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  • Published 3 Apr 2020

MODIFIERS, SCULPT, and Q&A | Blender Today LIVE #097

parkeramitrakshar
3 Apr 2020

76 Comments

Mille_Porte

Hi Pablo, some questions:

  • not clear what we have to expect for dynatopo
  • are planned new modifiers for modeling or they will be overcome by Everything Nodes?
  • non-linear creasing for subd modifier

  • vertex groups in Subdivision modifier are needed to avoid adding a lot of extra unwanted geometry, will they ever be implemented?
  • will "edge groups" added in near future? they are crucial for bevel modifier
  • bevel modifier should manage more constraints at the same time, otherwise a bevel modifiers in the stack can interfere with the result of a previous one

and thank you for your patience..!

6
parkeramitrakshar Author

* @Mille Porte * Non-Linear Creasing Can Open a Whole New World.... You are awesome.... I wish I had that Kinds of Ideas in my head.....

harvid22

* @Mille Porte * Smoothing groups in Blender will be freaking awesome :-)

1

* @Mille Porte * I believe mesh machine is working on this. Vertex weight controlled subdivision modifier will also allow for this, as you could have different vertex weights along the lenght of connected edges.

You can sort of already achieve it if you add additional geometry, and set the bevel modifier to percent, but I guess that would be defeating the point.

melmassadian

Hi Pablo,

I'm making a lot of addons for blender using PyBind, it's quite great but I wish we had more low-level access, like modifiers in Python?

Being able to create new modifiers using only Python would be very useful.

Since you talked about it recently where can we find information about the possibility of using shared libraries? I would like to know what are the plans for it

Thanks <3

6
thomasmouilleron

* @melmassadian * wouldn't that get quite slow? I'm not a developer, so I'm not very well equipped to know anything about it, but modifiers work every tick right?

2
melmassadian

* @Thomas Paul * It's callback-based, not tick-based but using Pybind (a simple library to create python module written in C++) you can get quite good performances depending on what you do.

But ultimately a true way to use C++ shared library (this allows lower-level plugin without needing to compile blender from source for the end-user), and they announced that they are working on it recently

aayushdatta96

* @melmassadian * hey, I have a suggestion, PLEASE do not over complicate this beautiful software

melmassadian

* @aayushdatta96 * What's your point?

damian_winnichenko

Dear developers, I use Blender since 2015, and the more I use it, the more I adore it. Blender is very simple and very limited in tools comparing some other mastodon in 3d graphics. At the same time, Blender is very powerful in its limitations.

Nevertheless, Blender still lacks some very "basic" tools and features. I wouldn't dare to complain if I was a good programmer. Here is my personal list of improvements I`d love to see in the nearest future:

  1. Cloth tearing (please-please-please!)
  2. Switch node for Shader Editor or support for multiple textures in one Image node.
  3. Multi-object/multi-constraint properties edit/assign
  4. Some tool or feature to transfer high-poly simulations on top of low-poly simulations.
  5. Transform gizmo for 3d cursor; support Undo or list of stored 3d cursor`s coordinates.
  6. Bisect modifier
  7. Cap holes (fill holes) modifier
  8. VDB remesh modifier. UPD: YES!! already implemented! thanks!!!

Oh... this is too much already! =(

Proposal for Blender Today LIVE #100: Could you invite Ton, please? =)

5
melmassadian

* @damian winnichenko *

  • 3 is builtin or I did not understand
  • 4 aswell using a Skinwrap modifier
  • 7 the builtin F addon or the better Smart Fill addon
  • 8 The new remesh is VDB based now I think
2
damian_winnichenko

* @melmassadian *

  • 3 I meant something more fluent to work with. Like, changing some properties of multiple constraints at once.
  • 4 It isn't the case I meant. For instance, when you need to do some VFX destructions, it is easier to setup low-poly rigid body simulation, and apply it on top of the high-poly meshes. It is possible by hands right now, though too much hassle.
  • 7 I meant modifier for that =)
  • 8 yes! finally! ))))
ArtisticRyad

