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  • Published 1 Mar 2021

2.92 and BEYOND | Blender.Today LIVE #141 - YouTube

Blender_Defender
1 Mar 2021

37 Comments

augusto.c.felix

Hi Pablo. Why there is no Plane Primitive on the new add primitive tool? And yes, it would be a nice addition.

7
augusto.c.felix

Me again, don't hate me, please :) The creator of e-cycles proved that is possible to increase the performance on cycles viewport and rendering. These improvements can come to cycles eventually? youtu.be/9IdlJ7k8fPQ

6

Hello, what do you think of this idea? Ability to add separators to the group node by disabling sockets.

Image

5
lucas.francisco

Hello Pablo! I'd like to know if it will it possible, using geometry nodes, to scatter objects on a volume, or in the space inside a mesh.
For exemple, scatter a "cloud of monkeys" inside a cube, not just on its surface.

3
youthatninja

Hi Pablo! Please give some love to UV editor! Nothing since 2.75. Its like skipping leg day

3
RodDavis92

* @youthatninja * What would you want inside it? What changes do you want to see?

AtomikSamurai

Hey Pablo ! Glad you like my nickname 😎 why don't you do the short videos with music presenting the new features in Blender anymore ? It was awesome !

3
Blender_Defender Author

* @AtomikSamurai * I missed that very much myself, so I tried to create my own: youtube.com/watch

Ostro

Hello Pablo,

Like always the job is appreciate. I wanna react to what you say last week at approximatively 51:07. You say than Hans work on primitive circle. Since we can do with blender a default cube, move all the 6 face point to 0 on the good axis and use displace modifier to do a parametric cube but we can do also a parametric circle if we add bevel modifier. In fact we can do every base geom with modifier. Just create a custom property where you add the name of the base shape you want. 2 others properties with driver that define if X=Y=Z and X=Y!Z in fonction of the base shape. 3 others to tell X,Y and Z dimensions. Do somme driver to complete the mofidifier stack, and activate it if your base chape need it. File available here drive.google.com/file/d/1FPD42c3Okn7wV04Aicjd-TP0_lbJEdb7/view (error on sign for some shape because front is Y- not Y+ but i let my girl redo the stack for learning purpuse. A blogpost gonna be availlable at www.techsc.fr when she finish it. End of week, it's plane.). So the question why do the work twice, no need script for parametric base shape just modifier stack or geom node when modifier will be available. That lead me to the second question. You say, in the same stream (don't be able to find the time), than it's a community work to code stuff like new modifier geom node and the role of core dev is to exposed new fonctionality to us. I agree, however it seems to me difficult for 2 reasons. First is the size of blender, you can do the same thing with severals tools but understand the consequences of this choice with the other part of the soft is another thing. Second we have a lot of doc out there,thx a lot for all the persons who have spend time on them, but i don't fine something that explain to me clearly how i can script properly one of each object available in blender. (For example how to code a geom node). I think, if we want more people work on the soft, the core part have to focus on visual programming like serpens addon and an video explanation on each objet type, it's purpuse and tips and tricks on it. What do you think about that? So the real question: Sybren video are good can we have someting like that with the script of a geom node?

Thanx a lot again to everyone who have work on blender, have a good day.

3
Nago

Hi ! Could you please tell us if there's an easy way with Geometry node to generate a cloud of points using the volume of an object. From what i'm seeing for now it's only possible to generate points on the surface of an object, but not a point grid from the volume of that object. Is a node coming soon to fix that ?

1
MrFilthyCasual

Any plans to have any Chromebook support? Bit of an odd one, but hey. I just really wanna do some really cool art on my current hardware.

1
TargetCrafter

* @Chris Sturluson *

This should work using the following steps. As Pablo mentioned though; chromebook hardware is not great over all. This means that it might be slow. But give it a go if you want to!

Here is a tutorial to enable Linux on chromeOS: support.google.com/chromebook/answer/9145439

Then you can install snap using this tutorial: snapcraft.io/docs/installing-snap-on-debian

After that you can install Blender using this tutorial: docs.blender.org/manual/en/latest/getting_started/installing/linux.html

cemcimrin

Hi Pablo, 'Shift + h' hides unselected and 'alt +h' brings everything back ... The problem is why everythting gets selected when using alt +h. this this not a problem when you have 10 or more object in the scene but when you have 100-1000 object its a problem. I know we can use ' / ' to isolate selected but i did not get the point why it selects all when using ' alt +h' , Thank you

1
DotBow

* @cemcimrin * Hi! This is a hidden feature that can be found in keymap settings: Imgur Imgur

1
cemcimrin

* @stepanovoleg.dev * Hi Stepan, Thank you for the quick reply. according your pointing, i did changed the default to non checked and saved as default.

----- this part is for suggestion -----
As a suggestion, the default should nothing to do with selection. As an example, user wants to hide unselected and presses Shift+h, And then wants to see whole scene again to compare. then again hiding un-selected but the selection has gone while everythings get selected and must select again the specific objects. (as short if user hides un-selected with 'shift+h' and then , selects and unhides all 'alt-h' then should reveal all but not change selected ). the 'Alt+h' should nothing to do with selection. ). isn't it unexpected or am i the only one that thinks in that way. And Again thank you for taking time and answering my question.

softyoda

Hola Pablo, How far is geometry node intended to go ? Will it only be used to act like animations nodes to replace particles, or will it be used to create procedural city with procedural house, with procedural people in it doing procedural work ?

1
reanimate

Hi Pablo, Texture Node When??!!

