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  • Published 23 Jul 2020

Blender 2.91 ALPHA! Q&A #113 | Blender.Today LIVE - YouTube

pipeliner
23 Jul 2020

100 Comments

14arianuddin

Just wanted to ask, can we have a little shoutout to this open source project called <b>MaterialMaker</b>, it is used to create procedural textures<b> similarly to Substance Designer</b>. Here is some stuff I've done with it: {attachment k69c25xoo0c51webp} {attachment b0e0dc34e5f5d6b062eb2d5723d4795b83157cdcjpeg} There's more in this thread: blenderartists.org/t/exploring-materialmaker/1238584/24

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pipeliner Author

* @14arianuddin * looks great

2
14arianuddin

* @pipeliner * Thanks

1
mindvisual12

* @14arianuddin * yeah big shoutout please!

thinsoldier

Topic Suggestion For A Future Livestream

Over on Right-Click Select there are 77 posts marked as "In Development".

Pablo, could you ask as many Blender Foundation developers as possible to go look at some of those 77 things and give you a 1 sentence progress report on it, if there is anything to report, that you can share in the next livestream?

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rex_kungolos

* @thinsoldier * Although I would thoroughly enjoy the potential outcome of this suggestion, I feel like it's bad for work ethics to suggest stuff that could increase the devs workload, considering they already do more than enough to keep the community informed and involved (meeting notes, blogposts, every project is trackable through the blender developer etc).

I just think that realizing that the devs are actually people who may be passionate, but still do normal work shifts for blender, is a considerate thing to do.

5
Joseph_Burgan

Man these Q&As are getting popular lately -- look at the amount of comments!! Sheesh.

I'm wondering if you know of a method to smooth/polish out edges in sculpt mode. By masking out only edges of a hard surface model, I can apply a mesh filter (smooth, surface smooth, all that) to get this nice look, except I keep running into this problem where I'm getting pinching along my edges. (Screenshots linked below)

Do you have any suggestions on how to smooth my edges to create bevels in sculpt mode without getting this terrible pinching??

Link to screenshots here: twitter.com/JosephBurgan_/status/1285410620465049600

Thanks Pablo!

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horse.gurley

* @penguinburger1 * Yess

rex_kungolos

Hi pablo (+possible guest)!

Just wanted to ask, is there a way for a user to know how a feature is supposed to work before it is officially documented?

Ie. I love the fact snapping was added to edge slide, but I don't know which direction vector is assumed to intersect with the snapping point. But this goes for any feature that is a bit less straightforward, and may have bugs. Is there any way to easily tell apart a bug and a misuse?

<3

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yashpalgoyal1304

* @rex_kungolos * nice question. (i have hearted already, just saying for my own future reference)

jemian

Hi pablo . Is there any chance that we'll one day have the bake we're seriously missing to finally make pro and PBR textures. Like metalic, curvature (no it's not the same of pointiness), vertor displace, displace...

6

Hi Pablo When using the graph edior,i notice that having to click the panel on the side(slow) or select a keyframe in the graph editor(when there are multiple keyframe on top of one another) to select a curve is quite annoying. So being able to select the curve by just box selecting/clicking a part of the curve would be a huge time saver. Is it possible this change will be added anytime soon ?

6
prasenjeetanand

Good evening sir, I have few things to ask:-

  1. in Arnold we can export per light AOV with same/single render. but in blender i have to use view layer. Is there any ways to do with same view layer.

  2. is there any way to save pre-view in IPR( viewport render) like slots in final render ?

  3. how to bake displacement map without multires?

  4. in graph editor, there is ghost curve or curve snapshot. is there any way switch between main and ghost?

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daniellapalme

* @prasenjeetanand * You can do per light passes in the bone studio branch: blender.community/c/graphicall/kdbbbc/

platerytter

Hi Pablo, Godot 4 super early alpha have just added a new SDF based global illumination rendering technique to their viewport. Its realtime global illumination with NO light leaks and no baking and unlimited bounces. Not too far off from Unreal 5's new lighting tech.

