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  • Published 11 Jan 2021

VSE 2.0 #134 | Blender.Today LIVE - YouTube

Blender_Defender
11 Jan 2021

28 Comments

Blender_Defender Author

Blender Analytics.png Hola Pablo, hello Pablo,

(I'm a bit late, but I forgot to write this last week) I wish you (and everyone watching/reading this) a happy and healthy 2021. To start this year off, with a big boost of motivation, I've written a free Addon called "Blender Analytics". It is made to keep track of your Blender Usage Times, compared with the previous day, making Blender like a game of trying to use it more. (NOTE: EVERYTHING IS STORED LOCALLY! I CAN'T ACCESS AND/OR SELL YOUR DATA) . You can get it here if you'd like to try it out. I'd like to get feedback on the code , so I can improve it and make it available to a wider audience. Can you recommend to me some places where I can get helpful feedback or is there even any planning for a relaunch of the Roast my Addon-Series (If yes, I'd like to submit this Addon for this)? That would be really cool!

Greetings,
Blender Defender

6
Blender_Defender Author

* @Pablo Vazquez * I don't make GitHub that prominent, because it uses the Gumroad API for a special feature and currently throws Errors when trying to use without it. Thank you for your quick feedback and ideas on this add-on. I've already added a GitHub link at the bottom of the page and now I'm going to work on the code, so it can work without the Gumroad API. Could we get in E-Mail Contact (Go to "Details" >> "View E-Mail address") to discuss the idea of sharing on Blender Open Data ? That would be really nice!

Greetings,
Blender Defender

4
Delta

* @Blender Defender * Is there any ready to use package for testing your add-on?

4
Blender_Defender Author

* @Delta * What do you mean by "testing". Do you mean trying it out or do you mean testing for bugs?

If you want to try it out, you can simply get it(it's free), using a 10minmail address.

Greetings,
Blender Defender

4
slowk1d

Hello Pablo, I have 2 questions:

1- Are there any news on the GSoC projects "Custom Menus" and "Many Lights Sampling"? After the end of the GSoC we didn't have any news by the devs and nothing got implemented.

2- How is it going the reshaping of Right-Click Select?

3
panicq06

Hi thanks for the live ! Any news on the "Implicit surface skinning" implementation ? ( rodolphe-vaillant.fr/permalinks/implicit_skinning_project.php )

2
Silas

* @panicq06 * Oh that is soo cool.. Ton needs support in pushing this =D

DentedBits

Hi Pablo, I was just wondering if viewport sync options is something we can see in the near future?

Although I've been working with 3D software for years, I'm still relatively new to Blender. I'm truly loving this software more every day! One thing I miss while using Blender is I don't see a easy way to sync and un-sync the rotation, pan or zoom of my viewports?

When for example modeling a large object and I have a viewport of the front and the side open if I zoom in or pan in one view I then have to manually adjust the other view every time to get the same section of the object visible.

I've seen some other users talk about this issue here: blender.community/c/rightclickselect/T1fbbc/

And Here: blender.community/c/rightclickselect/kmfbbc/

And Finally I want to say thanks for all the hard work and all the work the development teams puts into making this program so great!

2
DirkTeucher

* @Dented Bits * I would expect you could manually set something up with drivers and object constraints to do this by creating your cameras manually. Otherwise if you were not aware of this ... the shortcut keys ctrl + alt + q is really nice if you are used to Maya and then pressing the full stop "." to focus in on an object or vertice or edge or whatever you have selected in both the viewport and the editor/outliner is something I find useful when working with 4 cameras and is very fast.

damian_winnichenko

Hi Pablo!

Merry Christmas and Happy New Year!

The "Apply" button on the (awesome and fantastic) Geometry nodes doesn't convert scattered geometry into the real instances.

Will it be implemented on release 2.92?

Thanks!

2
14arianuddin

Hi Pablo, I wanted to ask what happened to the retopology Overlay Task developer.blender.org/T70267 Is it still being developed or was it abandoned, currently one of the major problems with retopology in Blender is not being able to see the retopology mesh because it can be hidden by the high poly mesh.

2
vekokit877

just wondering, is the compositor gonna become real time for VFX and animations anytime?

1
Sgt_Bizkit

Feature Request:

Hi Pablo,

i would like a feature to ignore face normals for a volume shader on a mesh so that both inside and outside faces shade as outside in Cycles. (even if for camera only)

reason being is when using diplacements vectors on a mesh (to make clouds) parts of the mesh become inverted dynamically and are shaded as transparent only due to being an inside face which cant be overriden. (solidify does not help)

no one in the forums has overcome this issue and it would greatly speed up cloud generation using dynamic meshes instead of vector displacement within a volume shader. (eevee can only use the primitive cube for volume)

kind regards

Sean

1
Sgt_Bizkit

Thanks for having a look, sorry if i didnt explain too well however to help demonstrate here is an example file

it appears backface culling option you suggested affects mesh in Eevee only

im also quite new to the community, (though long time blender user) was inspired to create an account during the live broadcast

dropbox.com/s/08gewd3vi8fvouv/%40Pablo%20-%20Cloud%20Normal%20issue%20using%20cycles%20-%20test%20file%20packed.blend

XanzulsCG

Hello, just wondering, is the compositor gonna become real time for VFX and animations anytime?

