I just created my first ever patch for Blender and I want to know if I have to notify a developer or if I should just wait.
developer.blender.org/D14096
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Blendey
Hello Pablo! Hope you have a nice Monday. Just wanted to say thank you very much for doing these streams every Monday!
1
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DanteY
Hi Pablo, hope you're having a great day.
I wanted to get your opinion on my right click select proposal regarding how node groups in the current Shader Editor look like. As of right now, Node Groups in the Shader Editor don't have the same flexibility as the Geometry Nodes Groups . Here's the proposal
blender.community/c/rightclickselect/K8Vx
. If you think it's a good idea, would you mind poking one of the devs so maybe at least the first part of it would be added in the near future ? Thank you in advance !
TLDR;
Shader Node Groups have unexposed sockets that can be added with python but are not exposed by default. It would be great having them exposed to make the Shader Node Groups look the same as the Geometry Nodes Groups, keeping them both consistent.
TL;DR Because its
a LOT
of work, and it have to be done at high standards (by someone very experienced) - so as always - lack of resources right now.
Quote of Brecht (Main core developer):
I’m a proponent of having a C++ API.
[...]
Anyway, this is a complicated project and I don’t think it’s something that the Blender Foundation will tackle in the near term.
[...]
But if the resources are available, I think it’s a good feature to have.
You can read whole thread there, because there are few other technical explanations.
Kinda bad news, but "at least its something". Some time ago "c++ api" was "no go" and its even still on this
stupid list
.
1
s
slowk1d
Hola Pablo!
I want to use the space to share a proposal I made on RCS that I'm craving for ages, for copying modifiers from one object to the other in an easier and more natural way, be sure to read the whole text before thinking about the copy modifiers operator:
blender.community/c/rightclickselect/k2jK/
Thanks!!!
m
michal1000w
Hi Pablo,
What do you think about this project? It's fluid sim on GPU. Early development phase but may be worth looking at
Hello Pablo, hope your doing well, thanks for the great show every monday, my question is, there is a big difference in term of viewport management and speed between blender 2.8 smoke sim and the 3.1 or 3.2 smoke mantaflow sim, do you have infos of improvements maybe related in the project Heist needs ? because there is some smoke in some of the first draws
I guess it's a must need feature for geometry nodes
m
michael
Hola Pablo, todo bien? ;)
I have a question regarding the Principled BSDF: When I add it to my materials, Specular Tint now defaults to 0.5. (I'm using 3.1 daily builds and I've tried factory settings) Do you know anything about this? It seems like an odd default.
Thanks for any insights you can give.
15 Comments
Hi, Pablo
I just created my first ever patch for Blender and I want to know if I have to notify a developer or if I should just wait. developer.blender.org/D14096
Hello Pablo! Hope you have a nice Monday. Just wanted to say thank you very much for doing these streams every Monday!
Hi Pablo, hope you're having a great day.
I wanted to get your opinion on my right click select proposal regarding how node groups in the current Shader Editor look like. As of right now, Node Groups in the Shader Editor don't have the same flexibility as the Geometry Nodes Groups . Here's the proposal blender.community/c/rightclickselect/K8Vx . If you think it's a good idea, would you mind poking one of the devs so maybe at least the first part of it would be added in the near future ? Thank you in advance !
TLDR;
Shader Node Groups have unexposed sockets that can be added with python but are not exposed by default. It would be great having them exposed to make the Shader Node Groups look the same as the Geometry Nodes Groups, keeping them both consistent.
Hello Pablo!
Can you comment on my ideas?
blender.community/c/rightclickselect/r2vL/
blender.community/c/rightclickselect/oZPY/
blender.community/c/rightclickselect/pZPQ/
What do you think about it? Will it be difficult to add these features to blender?
Thanks for your work! You are cool!
Right now there is no way create random value for whole geometry. blender.stackexchange.com/questions/253620/how-to-generate-random-number-for-whole-geometry-in-geometry-node/253692
Is there any specific reason this is not added?
Could you give us any updates on Texturing system? Any internal discussions so far?
Hi Pablo. Is grid data available in the Blender API. To be used in add-ons?
hey pablo
when will blender have c++ api and why aren't you guys implementing it what's the reason behind no c++ api
There was recently big discusion on devtalk: devtalk.blender.org/t/improving-python-c-c-and-general-development-process/11596/1
TL;DR Because its a LOT of work, and it have to be done at high standards (by someone very experienced) - so as always - lack of resources right now.
Quote of Brecht (Main core developer):
You can read whole thread there, because there are few other technical explanations.
Kinda bad news, but "at least its something". Some time ago "c++ api" was "no go" and its even still on this stupid list .
Hola Pablo!
I want to use the space to share a proposal I made on RCS that I'm craving for ages, for copying modifiers from one object to the other in an easier and more natural way, be sure to read the whole text before thinking about the copy modifiers operator: blender.community/c/rightclickselect/k2jK/
Thanks!!!
Hi Pablo,
What do you think about this project? It's fluid sim on GPU. Early development phase but may be worth looking at
youtu.be/nYsWZJ4Or1Q
The guy has a blender artist thread: devtalk.blender.org/t/realtime-gpu-smoke-simulation/13142
Hello Pablo, hope your doing well, thanks for the great show every monday, my question is, there is a big difference in term of viewport management and speed between blender 2.8 smoke sim and the 3.1 or 3.2 smoke mantaflow sim, do you have infos of improvements maybe related in the project Heist needs ? because there is some smoke in some of the first draws
helllo pablo thanks for this live
welll actually I have this suggestion check it out blender.community/c/rightclickselect/vQGV/
I guess it's a must need feature for geometry nodes
Hola Pablo, todo bien? ;)
I have a question regarding the Principled BSDF: When I add it to my materials, Specular Tint now defaults to 0.5. (I'm using 3.1 daily builds and I've tried factory settings) Do you know anything about this? It seems like an odd default. Thanks for any insights you can give.