Godot and the SDFGI tech is licensed under MIT and would be terrific to see in EVEE.

Check out the quality images you get out of it godotengine.org/article/godot-40-gets-sdf-based-real-time-global-illumination

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limarest

* @platerytter * Pablo saw that few weeks ago and said that it looks promising but we need to wait for Godot get out of alpha to start implementing something like this. This way the feature will be more stable.

2
funkfabrik

Hello! With the upcoming everything nodes we will have a new particle system finally. Will that system also allow us to use one setup to influence different channels or domains. For example, lets say we have a particle stream. Can we can use that setup to emit/add fire or fluid?

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abelmilanes

Hola Pablo! Any plans for Cycles or even Eevee to support outputting deep image data including Deep EXRs for compositing?

Have asked this question before, but never seen an answer... so apologies if it has been answered already.

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thinsoldier

Are there any plans to improve 3d text in Blender? Photoshop literally has better 3d text when you consider it's ability to do a chiseled bevel on the face of any font (and export as .dae or .obj) is effortless compared to attempting the same in Blender.

I've spent the last year and a half trying to convince some graphic designer friends to join the Blender party and all I've actually done is make them want to buy Cinema 4d for its new Caps & Bevels feature - 20 second demo video: youtube.com/watch

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pipeliner Author

Hi Pablo, hope you are doing great! There is one thing I noticed regarding the Compositor. It doesn't have nodes for adding noise & grain. This should be in the software and not an addon.

There are several addons for that so I would like to use this platform to shoutout to any developer in this community who has the potential of adding this feature! Or would it be possible to re-use the nodes from the shader editor?

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koko_ze

* @pipeliner * You can use the different noises from the textures as a subtitute.{attachment 2020-07-23_22_29_06-Blenderpng}

2

* @pipeliner * I agree, had the same thought last weekend :D

* @Anže * is it animated or do you need to animate it?

Helge

Hi Pablo, thanks for keeping the Q&A Sessions alive. I really like the format!

You know what else I like? The Voxel Remesh Modifier! (More than sliced bread, actually.)

Two questions: 1.) Sometimes, I accidentally reduce the voxel size too much . Do you know how to stop the modifier execution before Blender crashes?

2.) Is there any way of quickly joining a bunch of meshes with a modifier? (No need for bool, more like "Ctrl+J" - but with a Modifier. ) This way, I could add the Remesh Modifier to it and would still be able to move each object separately. Like this:

youtube.com/watch

(For the video above, I used the Array-Modifier's End-Cap, but that feels rather hacky and takes some time to set up with more than one object.)

Thanks and have a great weekend!

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rex_kungolos

* @Helge * Tried using booleans + remesh modifier? I suppose this is the standard way of copying another objects mesh data over to join through a modifier.

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Helge

* @rex_kungolos * I did. :-) Unfortunately, it takes so long to compute the Boolean Modifiers on a bunch of heavy meshes that the scene becomes unusable. Just joining everything together (Strg-J) on the other hand is fast and works just as well with the Voxel Remesh. However, I'd like to keep things non destructive as long as possible, so a modifier based idea would be ideal. Thanks for thinking about this. :-)

rex_kungolos

* @Helge * Thanks, never thought of the need for such a modifier till i read your post. I see now. sounds interesting.

A way this could be implemented would be as a boolean modifier operator.{attachment Untitled-3png}

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Helge

* @rex_kungolos * Yes, I thought about this, too. Currently, I use the Array Modifier to achieve this. (A second object can be used as a cap. It needs a little setting up, but it works.)

I think, until now, there has never been much demand for something like this. But with Voxel-Remeshing coming into play this would allow for a very nice non-destructive workflow. I'm mainly using this for 3d-printing. This way I can build a model based on a bunch of assets without thinking about intersections and stuff like this. (The best thing is: after the Voxel-Remesh, other modifiers like smoothing, displacement, particles, ... can be added to the resulting mesh.)