Hi Pablo, greetings from Bangladesh. I wanna do cool motion graphics in blender, I tried some too. So I came up with some questions and also suggestions on behalf of fellow blenderers

  1. If there was some default particle in mantaflow like foam or bubbles, that would be nice to create realistic waterfalls! Is there any suggestions to create realistic bubbles or foams??(I wanna use the physics of a real bubble)
  2. I wanna make realistic explosions to add in my video footage, I found it quite hard to make it, as well as creating fog or clouds has the same issue. The cloud looks like clay sometimes.
  3. Yesterday, I was rendering a scene in cycles, which was only gpu render. But my CPU usage was 100% and gpu usage was just 15-20 % . My gpu is nvidia gt 1030. Is that a bug or m GPU problem? I am using Blender 2.82a.

Thank you

4
xmamba98

Hey pablo :) Greetings from Greece. Will blender give some love at architecture. I rl think that can be added more tools and methods for architecture models like better measurement, plans for top view and other architecture designs by scale (1/500, 1/200 etc). Could be a whole new section like sculpture. I know is a program that specializes for others staff and not a architecture tool (like revit, autocad or rhino) but some small adds could gain a big architecture group of people. I know that there is a lot of addons (some of them very good) but still the program not support 100% the architecture section. Much love and respect at what u and all the programmers doing for blender. Sorry for my english I didnt like to sound rude if that happened.

4
Theygarey

* @xmamba98 * Please check out ARCHIPAK PRO. Really wonderful architecture tools and parametric in nature. Very fast, stable, and really great support. I use it for designing movie sets. Its been invaluable and I don't see many people talking about . Stephen the creator puts up endless tutorials on new features and seems to be quite fast at developing it. He responds to requests and bugs very quickly. Give it a shot. Its a paid addon, but a very small investment considering what it does. Here is the link. blender-archipack.org/ Gary

crumpley

* @Gary Barringer * Free "lite" version comes bundled with Blender, too. I LOVE ARCHIPAK PRO!!!!

adamsanim8

Hi , as an Animator I have one small favour to ask. Can whoever is working on the 3D Transform Manipulators add more improvements to them. made a thread about what should be improved a while ago but seems the Developers don't come around. blenderartists.org/t/blenders-3d-manipulators-for-animators/1199990/6 ,Most of us Animators coming from other softwares prefer to use them instead of the shortcuts and it's hard to explain it in words how they should feel & work. it will be greatly appreciated if they get more attention from the Devs. thanks.

4
LapisSea

Hola pablo!

In terms of modifiers, is there any possibility of incorporating the basic mesh edit tools/operators in to modifiers? (presumably when modifier nodes become a reality)

For example using bisect to create procedural sliding rocks in terrain.

3
jeanalexandersc

Is possible that with Everything Nodes, Modeling can be completely Non-Destructive in Blender?

3
XDroid

Hi Pablo, last time (last Friday) you said we have to question Brecht about the meaning of light power in Blender. Brecht is not here today but I worked and I inspected the source code of Blender. Yes, it was an hard work but an hard work payed off. I found this on the source code of IES utils ( developer.blender.org/diffusion/B/browse/master/intern/cycles/util/util_ies.cpp ) :

Intensity values in IES files are specified in candela (lumen/sr), a photometric quantity. Cycles expects radiometric quantities, though, which requires a conversion. However, the Luminous efficacy (ratio of lumens per Watt) depends on the spectral distribution of the light source since lumens take human perception into account. Since this spectral distribution is not known from the IES file, a typical one must be assumed. The D65 standard illuminant has a Luminous efficacy of 177.83, which is used here to convert to Watt/sr. A more advanced approach would be to add a Blackbody Temperature input to the node and numerically integrate the Luminous efficacy from the resulting spectral distribution. Also, the Watt/sr value must be multiplied by 4 pi to get the Watt value that Cycles expects for lamp strength. Therefore, the conversion here uses 4 pi/177.83 as a Candela to Watt factor.

