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18 Nov 2019
momotron2000
youtube.com momotron2000
Cobra
Pascal
SiriusRU
XDroid
Xdragon5502
andycuccaro
blenux
christianclavet
christophe.guivant
izcho
pablovazquez
printerkiller
quockhanhlk
unleashed75
urkokul
zinogg
65 Comments
Hello Pablo, I don't hunderstand how Blender simulate light power. What is the meaning of Watts for lights (light power) in Blender ? Is this light power in Watts equilavent to a Bulb light, a LED light or an other type of light power ? How can I convert Lumen in Watts unit used in Blender ? I'm aiming to simultate a real scene with lights and its known powers in Lumen (or in Watts) and I'm searching a way to precisely model the scene in Blender.{attachment blPNG}
* @XDroid * there was a discussion in a previous Blender Today. Lumens would make a lot of sense
* @momotron2000 * I agree
Hey Pablo. In a recent video, it was demonstrated how slow editing can be in Blender compared to some other applications like Max or Houdini. Is editing performance being looked at. Here's the video.
youtube.com/watch
Hi Pablo,I have been following nodevember which is so inspiring so i want to ask about the future for everything nodes, and the possibility to get Blender to have material authoring capiblities like the popular one, this might need a huge change to how the Node Editor look & work, so do you guys have plan to do that or aren't intrested in this direction and we have to use the other software for that, thanks.
* @PK_GO * I'm quite positive that Jacques Lucke said that after Particles Nodes, Material/Textures Nodes would follow. I think he said something about it at the BConf at the Devs Q&A.
Hello Pablo, I watched this few days ago & it's about Tangent Animation and their work on Next Gen, u can watch it later if you want ....they talked about the obstacles they had in their production & how they solved them, they mentioned that they are willing to push their improvements upstream so Blender can become a big Production tool especially Cycles, so is this happening and are there any other Studios doing the same?
* @zinogg * yes - I guess Ubisoft might add some improvements in the future
With the new node system, can Blender get some buttons so if we want to make some partical systems, we click a button called fire, and Blender makes the nodes for fire and a button to smoke and Blender makes the nodes for smoke? Or make buttons with icons. That will save time and will make it easier to learn the basic in the node editor.
* @frostcrackstudio * wait until Mantaflow (new simulation system) is there!
Hi, Pablo! Thanks for the awesome show!
Recently I have noticed, that Blender doesnt use all the processor`s cores available. I cant say in particular and didnt run special tests, but my gut feelings and watching the system monitor tells me that mesh editing and selecting vertices/edges/polys might be twice as faster. Also, proportional editing is somewhat slow, while Grab brush in Sculp mode flies like a rocket! (comparing to Edit mesh mode).
Do you have any comments from the team about this? P.S. Meanwhile overall visual performance is WOW! I love it! Even on heavy scenes.
Hi, i want to ask you about the retopo tools, it seems devs stopped working on them, Pablo did some nice work on the Polybuild but still not yet optimal, i think u guys should focus on retopology more, because this will make Blender hard to miss & people won't have to use other Softwares, this way Blender gets even more support and adoption in the Industry :)
18 comments and 6 upvotes :( you guys are so greedy
* @momotron2000 * You got my love :-)
* @unleashed75 * You got my love, too!
Pablo! Saludos, a few weeks ago talking about the future of Blender you mention something about a game engine? Are they bringing those back, is something new cooking or it was just wishful thinking? Thanks
Also what you think of "BFORARTIST" or Blender For Artists? I love their friendly interface builds.
Cheers!
* @texas_fer * Please switch to Godot - it's great!
NURBS AND POLYGONAL MODELING
As we know in the CG industry, the standard production pipeline is made by specific software for each creative area: scuplting (zbrush), clothes (marvelous designer), ecc.
Blender is moving in the opposite direction trying to cover all the possible task and facing each one of those softwares, we see many efforts in several areas even in 2d Animation so the general feeling is that the modeling aspect is a bit neglected.. am I wrong?
In particular Blender has some options to create NURBS objects (and curves of some other nature) but in a very basic way, and Blender still lacks basic operator like a proper loft tool, extrude along a curve, birail ecc.
-- So the question is: what are the Blender Foundation plans for these tools? Will the curve and polygonal modeling be enhanced in some way?
I think that one of the pourposes for which many people download Blender is to build models to print, do archiviz ecc. if so should the modeling be considered the core aspect of Blender?
Hey Pablo and Sebastian, I love the show and I hope you have a great day.
Here are my question:
Will the Face Orientation colors be changeable from the Preferences menu or in Blender like the image? Or do I need to compile Blender to change the colors in the future?
{attachment a002png}
* @DeadDragon * Look at this developer.blender.org/D6262
Hello Pablo, Thanks for this awesome stream every week I love it. I was a total blender noob before nodevember, now I'm... well still a noob but not as bad. Some things I noticed during the challenge...