But even if the Boolean-Modifier had this new mode, it would still be great to have a quick way of joining a whole 'group' of objects. If, in the Boolean-Modifier settings, a collection could be selected instead of an object, that would do the trick. But I'm not sure if there is enough demand for this to justify the effort and changes it would cause.

Maybe an add-on could solve the problem as it could generate all the necessary modifiers (Array or Boolean). It probably wouldn't be as flexible as the boolean-join-collection-modifier, but it could still save a lot of time.

1
frostcrackstudio

Can blender get all or some of the following options:

  1. An options to disable Multi Object Editing?

  2. when you press Auto Keying, it make a key on the timeline?

  3. An option to disable the "Key frame Meu" so when you press "I" it will make a key that work for all type of animtion?

  4. The ability to select curves in the Graph editor?

I love the show, keep ut the great work.

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pixlcontacto

Why Blender does not have a Dropdown menu for the text fonts, like most softwares aplication? (not only 3D apps)

2
lukasbabravicius

July 22 come out blender 2.83.3 , 2.90 in bata and 2.91 alpha my: how is that possible ?

2
Hannah_PROTOFROG

I see Pablo Dobarro being the person that keeps adding very cool features but does he have a roadmap right now? I'd love to see what he's working on.

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Helge

* @personal.hannahdh * There are updated roadmaps for all the modules from June 2020 right here:

code.blender.org/2020/06/modules-roadmap-june-2020/

I guess, "Sculpt, Paint & Texture" is the one you are most interested in. :-)

wws3d

Hi. Thanks for great work. Can We have ability to create stack of modifiers and ajust them and save it and use it to another objects later without adding them again or linking them from another objects. It could speed up work flow for me. Thanks.

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tintwotin

Hi Pablo, could you elaborate on the choices behind this VSE roadmap? Performance of ex. playback, effects, scene strips, render, colormanagement and proxies doesn't seem to be mentioned? developer.blender.org/T78986

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WIMTOFI

Hi brother. How are you? Blender shape keys animated are not exporting! Can you please help me up? Have a nice day

1
iadagraca

* @Efaz * Far as I know shape keys only export when driven by bones.

But another method is setting them up with the NLA editor since they animate in a separate action file. So adding them to an NLA layer will work.

daviddomingues_

Hi Pablo, how you doing?

I made a post on RCS a couple days ago about Blender's Branding and some of my ideas for EEVEE logos . blender.community/c/rightclickselect/RVfbbc/

I talk about it more in depth on the post, but It goes kinda like this. Blender should have a logo/logotype for most of it's products (e.g. EEVEE, Cycles, Blender's asset manager (BAM, etc) as it let's more professionalized and more popular.

I completely understand that Blender doesn't have a lot of resources. I think It would be something awesome to have and would make the branding of Blender that much better. It could be a call for content and released in a major release like 3.0.

I would like to hear your thoughts on this.

Take care, David

1
andycuccaro

* @daviddomingues811 * I believe the argument about no logo for EEVEE and other stuff is that it's an intrinsic part of Blender (unlike Cycles, which is an addon actually).

1
reston.stanton

HI,

I was wondering if the subdivision improvements included adaptive subdivision, and when will it leave the experimental feature set?

Also, I found a bug using the fluid engine but, It's a really great feature that I don't want removed but it is still a bug. Any suggestions for someone is the U.S.A. to contact the developers about it? Specific developer, platform(Devtalk, blender.chat , ...), or time.

Thanks.

1
gorro.rojo

* @reston.stanton * for bug reporting, see youtube.com/watch

1
reston.stanton

* @gorro.rojo * The Problem is not reporting the bug but, asking if it can be made a feature.

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gorro.rojo

* @reston.stanton * confusing but alright, the #blender-coders channel on blender.chat is where the developers meet up to discuss things, and it's public and open. also the platform where you report bugs could also be used for what you want, otherwise, there's devtalk.blender.org , a forum for blender developers and their interactions with users.

