With the Heist open movie being a main focus, is there any estimate when we can expect any simulation support for the new hair curves system? The current solution is getting pretty robust but can't wait for physics solvers or some solution for animation.
Here is my question (no it's not about simulations in Geo Nodes haha):
Are there plans to create procedural Rigs/bones with geometry nodes?
It would be Awesome, even if I understand the huge challenge it would be to have a rig created with Geo nodes, but also tweakable in the viewport.
Have a great evening!
the control panel if you are on windows i guess google it if you are in linux
since it's different between distributions
i sincerely have no idea how to do that in mac
Are there any plans for adding an option for offsetting specific UV channels? You can kind of do that right now with the UV warp modifier, but if you have connecting faces that are mirrored/overlapped, and you try to separate them with mirrored vertex groups, you end up with massive shearing because the faces that need to be separated in the UV's still share the same vertexes.
I was hoping something like Face Maps were integrated with Modifiers through Vertex groups, but right now they're not
This is not about Blender itself but more like the Blender YT channel.
Just like there are different sections in the Blender YT channel called "Made with Blender ","Official Blender Open Movies" etc. Can you please add the section called uploads? So, people can watch all the videos uploaded to Blender YT channel at once, would be much appreciated.
Also, any update on the Groups in Blender and node-based physics/ particle system and the new texture system?
I was rendering headless for the moving meditations challenge a couple weeks back and I noticed it would sometimes say 0/128 samples if it didn't finish the last sample, and record to 23/128 then snap to 128/128 otherwise, when I used a time limit. As well, it would stop reporting each sample at random times. I could never figure out if it was actually finishing all the samples or not or just telling me 128/128 to say "the frame is done"? is this intended functionality?
is there a way to adjust this? Settings for headless render console logging would be interesting... but I feel it would break scripts that rely on overheating when the spacebar is pressed XD
also, Scale is special to me- he and Sintel introduced me to blender, after my initial dive in the 2.42 days! it's the original "how to train your dragon".
Hi Pablo, and all other Blender Dev's, how you all going?
Is it possible for you (or someone else at the studio) to do a video, showing how one can upload a Diff/Patch/Commit, I tried to help with a Pie Menu addon that comes with Blender and needed to use Arcanist?, a video would help, would like to help in small chunks.
I'm watching your show (almost) every week. You're doing a great job, thank you!
I made this LoFi-Filter (
twitter.com/aaron_beller/status/1513511335031717899
) a while ago using shading nodes with a movie texture on a plane. It seems like a job for the compositor but I have to manipulate texture coordinates a lot to achieve this. Is there a way to do that currently in the compositor? I read the 3.x roadmap blogpost
(October 2021). In the compositing section it says: 'New is support for a stable coordinate system using a canvas principle.' Is this part of the developement in the full frame or real time compositor? I can't find that in the tasks. Or am I getting it wrong?
Omar Emara answered me on Twitter. He directed me to this document (
wiki.blender.org/wiki/Source/RealtimeCompositor/UserExperience
) explaining the features planned in the realtime compositor. So it seems to be part of the realtime compositor developement. :-) But he also mentioned that feature parity goes first so it could take a while..
Hello Pablo! I hope you are having a great day. I’ve noticed you care a lot about UI, so I would like to suggest a couple things that I personally would really love to be changed about UI (kinda).
1st – Noise, Musgrave etc. textures should use object coordinates by default. Generated coordinates give stretched textures, unless it’s a cube, so 95% of the time everyone uses object coordinates. And not having to add one more node for each texture would prevent a lot of repetitive work and save space in editor. Object coordinates also keep size of the texture consistent from one object to another.
2nd – Textures should use “Smart” interpolation by default. It will use cubic interpolation up close, instead of linear, which make a huge difference in quality, especially on normal maps (Recommend you to compare these options by yourself).
3rd (least important) – when you move keyframes, “tip” in the bottom of the screen says that you can turn off snapping by hitting Shift Tab and activate precision mode by holding Shift. It doesn’t work there. I suggest to use “3d viewport” style snapping system for keyframes. You can see which system is used now in dope sheet, the “Nearest Frame” drop down menu.
Hola Pablo,
With the Heist open movie being a main focus, is there any estimate when we can expect any simulation support for the new hair curves system? The current solution is getting pretty robust but can't wait for physics solvers or some solution for animation.
Thanks
Hi Pablo! Glad to Have you back!
