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  • Published 9 Oct 2023

VULKAN - Blender Today LIVE #238

BlenderToday LIVE #238


Changelog

252 commits in total, of which 70 are fixes and 59 cleanup.

AUTHORS

Anim

BLI

BMesh

Build

CMake

Cleanuip

Cleanup

Compositor

Custom Properties

Cycles

Docs

EEVEE Next

EEVEE-Next

Fix

Functions

GHOST/Wayland

GPv3

Geometry Nodes

I18N

I18n

License headers

Math

Metal

Nodes

Overlay-Next

Python

Realtime Compositor

Refactor

Revert "EEVEE-Next

Sculpt

Select Engine

Test fix

Tests

Tools

UI

USD

Vulkan

WM

WM Jobs

Workbench

macOS

pablovazquez
9 Oct 2023

11 Comments

glenrowell

Hi Pablo. Thank you for all your hard work. It's Glen Rowell the 3D line drawing guy in Japan lol.

Is there a way to type in a distance and just move the mouse to select a direction. I have to use the minus mark when typing distances now when drawing lines or cubes but it would be quicker just typing in the distance and then moving the mouse, like in SketchUp.

I also wanted to let you know the mesh line tool in Edit mode is working a lot better in 4.1 compared to previous versions. It used to be difficult to close shapes with faces but now almost everything closes properly. Thanks everyone for that. CAD is a lot easier now. I hope the Blender team adds a line tool to the base tools one day.

I'll start translating Japanese for Blender if you like as well.

1
nubnubbud

oi, Pablo! BCON1 is always fun to watch!

This isn't my question, this week- a friend asked me about IK systems! They work great for humans, but anything with more than 2 joints is a bit of trouble- IK wants to limit the movement of one end of the chain, and people are coming up with very complex setups to get around this. Is there anyone looking at IK algorithms or making them more extensible, like by allowing multiple poles, or stiffness per joint? As well, adding a pole makes the first joints floppier, and the last joints stiffer, for 3+ bones, it seems.

for me- the vector curves and color curves in the shader editor does not have the spline math fix yet! That thing where new points on a steep spline doesn't properly inherit its curve- just found it! i.imgur.com/0zqKEJi.png (yes, it's current!)

1
nubnubbud

projects.blender.org/blender/blender/issues/113455 made! feel free to test it, and rip your hair out. this knowledge is a cognitohazard. curves are not smooth. enjoy the pain!

andrekling

Hello Pablo, is there any news regarding vr and blender? i remember that there was a call for a dev by Daniel lara in the last conf... Have you seen the free bird project? if there is nothing new regarding vr, maybe this could be a project that the institute could help sponsor?

1
chris12

I'm interested in doing VR as well

stfdln

Hey Pablo Sorry if I'm a bit late I just wanted to know why microdisplacement features are still under EXPERIMENTAL in Cycles, I just don't get it. There must be a good reason right ? All the best

chris-1988

Hi Can you add up in Blender 4.0 Set snap base option to move rotate and scale tool on the T panel? Also Can you make a toggle in preference menu so users can switch between default behavior on tools like move -"G", rotate "R" and scale - "S"

zadek

Hello Pablo! I have two questions.

Does the EEVEE-next improve the handling of object with transparency? They are really wonky in classic EEVEE.

Any ETA on the improvement of texture layers? I bet the Project Gold guys need those... please? I need some hope hahah. I am high on copium when it comes to the Layered Textures.

stfdln

AskNK just released a video on EEVEE Next yesterday and I think he mentions improvements in this sector

chris12

Hello Pablo.

How can we snap the axis when modeling? Sorry if it's a basic question.

temetry

Hi Pablo! I had a question about packing UV's in Geometry Nodes.

I think in the last release (Blender 3.5?) we had an update to the Uv packing algorithm that allowed Blender to take into account the negative space and actual shapes of UV Islands. This feature works great when using the standard Uv Editor, but when I use Geometry Nodes, it seems to default to the old style of uv packing where everything is calculated based on the bounding box, instead of the actual volumes of the uv islands. Is this intended? And if so, is there a way of getting around this to use the new uv packing algorithm in geometry nodes?

Thank you!