1
reston.stanton

* @gorro.rojo * Yes it is vary confusing. I spose what I am asking is, what is the best platform and time? I live in the U.S.A. and most developer live and work in Europe with a large time difference, and wich developer should I contact. I will try to edit the post and make it clearer.

yashpalgoyal1304

* @reston.stanton * it would be better if u can update ur original question to make it clearer. since clearer questions = better answers.

yashpalgoyal1304

* @reston.stanton * the answer by @gorro.rojo shall adress that already i think.

Bagito

Hello sir pablo it is possible to add this as a feature like deselect a edge or face but keep it as active to make it as axis guide. with the use of active element pivot point?

blender.stackexchange.com/questions/112754/is-it-possible-to-deselect-element-but-keep-it-active

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ammusionist

Hi Pablo. I hope you get the chance to discuss the spam issue we're seeing here on the Blender Community website.

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plachenko

* @ammusionist * this is discussed here: blender.community/c/rightclickselect/WWfbbc/

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ammusionist

* @Denis Perchenko * Yep - Did you notice who posted that topic? :-)

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plachenko

* @ammusionist * you right tho, just letting others know then :D

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yashpalgoyal1304

* @ammusionist * u should post the link in in ur starting comment (since threaded comments are not read)

yeah, it would be even better since he (pablo) has already commented on that post. so, the purpose of ur question (reminder) would be even more clearer i think

mau.memoli

Hi Pablo, I was wondering if you guys have ever thought of finding a way to better organize the list of vertex maps or shape keys. It would be awesome having something in the list UI that gives the ability to create groups. It would be very handy as UI element in the API.

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rex_kungolos

* @mau.memoli * There have been suggestions on that on right click select, and I believe the devs are aware. Would be really awesome indeed.

Here are some suggestions related to organizing lists:

Folders in Lists

Indicate that a vertex group contains no vertices.

Multi Shape key Target

Drag and drop for material slots

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mau.memoli

* @rex_kungolos * Thank you for your answer I will look into that now :)

plachenko

Pablo! You and the blender community/team are awesome!

I was wondering if there was a conscious reason why pressing the transformation hotkeys (g/r/s) didn't invoke the gizmo operators in object/edit mode. It's a bit confusing to have two different contexts for rotate/scale/translate since you can constrain the axis when using a hotkey, but can't when using a gizmo operator (unless already manipulating an axis). I believe a gizmo operator should have an 'immediate' mode (start manipulation right away and exit after input) and a 'lazy' mode (wait for manipulation and don't exit), but both should be able to have similar constrain functionality (axis hotkey / hover axis mouse down) and onscreen visibility. A marriage of the two could provide greater axis-ability!

Note: I've used 2.7x for years and I'm a hotkey user by blood and rarely use gizmos, but I've noticed new users coming from other software love the gizmos for onscreen adjustments. The more I use 2.8+ the more I realize the value of using gizmos in my workflow but can't justify the speed. I believe having keyboard shortcuts to invoke gizmos would alleviate the stigma of keyboard commands/gizmo use and provide a sense of consistency in the user interface.

Thank you again for your hard work and would actually love a 'right click select today' that you mentioned in the future :)

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rex_kungolos

* @Denis Perchenko * "since you can constrain the axis in when using a hotkey, but can't when using a gizmo operator"

what do you mean? there are many ways to constrain using gizmos. Click on a specific axis, click then middle-click (ok, bad ergonomy), click and hit an x,y,z key. All of these work.

plachenko

* @rex_kungolos * For instance click 'rotate' gizmo and press x to rotate on x axis-- instead you're prompted to delete the object. The axis rotation lock can only currently be accessed in the axis transform modal operation.

I understand there might be confusion if you're actually trying to delete the object but I argue you could hit escape to get out of the transform operation then press x to delete.

rex_kungolos

* @Denis Perchenko * the idea is that you also need to be dragging for blender to register you are doing something. otherwise it would get annoying because your starting point would always be the top left of the screen which is very inconvenient (IE scale manipulation takes into account the screen distance from an objects origin. Anytime you drag, these hotkeys work (trackball rotation being an exception for some reason). If you don't want to bother clicking on the gizmos, you can set the drag action from the header to be "Active Tool".