1
mpintorizvi

i recently came across a eevee displacement system in dev, how likely do you think this will get implemented

developer.blender.org/T68477

1
johnedwardcox

* @mpintorizvi * Already implemented builds on Graphicall devtalk.blender.org/t/parallax-occlusion-mapping/15774/60

Delta

Hey Pablo super off topic question: Can you share a bit more info about your Mate (how you make it, drink it, etc.). You said that good Mate is expensive and the not so good Mate is cheaper. How do you spot good/bad Mate? Are there any DOs and DON'Ts?

1

Hi pablo, I know it is a feature request but why don't we have the option to have new created geometry in smooth shaded? And Autosmooth on? Thats what everyone does after creating new objects. Anyway.. Was Just to fill the questions for today.Have a good time! stay healthy and best wishes to everybody at blender!

1

* @Pablo *

thanks for the answere! Here are some links about ideas:

blender.community/c/rightclickselect/6Lgbbc/

blender.community/c/rightclickselect/WSgbbc/

Hope this ideas will find it ways. A good time to everyone!

JavierCarreras

Hi Pablo, how is it going? I hope you have started the year well. I have a query about the Properties editor, in the Workspace part there is a section to enable or disable Addons, but there is no way to have it synchronized with the ones in preferences and only deactivate the one you don't want? I think it would be of great help to have the Sidebar organized and create custom Workspaces for tasks that I would do in each one. But if I have to reactivate all or almost all, it becomes somewhat cumbersome.

Thanks in advance, sorry if the question is silly.

1
paulhart

Returning topic, Line Drawing support in Blender is limited. Freestyle is 'single threaded,' doesn't handle Particles (leaves, grass, hair/fur, etc.) crashes on large files without recovery due to memory management. LineArt also stumbles on big files being painfully slow, lacks Freestyle line refinements, even as I maintain new builds on Graphicall.org . I am a Patreon for BEER development, purchase Line Addons of mixed usefulness, and lament the lack of a Real Time Line Rendering solution. Make Freestyle multi-threaded, cache results, and allow Editing of solutions on the Cache in Real Time, and let it work with memory more efficiently without crashing, please. Thank you for all the fine development work.

1
UnidayStudio

Hi, Pablo! How are you? Cheers from Brazil and thanks for the amazing show!

I'd like to ask if there is any news of plans about the new Interactive Nodes (like a "game engine").

Thank you! :)

1
Hexbob6

Hey Pablo, I'm wondering if you knew of any way to add checkboxes to custom node groups, either in geo nodes or the regular cycles node editor, which would allow for boolean operations (True/False) of values within them?

So instead of adding a 0-1 slider that mixes between two colours/values you could add a checkbox that outputs Red if it's on, and Blue when it's off, for example (think the switch node in the compositor) :) Would be awesome from a UI/UX perspective!

1
Hexbob6

Also just to piggyback off this question - is there a resource available anywhere to easily create custom node mock-ups? I vaguely remember seeing something a while ago relating to Jacques Lucke's particle nodes branch... but have since been unable to find it again :)

1
paul3

Hello Pablo How about hair? Is there any progress with the Hair Dynamics? By the way I like Blender Today live very much. gr P

Cristian_Moga

Great work Pablo! Here is some love for the Speaker object: SqeakBake addon. github.com/in10siv/SqueakBake youtu.be/puugbwrAoEw

Also when will the speaker object get some love from blender?

My proposal is to use the length of the NLA track to play the sound (to stop the soundclip if it is longer than the NLA track and maybe loop the sound clip if it's shorter)

gumroad (i know you don't like it): gumroad.com/l/Sq_Bk

Sgt_Bizkit

Feature Request:

Hi Pablo,

i would like a feature to ignore face normals for a volume shader on a mesh so that both inside and outside faces shade as outside in Cycles. (even if for camera only)

reason being is when using diplacements vectors on a mesh (to make clouds) parts of the mesh become inverted dynamically and are shaded as transparent only due to being an inside face which cant be overriden. (solidify does not help)

no one in the forums has overcome this issue and it would greatly speed up cloud generation using dynamic meshes instead of vector displacement within a volume shader. (eevee can only use the primitive cube for volume)

kind regards

Sean