-feature, but I think that there are specific types of selection, like loop selection, that would really benefit from having visualized what's gonna be selected before actually doing it. It happened soooo many times to me that selecting a loop took multiple try-outs because the wrong loop was selected. While I don't want to mess with the core decisions of Blender design, I think that pre-selection has its good reasons to exists for some cases, and at least for loop and ring selection I think we really need to avoid the time wasted to click multiple times just to get the right ones. Plus, jumping in the 3.0 era could be a good time for breaking old Blender habits, as 2.8 broke right-click selection as default ;)
Thanks for your time!
a
andrekling
Hello pablo, i have anothe one if there is time, on blender 3.0 its super nice that the leght for the clip name expands as needed, my question is, would it be possible to make the dropdown for actions as large as the longest clip? right now the clips get truncated with ... and its hard to find the right clip.
d
damian_winnichenkoAuthor
Hi Pablo!
How's life in Amsterdam?
In the blog, you shared the post from in one of the recent streams it was said about Everything nodes workshops and plans.
I have a simple question in that regard:
Will Particle nodes land in Blender 3.0 release?
And following simple question: will Geometry nodes, Particle nodes, Simulation nodes, Rigging nodes, etc be implemented as unified editors or will they be living separately, like Shader editor and Geometry nodes today?
Thanks a lot!
w
wassapp66
Hey Pablo, thanks for the great show and thanks to all people developing blender and providing such a great tool for free. Would like to see all edit mode selection methods and even new ones as nodes if possible! Even the modelling operations would come very useful as nodes. Would also like to see more attributes in spreadsheet like object ID if a mesh consists of multiple separated objects or if the source is a collection. Also, when moving things with grab one should be able to move around, is there a way to unlock the view while doing that? one last things, till this day there is no node based software that can edit vector drawings, how about you guys push for that, the greas pencil is already half the way there just needs the node support!
that will be huge news in itself! and great help for architects too.
mentionning that the simplify curve and stroke in blender should be able to do abetter job reducing point count to the minimum by generating bazier handles to preserve the original curve shape with fiewer points.
I am an architect and might be able to help with planning the accurate modelling workflow, mode and tools .... who should i cnotact to help?
19 Comments
Hi Pablo;
I've outlined how the "Fields" branch could implement new Physics Solvers quite easily and naturally using "Attributes".
Perhaps you, Jacques and Dalai may want to look at this. That particular proposal is in one of my replies near the end of the following post.
Anyone who is interested in Simulation Solvers for Blender 3 may also want to read the whole thing and comment. It's too long to look at "on-air", but it's worth your time to read it later.
blender.community/c/rightclickselect/999x/
Hello pablo, i have a question. I was wacthing the quick start tutorial on the renderman for blender, and one of the things the artist mention is the use of ACES as color management... is there a plan to implement ACES in blender in an easier way than the current one? Love the show, keep up the great work.
hello Pablo, hope your doing well since the recent blender feature reels poeple have been asking for the return of blender showreels. Your answer has always been naturally that the foundation does not manage them but the community due to the issue as poeple trying to get them selves into the reels which can make the proccess messy. So I have took matters into my own hands and made a devtalk thread for a blender reel. devtalk.blender.org/t/blender-reel-2021/19953 So if anyone asks about the blender reels you could redirect them here.
Hi Pablo ,
I was thinking of this.
Can we have a short animation or Gifs for blender sculpting brushes which shows how the brush works . Just like photoshop shows how brush works
Thank You!
Hello, Pablo! Any news about texture painting or baking improvement? For example scene brush size for painting or multibake?
Also I hope, developers will not reject of concept of Active object. Do they? Any news in this area?
And what about new knife project? It became less handy with multi to multi. And it is almost never used IRL. We need much easier concept like «active cuts all selected». What do you think about it?
Hey Pablo, why don't you promote that you have the Blender channel on Odysee, too? odysee.com/@Blender:2
For everyone here Odysee is an alternative without advetisement. The technology behind it is open source. So please check it out.
If someone wants to create a channel and sync content from Youtube please check it out: odysee.com/%24/invite/FUeq3aaGP9TnYD9m3cML9k5E1iR55mQB
Hi Pablo! How come I think of many things to ask you throughout the week, but once monday rolls around I forget every thought I've ever had?
Hello Pablo!
I was wondering whether there were any plans to add a "Script" node in geometry nodes? Users would be able to write python scripts to modify the geometry in different ways. (Similar to the script node in Animation Nodes)
Keep up the great work!