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plachenko

* @rex_kungolos * What I propose is a bit more consistency in functionality. It just seems like the current transforms are disconnected entirely from gizmos (even though they do the same functions). Here's a reference for one type of issue of consistency

What I expect when pressing x in a rotation gizmo / r -> x hotkey: Expectation

What I get with gizmo: Reality

What I get with r -> x hotkey: Reality2

I also believe just pressing r/g/s should invoke the gizmo operators rather than screenspace operations with no indicators-- they'd still be able to do screenspace operations but also allow the user to use axis indicators to constrain axis.

I'd love to work on a patch but I'm not sure how deep this issue is (this might have to touch on all contexts like graph editor, shader editor, uv editor etc for consistency?) I'm also not great with C as of yet. I've been building blender every day but sometimes the ninja cache screws up... but still something I'd love to help with!

1
iadagraca

* @Denis Perchenko * I like this idea as a visual cue for using hot keys.

1
thinsoldier

Hi Pablo, I would like to propose that the Blender slogan for 2022 be "Nothing New in 2022". I would like to see only bug fixes and increased UI consistency for at least the first 6 months of 2022. What do you think?

1
filedescriptor

* @thinsoldier * Since there is now an LTS program ( code.blender.org/2020/05/long-term-support-pilot/ ), there will always be a version of Blender that will only get bugfixes.

9
michaelygavino

How can I prevent color banding when rendering animation in Blender.

victorkanoga1

I dont know if im late but I just wanted to ask how I can send my after effects motion tracking data to blender?

JosuManzanas

Community Logo It should also be in SVG or some type of Vector format

saikapian7577

Pablo my question is Blender 2.80 is asking for opengl 3.3 what should I do

sponsrs

Hi Pablo! I want to ask about updates for Eevee such as light nodetrees, the new depth of field coming in 2.91 (as said on the roadmap), and other improvements concerning animation! I hope you are staying safe and making the most of everything!

SiewertLevi

Are there any updates to the Library overrides task list (parent T# T53500)? I'm working on short film and having variables/drivers that control indv library overriden objects would be a godsend.

Objects with variables/drivers controlling shaders and shape keys creating extremely flexible assets such as

  • Reused Environmental objects, randomly placed w/ animated shaders (such as concrete chunks that get wet, animated bullet holes, shaders dynamically integrated w/ environment such as occluded dirt, controlled wear directions, ect. Basically everything you can imagine can be dynamically changed by the environmental artist. )

  • Randomized background Characters/props

No movement since 2019 as far as I can see. developer.blender.org/T53500

Edit: Saw deprecated tag and moved to developer.blender.org/T73318 , Looking into new task now. My bad.

Edit 2: TFW its been moved to the backlog ;ddddd

antonio.mateo.ahrens

Hey! Would love to know if motion blur in eevee is going to be back on the viewport at some point since its gone in the latest 2.90 patch. Also, is there ever going to be a seperate screen space global illumination feature coming. right now you can kind of imitate with with a seperate glossy shader but itd be an amazing feature since its so fast in eevee

michaelygavino

Sculpt Vertex Paint. I tried using sculpt vertex pain and use stencil. But I couldn't make it to work. It was working before but color is too dark but now I couldn't make it work at all. Is there a special procedure to make it work or should I just report it as bug?

michaelygavino

* @michaelygavino * also I forgot to add that the image I am using as texture is colored but stencil is showing as black and white.

samarthmadhvani

Any updates on sequencer that might be coming soon in 2.91??

dj0000plx

I am a music producer and i am interested ion animation,but due to my potato pc i couldn't continue is there any thing i can relater to like creating background music for animations or recording voice over but instead music?

Hey everyone.

What do people think about a system where the users are given a list of new papers that have found much better ways to do things like Fire and water sims, soft body, physics, etc. And then the community votes on which they'd like to be implemented, after which point the Blender headquarters calculate a cost, and then the project is placed on kickstarter until that amount is reached. The money is then used by Blender to hire a Developer/team of developers just for that task.

barlowski

Dear Pablo thank you for your livestreams.. It keeps at least me keep pushing to learn Blender. Thank you.