So, in order to convert Lumen to Watt unit on Blender, it means we simply have to divide by 177.83 ?

I'm not sure because, in an other source code folder, we have another calculation. For instance, in the Add-on part of the code, there are some presets for, maybe, POV-RAY render ? developer.blender.org/diffusion/BA/browse/master/presets/pov/light/

In the code we have something like this : lampdata.energy = 12.43433#5000/21.446 #lumen values/20 or lux when available used as a basis

So Watt = Lumen/21.446 ?

I found many other things but I found nothing consistent in order to clearly understand the meaning of light power in Blender. {attachment 0ed586acfc584477b7283bc9cd909a40-ljpg}

3
Cobra

Hello Everyone. Some of these points below were once in Blender or promised to be added but there is no tasks or mention of them anywhere.

Matcap per object or Collection.

Real grouping of Objects (Outliner & 3D View).

"Random" colors per Collection.

Also Wireframes for technical modeling are still bad, why do you guys keep changing them in each version?, wireframes are important and should have a solid design from the beginning, the 2.8x versions are now more bad than any other 3D Software.

3
augusto.c.felix

Hi guys! I hope you are doing well in these crises.

It's possible to add a render queue system?

So add any feature to control several renders using multiple cameras? Right now I'm using a "hack" where I put each camera in a keyframe and render an animation. But in this way, I can't put every render in a slot to do the post-processing for each render on blender. I know the Gleb's addon can help on that task, but it's far from ideal. The dream is a button called "render all cameras" that can render all cameras and put each one in a different slot.

3
melmassadian
2
JavierCarreras

Hi, Pablo.

I wanted to know if there was a quick way to name the Object Data-block and the Mesh Data-block at the same time or something similar without copying and pasting one name at a time. Or how would you do it?

{attachment Screen_Shot_2020-04-03_at_122430png}

2
Vyach

* @Javier Carreras * viewport rename addon

DesignFreedom

Hello everybody and thank you for your great work! Are there any plans to develop the NURBS based modeling further?

2

Yo Yo Yo, What do you think of the below ideas?

control the subdiv modifier with vertex weight instead of edge weight, so you could make pointy bits.

combine limit methods in the bevel modifier, for example if you want to limit by angle but only within a certain vertex group.

Are plans in place to change sculpting to use voxels? I understand this is a necessity for efficiently sculpting in VR.

a mesh state modifier, so that you can edit meshes at different points in the modifer stack, for example moving a few of the newly created vertices created by a subidivision modifier.

the ability to shrinkwrap an object to itself at different levels of the modifier stack? Saves having loads of duplicate objects.

2
ndedakaduki

Hey Pablo and the developers,

Lately I've been trying to find ways to bake maps such as cavity, AO, curvature, thickness, normal/position and ID to help when texturing. Currently baking in Blender has quite a few options, however most of them are useful for final bakes of textures, it's possible to bake the AO and normal/position from the list above but the others (cavity, curvature, thickness, and ID maps) are not possible to bake.

Is there going to be implementation to bake these maps inside of Blender? The only way to bake those currently is to use other softwares to bake them outside of Blender and then bring them back into Blender to use.

Regards and thank for you for all that you've done with Blender thus far.

2
Dethknight

Hello, congrats to all blender team, and special thanks to Pablo Dobarro for put steroids to sculpt mode, Recently I have a problem with imported and scaled meshes, because when I work these individually it doesn´t normalize or fail when modify the remeshed sculpt

2
thomasmouilleron

Hey! You guys are doing great work every day, I just wanted to know how Ton was doing, I heard he was a little ill, hope he's feeling better!

2
slowk1d

Hello everybody, thank you for these daily lives, you're the best!!!

Modifier Question: For when can we expect to see procedural node textures to work with the Displace modifier ? There will be an overhaul of the legacy texture node editor (maybe a unified system between textures, shader and compositor) or do we have to wait for modifiers to be node-based?