Here is my question (no it's not about simulations in Geo Nodes haha): Are there plans to create procedural Rigs/bones with geometry nodes? It would be Awesome, even if I understand the huge challenge it would be to have a rig created with Geo nodes, but also tweakable in the viewport. Have a great evening!
how do i uninstall the old blender version without uninstalling the new one in windows
You can download the .Zip ones and simply extract them and run their folder.
Also each version will have their own perspective folders for settings, addons etc (2.93, 3.0, 3.1.... etc)
Removing the folder doesn't uninstall it
the control panel if you are on windows i guess google it if you are in linux since it's different between distributions i sincerely have no idea how to do that in mac
in the control panel there is only one blender, it doesn't know there are 2 that is the problem with uninstalling it uninstalls both
Hi Pablo!
Are there any plans for adding an option for offsetting specific UV channels? You can kind of do that right now with the UV warp modifier, but if you have connecting faces that are mirrored/overlapped, and you try to separate them with mirrored vertex groups, you end up with massive shearing because the faces that need to be separated in the UV's still share the same vertexes. I was hoping something like Face Maps were integrated with Modifiers through Vertex groups, but right now they're not
hi i want to say thanks for everything and for all the developers welll you are making our lives easier
is there some talks with developers or a wiki or anything that can help me get into it sorry for the english actually
Hey Pablo,
This is not about Blender itself but more like the Blender YT channel. Just like there are different sections in the Blender YT channel called "Made with Blender ","Official Blender Open Movies" etc. Can you please add the section called uploads? So, people can watch all the videos uploaded to Blender YT channel at once, would be much appreciated.
Also, any update on the Groups in Blender and node-based physics/ particle system and the new texture system?
Thanks.
oi, pablo!
I was rendering headless for the moving meditations challenge a couple weeks back and I noticed it would sometimes say 0/128 samples if it didn't finish the last sample, and record to 23/128 then snap to 128/128 otherwise, when I used a time limit. As well, it would stop reporting each sample at random times. I could never figure out if it was actually finishing all the samples or not or just telling me 128/128 to say "the frame is done"? is this intended functionality?
is there a way to adjust this? Settings for headless render console logging would be interesting... but I feel it would break scripts that rely on overheating when the spacebar is pressed XD
also, Scale is special to me- he and Sintel introduced me to blender, after my initial dive in the 2.42 days! it's the original "how to train your dragon".
Hi Pablo, and all other Blender Dev's, how you all going?
Is it possible for you (or someone else at the studio) to do a video, showing how one can upload a Diff/Patch/Commit, I tried to help with a Pie Menu addon that comes with Blender and needed to use Arcanist?, a video would help, would like to help in small chunks.
Thanks.
Hi Pablo,
I'm watching your show (almost) every week. You're doing a great job, thank you!
I made this LoFi-Filter ( twitter.com/aaron_beller/status/1513511335031717899 ) a while ago using shading nodes with a movie texture on a plane. It seems like a job for the compositor but I have to manipulate texture coordinates a lot to achieve this. Is there a way to do that currently in the compositor? I read the 3.x roadmap blogpost (October 2021). In the compositing section it says: 'New is support for a stable coordinate system using a canvas principle.' Is this part of the developement in the full frame or real time compositor? I can't find that in the tasks. Or am I getting it wrong?
Thank you for answering and have a good time!
Aaron
Omar Emara answered me on Twitter. He directed me to this document ( wiki.blender.org/wiki/Source/RealtimeCompositor/UserExperience ) explaining the features planned in the realtime compositor. So it seems to be part of the realtime compositor developement. :-) But he also mentioned that feature parity goes first so it could take a while..
Hello Pablo! I hope you are having a great day. I’ve noticed you care a lot about UI, so I would like to suggest a couple things that I personally would really love to be changed about UI (kinda).
1st – Noise, Musgrave etc. textures should use object coordinates by default. Generated coordinates give stretched textures, unless it’s a cube, so 95% of the time everyone uses object coordinates. And not having to add one more node for each texture would prevent a lot of repetitive work and save space in editor. Object coordinates also keep size of the texture consistent from one object to another.
2nd – Textures should use “Smart” interpolation by default. It will use cubic interpolation up close, instead of linear, which make a huge difference in quality, especially on normal maps (Recommend you to compare these options by yourself).
3rd (least important) – when you move keyframes, “tip” in the bottom of the screen says that you can turn off snapping by hitting Shift Tab and activate precision mode by holding Shift. It doesn’t work there. I suggest to use “3d viewport” style snapping system for keyframes. You can see which system is used now in dope sheet, the “Nearest Frame” drop down menu.
Thank you for your hard work!