Do you have any plans or news on realtime virtual production workflows going in Blender?

I'm really into using VR for creating motion graphics I use Blender to render my first simple dream animation of a flying car. Maybe some developer will like this idea - I wish we have features to record keyframes for camera in VR like some other engine do. I know in VR preview you can animate a camera works :) But not keyframe recording.. clip: youtu.be/rhvf7nhoJec

Shoutout to free Rokoko studio plugin for Blender I was able to capture my face on iPhone and animate realtime to characters in Blender + for easy retargeting using BVH. I can record in HMD for motion capture using a HMD I used a Quest for hand tracking) timecode Clip: youtu.be/97pSfhic_UA The fun trailer :) youtube.com/watch

sayamtalreja918

hello pablo please tell how it is {attachment stagepng}

tomegaspadas

hello pablo, what are the plans to improve the texture painting features? I mean to make it more like substance but not so much like it ( substance is soooo laggy ), Multi channel painting? (layer it all ready have it is just a bit dificulty haha) and more consistency between the brush size and the painting it self (when we zoom in the ratio between the brush and the mesh changes, so it makes inconsistency tiles).

maurorojasq

What about a copy / paste constraints +drivers without overwriting the previews Constraints on bones? 😁 This would be a huge time saver for rigging

andre.kalouguine.ak

Hi Pablo, love the streams! Is it planned to add lighting of grease pencil objects via emissive objects? I couldn't find it in the grease pencil refactor roadmap.

Cathy_Cason

How do you apply interactions with other objects in the cloth brush?

saikapian7577

blender 2.80 is asking for opengl 3.3 what should i do

saikapian7577

blender 2.80 is asking for opengl 3.3 what should i do

Helge

* @saikapian7577 * You should check if your graphics card supports opengl 3.3 Maybe you'll just need to update to the latest drivers. If the card is too old, you may have to switch to another cards.

1
FreeMind

Will Blender ever allow unlimited N-gon Holes on N-gon faces? Compared to Sketchup, where you can place a window in a wall without the need for extra edges, this has always bothered me in Blender. Been waiting for that ever since B-mesh was a thing. Should really make modeling feel less restrictive, also help A LOT with Boolean workflows.

Xdragon5502

Will Blender get macroes in the future?

mindvisual12

Hi Pablo, shouldn't you even consider giving Blender 3.0 a new refreshed logo?

simon.p.heggie

Hey Pablo, hey community.

My question is about color-management.

If I set up a render, running through into the compositor: exr float 32 with filmic color gives us some nice results and plenty of compositing power. However, I seem to consistently struggle to get the final render to look any good when I have to output it to 8 bit pngs. It's usually either too faded or too intense.

Part of the struggle is that you have to save the image in order to view it under the saved colorspace, when working in the compositor to my knowledge.

Is there an easier way to preview the final color space while I work on the image, so I can at least approximate the correct adjustment by eye?

Something similar to a file output color space preview? Just something to ensure that what I'm looking while I worked is accurate to the final image. Otherwise, I have to work inside of standard.

andremiguelito25

Hey Pablo, quick question, is there a way to change the line thickness of the composition guides when i add a camera? I can barely see then even when i change the color. Thank you, wish you all the best.

Silas

Hello Pablo, stay hydrated.

My question is regarding the cloth simulation. Is anyone working on real time cloth manipulation during the sim? I am so excited for this feature!

aisatan.ne

Hi, thanks blender team for all your work, you are the bright light in 2020.

Question:

Will we get any new features/changes to camera tracking/vfx part of the blender? maybe better auto mode (it's only "auto detect features" and it's not work very well). everyone happy that this tracker exist (basically it's only free option rn) but I don't see any changes in it, I hope to see any changes that make it better like paid ones.