Hola Pablo, I have a question regarding the shrinkwrap modifier- would it be hard for the developer of the shrinkwrap modifier, to implement the option to use a curve as a Target geometry? Using Geometry nodes in 3.0 Alpha, I managed to wire up a little “workaround”- which “fakes” the object to be a Mesh- with the Object Info node, and then creates a actual Mesh with Curve to Mesh Node- a very thin tube, to create the normal on which the shrinkwrap modifier can then snap a vertexgroup to… (See the Image) this does work, but it does feel VERY unelegant compared to a native Support for Curves in the modifier. Even if the current shrinkwrap modifier really needs the mesh normal for the snapping, then still this could be done simply by using extrude/bevel in the curve-properties- right? So “just” need to teach the Shrinkwrap to allow Curves as Target! That would be such a great addition to a Industrial/automotive Design workflow Thanks, and keep up the great work !
(how do I add an image to the post?? )
While I am at it, Is there a possibility that Blender/ Eevee gets a proper Realtime/hardware AntiAliasing? This is currently the only thing, that keeps us from using Blender in “live” Model-presentations in our Designstudio… the image that Evee generates looks really great- but It only Antialiases when the Model/Viewport is not moving. Meaning, that in Motion, while turning the Model, it looks pretty ugly due to the missing AA. Not sure how exactly this is achieved in other Tools (Alias, Vred), but graphiccards can definetly do this since many years!
Muchas gracias y hasta el proximo lunes :)
** BEVEL AFTER BOOLEAN **
Hi Pablo!!
Apply a bevel after a boolean operation leads to this mess:
This issue is the strongest limitation in design and prevent a real non-destructive workflow.
When and if this problem will be resolved?
One solution should be go back and forth with cad software (importing and exporting) but, as you can imagine, the process would be extremely cumbersome.
Even in other software this problem is not addressed in my opinion because the lack of a properly "fillet" operator.
This is my consideration: a bevel, as its name suggests, is simply a chamfer over an edge, I mean it is not intended to fuse meshes!!
Quite the contrary, the fillet is an operator that creates a new independent mesh that link the sorrounding geometry.
This is a bevel:
This is a fillet:
Will such operator ever be implemented?
There is a free addon called BAB (it is destructive) but the author struggles to keep on developing such difficult task without any help..
it's him? blenderartists.org/t/wip-bevel-after-boolean/693072/1111
yes it is.. but is diffcult for him to go further all alone, Blender Foundation should pay attention to him given the importance of his work...
Hello Pablo, There is something that appears to be troubling a lot of people but doesn't seem to be getting the attention it needs : When adding keyframes in the shader/geometry node editor, the name of the channels in the timeline/dopesheet appears as "Default Value", no matter what the node is named... Very annoying for large animated node trees... 3.0 Looks like a good time to fix this right ?
would blender have performances advantages using julia language in some areas like addons?
Hi Pablo. I'd love to know if this bug will be resolved in the near future? Or is it a bug on the part of nvidia? developer.blender.org/T89389
Hello Pablo! I'd like to propose the idea of having pre-selection highlighting in Blender just for loop and ring selection: I know that pre-selection highlight is considered an anti-feature, but I think that there are specific types of selection, like loop selection, that would really benefit from having visualized what's gonna be selected before actually doing it. It happened soooo many times to me that selecting a loop took multiple try-outs because the wrong loop was selected. While I don't want to mess with the core decisions of Blender design, I think that pre-selection has its good reasons to exists for some cases, and at least for loop and ring selection I think we really need to avoid the time wasted to click multiple times just to get the right ones. Plus, jumping in the 3.0 era could be a good time for breaking old Blender habits, as 2.8 broke right-click selection as default ;)
Thanks for your time!
Hello pablo, i have anothe one if there is time, on blender 3.0 its super nice that the leght for the clip name expands as needed, my question is, would it be possible to make the dropdown for actions as large as the longest clip? right now the clips get truncated with ... and its hard to find the right clip.
Hi Pablo! How's life in Amsterdam?
In the blog, you shared the post from in one of the recent streams it was said about Everything nodes workshops and plans.
I have a simple question in that regard:
Will Particle nodes land in Blender 3.0 release?
And following simple question: will Geometry nodes, Particle nodes, Simulation nodes, Rigging nodes, etc be implemented as unified editors or will they be living separately, like Shader editor and Geometry nodes today?
Thanks a lot!
Hey Pablo, thanks for the great show and thanks to all people developing blender and providing such a great tool for free. Would like to see all edit mode selection methods and even new ones as nodes if possible! Even the modelling operations would come very useful as nodes. Would also like to see more attributes in spreadsheet like object ID if a mesh consists of multiple separated objects or if the source is a collection. Also, when moving things with grab one should be able to move around, is there a way to unlock the view while doing that? one last things, till this day there is no node based software that can edit vector drawings, how about you guys push for that, the greas pencil is already half the way there just needs the node support! that will be huge news in itself! and great help for architects too. mentionning that the simplify curve and stroke in blender should be able to do abetter job reducing point count to the minimum by generating bazier handles to preserve the original curve shape with fiewer points. I am an architect and might be able to help with planning the accurate modelling workflow, mode and tools .... who should i cnotact to help?