3 questions, well... more like two.
Thanks again, you're awesome!
Hi Pablo, any plans to implement Parallax Occlusion Mapping (POM) in Blender so we can visualise a material's height without having to subdivide the mesh? Something very simple and easy, without having to add a complex network of nodes, something like a slider in the Principled BDSF shader for example?
There is a big demand for it:
blender.community/c/rightclickselect/t9bbbc/
Thanks.
I want to ask a serious question, do u guys really take features request seriously or it's only when it lines up with developers own goals? it looks to me there are tons of great requests but only what devs want to work on that gets mentioned. shouldn't be there a system to pick the most important features or improvements that the community needs to be added first?.
Hi Pablo, I have a question about curves. Are there any plans to make curve drawing act a bit more like vector drawing programs such as Inkscape or Illustrator? Where you click to create a corner and drag to create a smooth bezier point, right click to end a spline and begin a new one, etc. And maybe changing the terminology of drawing curves to make that similar to vector editors, as well, where possible.
* @grosberg.michael * youtube.com/playlist
Hello Pablo, I really like the mantaflow Liquid Simulation But the Smoke simulation is the not at all good the flow of the smoke is so bad please show some love to the mantaflow smoke simulation... and can we get some presets for like explosion , burn , cold smoke , fire , as like other software's with one click button would be soooo nice
* @dircgxsurya * I agree smoke should be great! not only okay or good
Hi Pablo! When do you think canvas rotation will land in Blender? This would be super useful when handpainting and drawing, both in the 3D viewport and the image editor.
Hello Pablo, Last time I asked if we could show other users about how we could integrate other open source applications into the workflow with Blender but I think you interpreted as having some system that links other software to blender (my bad, should have explained better) I was referring to something like how in the GIMP home page they reference other software you can use of you can't do something in GIMP itself. Something like this: gimp.org
Hi Pablo! Hope you are doing well. I have 2 suggestions: 1- The array modifier should have some way to do random rotation or random scale in the array objects. Is it possible? 2 - When you hit render blender overwrite the previews render, this is bad. Blender should ask you if you want to overwrite the last render or change the render slot.
have you seens this news? how well will this new driver help cycle's rendering speed ? nvidia.com/en-us/geforce/news/blender-nvidia-studio-driver/
Hi guys, just wondering when can Blender get it's Text updated, it's lacking compared to ones like 3ds Max, in features and geometry (needs a lot of cleaning up after converting to mesh).
Thanks, keep up the amazing work!.
Can we get a tool similar to for sculpting:
youtube.com/watch
There is an addon for that... And more.
Pitiwazou (Cédric Lepiller) has created an awesome addon called Speedsculpt. This feature you want is in the addon.
$10 gumroad.com/pitiwazou_1
Couple this with the new quadriflow(2.81) and you'll be good as gold.
Note: Quadriflow is not a retopology tool, but it can give nice topology for quick bases to sculpt on.
Hi Pablo! Love your show, and it was awesome to meet you at the Blender Conference! I have a question (obviously...): When will Progressive animation render be available in Cycles? I know that with Flamenco it's possible but it's an overkill... Cheers!
* @Serj Maiorov * what is Progressive animation render?
* @momotron2000 * I did a quick search and I am curious now. It means rendering all the frames at 1 sample but render them multiple times, like if you want to render the animation at 100 samples, you can render the frames at 1 sample but for 100 times and conbine them to achieve the same quality. I wonder if the speed is faster though, otherwise I don't why someone would do that.
When orbiting the view around a Grease Pencil object the strokes look properly round from most angles. But when the object is viewed from the side, random spikes appear on the stroke's outer edges. This can be very easily seen by adding the default Grease Pencil Stroke object, zooming in on it and rotating the view to the right or left by 80 to 100 degrees, to look at the object's side: Spikes start to appear on the lower curve as the rotation approaches 90 degrees.
{attachment GreasePencilStrokeErrorpng}
Is it possible to change this behaviour, so the Grease Pencil objects can look good from any angle?
Hello, hello. With the new version "knocking on the door", I'm reiterating an older question: will be there official torrent links available for 2.81?
Hi Pablo.
Are the developers planning to make an advance mapping node much like the one found on uglyShader (link below)? We need a mapping node that supports tri-planar mapping and rectangular to polar coordinates. Maybe a bonus feature that could allow other nodes to plug directly into the primary and secondary coordinates.
If so, that would be awesome.
uglyShader's Advanced Mapping Node youtu.be/L7vw5VeSIFg
Let someone replace you when you're on vacation, maybe Hjalti and Sebastian if they want to. Like who agrees.