I guess last movie with using tracker was "Tears of Steel" (2012) and it's kinda sad for me, I hope to see more here and in blender cloud

visnevskis

Hi, Pablo. Recently you said "why don't we have a search here" looking at a modifier list. I'm not "requesting" this, but would like to point out what I believe could be a better alternative. It's not new, but until really tried, sounds extremely un-sexy (especially to those using current hot-keys), so I'll have to try to explain the reasoning too.

A holy grail of efficiency for any complicated UI is minimizing cognitive load. The less cognitive load taken, the more is left to perform actual work and be creative. Unfortunately, we're also extremely bad at noticing cognitive load until we run out of capacity. And even then - we often don't have the right words to describe and extract it as a separate concept.

The suggestion: After Modifier list drop down -> Press a letter -> the selection moves to a first modifier beginning with that letter -> Press enter/space to accept, or press the letter again to cycle to next Modifier.

That may sound cumbersome, but:

  1. You cycle with a single key. If you're not familiar with benefits - think of your mouse. You can do double or even triple click. You can't press different keys that fast when you type in search, because you have to coordinate much more information, which is cognitive load.
  2. You learn virtual "hotkey" for free. You already remember the first letter of modifier name and push even triple-key into muscle memory as a single action, which reduces cognitive load. Even before it is learned, the only thing your brain has to process is yes/no to current selection.
  3. You actually do push it into a muscle memory (reflex), as opposed to most hotkeys, which you can just remember quickly. That would reduce cognitive load even more.
  4. The approach holds up to expanding the Modifier list up to 2-3x the size as re-learning how many times to press the key doesn't take long.

There are some menus that could benefit from this approach too (maybe the Add Shader), but of course it shouldn't be pushed everywhere.

A very not safe for work tip I explicitly do not recommend to anyone: you can find what parts of UI drain cognitive capacity by working seriously sleep deprived. Navigating through lists is one.

iadagraca

Yo Pablo, Are there any plans to bring back AO Baking to Vertext colors? The option is critical for my game development needs. Right now I've been having to export to blender 2.79 and reimport into current version.

I've seen progress on vertext coloring so I hope AO bake is coming soon!

issuesvfx

Recently I was looking to see if it was possible to time remap the whole scene in blender and I know blender has the time remapping feature but you cant keyframe it, the only other way I discovered is you have to put your scene into the video sequence editor but you can only do this if you duplicate your scene (think thats a bug) and then add a speed control strip.

To me this feels clunky there are addons that allow you to animate time remap within the layout panel and graph it within the graph editor but they are old, just wanted to know if this was something you guys have thought of adding?

yasharya2901

Pablo, would you like to comment on this feature I requested? devtalk.blender.org/t/smart-rotoscoping/12870

brandon3D

Hey Pablo

Any chance of getting retopology tools anytime soon? A smooth brush for edit mode and snapping support for loop cuts would be awesome!

youthatninja

Hello, Pablo. Why there is still tooltip on transform gizmos? :)

Hi Pablo!

Where can I find common modeling tools such as "Interactive Target Weld" functionality in edit mode? - If none, when will they be made? These are very key in the modeling world of 3D software. - I understand that there is the press M and merge to last, center, and such... But where is the interactive "none-pop-up menu" function/hotkey command to interactively do these procedures? teachmecone.com/wp-content/uploads/2015/09/targetWeld.gif

Also, would there be an interest from the developers to invent tools for blender's modeling suite that look like these? - I would do them myself, but I don't know how to code :P

youtube.com/watch youtube.com/watch youtube.com/watch

Thank you, and the blender team!

gorro.rojo

* @mattfagan * hi! the feature you speak of already exists in blender. it's called auto-merge, which merges vertices that are in the same spot. Image

if you set your snap tool to "vertex" then simply moving a vertex with snap enabled (or while holding CTRL) will do what you want.

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thinsoldier

Does anyone else find it annoying that the Exclude from View Layer (checkbox) does not remember the Hide in Viewport (eyeball) state?

blender.community/c/rightclickselect/FVfbbc/