Joke aside i'm wondering is texture node gonna be ported into geometry nodes system or gonna use as is but more proper?

1
attehdisko

Hi Pablo. Will we be able to Apply the Geometry Node. Basically baking it into a mesh

1
soerensc

Hi Pablo, At first, love the show, I look forward to it every week.

Iam a little bit confused of Geometry nodes and its design. In Shading nodes you go from left to right: Output on left and input on right. But with Geometry nodes you for example enter the output attributes on the left.

Also I would expect the output of an attribute a changes to be node socket. Like in Shading nodes. But in Geometry nodes you just enter the name of the attribute and plug the Geomtry into the sockets. You understand my confusion?

So my question is, will this design be changed to be the same design in als nodes (geomtry, Shading, Animation...). Or has every its own concept?

1
augusto.c.felix

Hello again Pablo. Question about light groups. Whats happened with this feature. As you can see this feature is been implemented by e-cycles and is great to take decisions during the lighting process. See this short video about the feature (just 1 minute) youtu.be/t4eBrGOJnfY

1
Hologram

Hello Pablo, are there plans to enable navigation to pass through during active commands? Manipulating the view with a mouse or spacemouse during commands would be great.

Second, do you think there will be any polishment of mesh modelling tools any time soon? Things that come to mind are: the improvement of loop cut with modals to perfom 'set flow' on the created loops. As well as an additional face constraint slide tool.

Third, for modifiers, are there plans to add new ones, such as an edit poly modifier, transform poly modifier (to transform mesh data without affecting topology), selection and volume selection modifier to pass along selections in the stack modifier for procedural modeling? P.S. I also think loop cut is in dire need of inserting loops at the cursor position rather than at the center with a press and drag manipulate.

1
Blender_Defender Author

Hello Pablo, Congrats on the successful release! (Blender Community Site somehow messed up the Thumbnail of this Thread)

I've missed the 1-minute trailer like the one for 2.90, so I made my own. I know you don't like showing other videos in your show, but this one goes 53 seconds, so it would be nice if you could review it. You can find it here . Edit: You've already watched it, glad you like it. The Music was very hard to do, because everything I do is NoBudget (If you don't count the time I spend)

Greetings,
Blender Defender

1
AnityEx

hola pablo, hace rato en el otro stream hablaste de como funcionarian los duplicados de right click select y se me ocurrio que podria ser un indicador duplicado como cuando usas los mismos datos dentro de otro objeto en blender

algo así seria util?

radvanyi.marton

Hi Pablo, are there any plans to upgrade mantaflow to a node based workflow? What is the future of mantaflow? When should we expect big updates?

dario.battistin

What about Light Linking (Like Maya or other Software)?

dario.battistin

What about Light Linking (Like Maya or other Software)?

BlenderheadXYZ

Hi Pablo, will the asset manager please feature like appending assets from other files, like a central database. also export to a central place. the last i saw was only being able to mark as asset in the current file.

Hi Pablo, which developer can I bug about getting light linking into blender?

BlenderheadXYZ

Hi pablo, some time ago i think i read something on the meeting notes about Sebastián Barschkis wanting to look into realtime simulation. Any news on that. Mantaflow is awesome, but it is really quite slow and involves a lot of trial and error to get the results.

Aria

Hi Pablo. Can we get a search in the grid drop downs like 'add modifier' and 'editor type'?

arduinocassol

Hi Pablo. Thank you for being the bridge between developers and the community. It's amazing. Not really a question but just gonna say Geometry Nodes will be incredible for archviz and the development of architecture projects as an parametric tool. Would be nice if we could use face maps to drive some nodes or modifiers. Thanks.

xmamba98

Hey Pablo. Will blender give architecture some love? I know there are some addons that helps, but still not being perfect for architecture. Cut sections, plan drawings, prind scales. precision modeling and so much more could be add at blender at a whole new section. Thus, will geometry nodes try to be something like grasshopper? Is that what will look like in next years? There is that sverchok addon that is so close to perfection, cant be that part at blender? how it works? Thank u

antoinebaga

Hi Pablo, How can we know all the attributes available for each node input in geometry nodes ? Thanks !

spooky.iluha

Hello Pablo! A question about Node editors: I noticed that in 2.92+ there is already 3 different (4 if counting texturing) node editors and switching between them could be tiresome.

Knowing that Everything Nodes project will make even more node editors (also custom addons that add new node editors) do you think Blender could make them unified into one single editor of different data blocks?

Alexander

Hi Pablo, Any plans for texture painting improvements? I've asked on blender devtalk, but no answer from devs yet, take a look: devtalk.blender.org/t/texture-painting-overhaul-any-plans/17489 This could allow ppl to ditch s... p... painting stuff Thx!

bloodyboswell

Hey Pablo. For pretty much the entire life of blender, there has been a bug where enabling natural scroll direction would not apply to orbiting on mac track pads. This bug was "fixed" in 2.92

developer.blender.org/rB055ed335a111bebed7193acd083f54d5c82929ff

But now a new problem has arisen. Pretty much all mac users got used to the old orbit input not following the natural scroll direction. Now we are forced to choose between the orbit input we are comfortable with, or the rest of the gui scrolling the way we are comfortable with. Quite a few people have been upended by this change. It has been very hard to undo all the years of muscle memory (it kinda feels like riding a bike with your arms crisscrossed if you have ever tried that).

Is there any way we could get a "legacy orbit" or "inverted orbit" option in the user preferences? it would really be a life saver for a lot of long time blender users.

--- deleted ---- somebody else asked the same question