About the speeding up in Windows, There was a setting in Edge I just found - I believe, that has an option to use the built-in vm - to improve graphics rendering, don't know if it does really, or if it could improve or reflect in Blender use, back in the day we used Ram Drives to speed stuff up.
hace falta algun color que identifique los objetos que comparten data cuando se los elige principalmente mesh data
Hi i have a bug with the mantaflow fluid renders… it just shows me the liquid domain as a cube any way to fix? (i didnt watch the live until now so if you answered this question then sorry…)
* @swifterix * report it on the developer forum
* @swifterix * youtube.com/watch
Hey Pablo. Can view dependent roughness be integrated In Principled BSDF? Like the lower the angle the more reflective the face gets. Like "face" of the "layer weight" node connect to an invert node, finally connect to the roughness. Like in this video: youtube.com/watch
* @zhouzijun200047 * He didn't see my question... I guess that's because I post this after he started the Q&A, so basically he would need to refresh the page to see my post... Sad.
* @zhouzijun200047 * I remember seeing this video before. What was shown would be more of a stylized/ NPBR approach how materials work.
Here is the Documentation of the shader. docs.blender.org/manual/en/dev/render/shader_nodes/shader/principled.html
* @rodgerdaledavis * Does it mean that this effect is already in it and is controlled by the Spec value? Because I do see this effect happening in real life.
* @rodgerdaledavis * I just went back and checked, I do see some amount of it only using the Principled BSDF, is it controlled by the Spec or just a set value and it is physically accurate by default?
* @zhouzijun200047 * The spec from the Principled BSDF is pretty accurate. Mostly due because of the more accurate Fresnel in the Specular slider. The .5 value can work for most materials. Of course, you can use the IOR to Spec conversion from the doc for more material believability.
* @rodgerdaledavis * Thank you, got it
Has there been any discussions about a package management system for blender addons? I found two projects (cgcookie/blender-addon-updater & T51973) but they are either inactive or not widely supported. This would seem like a good idea, especially in the light of more frequent blender releases.. Also, a giant thank you to Pablo, the developers, the community! It's great to see how Blender and the blenderverse are improving!
Hi Pablo and <insert_name> ;-) Love the live shows and the work you all put in to make Blender great!
My question is relating to the view and camera clipping. Will this get fixed to a global setting? At the moment you can change the setting on one window only to change your window and have to change it again.
The setting should link to the camera clipping setting
Thanks and much love
Did Pie Menu change in 2.81?
Greetings to Pablo! Why not open double-click fbx and obj files directly in Blender? That would be great!
Hi, I love blender and this show :D And now a question: Is it possible to make Mantaflow baking on GPU? Not now but maybe in the future?
.Also is there a way to disable the leader "Alt" key, it's conflicting with my keymap
Hi Pablo, thx for your hard work. Do you know which one of Mantaflow or the asset manager will make it first in Blender ?
I have multible question.
first of all, is someone still working on the uv editor? bcs things dont work properly there. For example im unable to copy uv coordinates for a few month now. "snap to pixel" cant be put to the quick favorit, wich makes it a pain to use and overall if you want certain layouts for certain purposes its not a great experience in my oppinion. had to change between 2.80, 2.81, 2.82 to make everything work.
second, are there more normal editing tools coming? when you go to mesh->normal, we have a few tools there but im missing a few. for example i cant find a way to controll the "split amount" properly. Or like a "spread" or "move" to equaly move the normals of selected vertecis more down/up/ rotate them with individual origins.
im currently working on a lot of stylized/anime stuff. and i created some stuff useing shader to rgb, and it works great but im missing certain nodes, like a light vector node and some more. are there more nodes coming?.
also when useing the shader to rgb, shadows can look very horrible even with very carefully edited normals, adjusted light source, light threshold, high bit depth and 4096px shadows.
1drv.ms/u/s%21AtYkdbXww7BjnXXOx1bfroIp45cD 1drv.ms/u/s%21AtYkdbXww7BjnXaAS0kpW1wE2XEi
when looking at unity/ue4 they have much cleaner, "solid" shadows. maybe its bcs of the shader to rgb. bcs traditionally they would use the light vector and manipulate it, wich we cant bcs the nodes are missing.
my question is, do we get improvements in this "stylized" direction?
Is there a way to disable falloff on a point light in EEVEE? (Give the light a constant value independent of distance)
It appears that this is not possible without nodes (unavailable in EEVEE). This is surprising to me since this would make quick lighting setups much easier to build, and I suspect no more difficult to render.
Thanks Pablo! Love blender. love the show.
Hi Pablo ! Love your show. may I ask, viewing NPR lines styles in realtime in a preview like EEVEE material preview is for soon ? Cause trial and error rendering F2 freestyle when changing freestyle parameters is sooo slow ?
Hola Amigo!) Why not make presets for a particular node! For example, it is often necessary to change color in color ramp but as an option. And be able to go back to the past option.
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