2
harvid22

Could there be a chance of getting Nvidia-PhysX. Live physics and Eevee could be so awesome. Nvidia is sponsor of Blender Right ? Maybe they will be interested in it, and pay for it... If you/we ask them politely ;-)

2
mortas_may

Mr Pablo - quick question If the development fund doubled what would the immediate impacted would we see? What projects would get a jump start? I’d just would like too know what I’m missing out on

Thanks

2
RedBeard3D

I just joined the stream, but I was wondering if anyone working on Blender is exploring AI technologies? I think it would be cool for UV packing, re-topology, and modeling.

1
Doo-kie

Love blender <3

1
miltonvelizc

Hi great people!! u are amazing... one question... Do u have in road, to make part of blender like Krita? i hate to change between softwares ... thank you!

1
parkeramitrakshar Author

* @miltonvelizc * Let's Hope....

GPencil Becomes Greater and Greater,
that it become better than Krita.
1
isra2dave

Hey guys! Love the show and the work you've doing in blender. I know it still is very new in cycles, but are there any plans to implement adaptive subdivision in Eevee?

Saludos desde Uruguay

1
14arianuddin

Hello Pablo, I wanted to ask, when Pablo was implementing Quadriflow did he check other papers because I found another method that produces <b>more reliable results for Multires sculpting</b> called <b>Mixed Integer Quadrangulation</b>, it works pretty well on both organic and hard surface models. I believe there was a <b>Google summer of Code</b> dedicated to integrating this into Blender but never made it, <h6><b>could Pablo have a look at it?</b></h6> <i>(Quadriflow left and Mixed Integer on the right)</i> {attachment MIQpng} {attachment MIQ2png}

1
Lil_Raccoon

Heya everyone, I have one question about voxel remesh. There it's the concern developer.blender.org/T74385 Therefore the question is: It's possible somehow to fix it, such as this case? To be fair, voxel remesh still not reliable, let's call it "tool" for a decent workflow and perhaps that Pablo D. working on it for improving, but im curious to see what you thinking about this )

1
augusto.c.felix

Hy again guys. I have a question about import fbx and obj.

I work with archviz and I use lots of .fbx and .obj files on a daily base.

Why when we import .FBX files the materials came totally weird, with metallic all the way up and specular in 1 or 2 in the principled shader. And why some times the image texture node comes with different names from the textures on the file folder, causing the "finding missing files" option to just don't work.

The obj file (most of the time) just doesn't read the .mtl file properly, so almost all obj files that I import came to Blender without textures (this doesn't happen in other Softwares using the same file).

And finally: where can I report these problems? These issues are old. I experience these problems since blender 2.79 and I don't know if I should report as a bug or a missing feature.

Thank you Pablo and stay safe.

1

* @augusto.c.felix *

I can't figure out how to indent in a code block here, so replace the * with spaces. This will fix the metallic and specular importing incorrectly.


import bpy
mats = bpy.data.materials
for mat in mats:

****principled = mat.node_tree.nodes["Principled BSDF"]
****principled.inputs[4].default_value = 0
****principled.inputs[5].default_value = 0.5

* @3d illusions *

I'm not sure about the cause of the other problems. Possibly see if you can change the fbx output in the program you're exporting to binary rather than ascii, and use fbx version 2016/2017.

Darknoodles

Hello everybody!

  1. Concerning modifiers, would it be possible to use lists of vertex groups (and in the future face maps, edge groups ?) instead of a single group ?

(You answered the next part 2 mins ago) And concerning the bevel modifier, the hability to combine limite methodes (for exemple, edge weight and vertex groups and so on) ?

  1. I made a pie menu that opens with a double tap on a key.

Initially, i wanted to put it on C, but as C enters directly into modal mode for Circle select, the pie menu can't be called. Is there anyway to trigger the double tap even if the single tap is assigned to a modal operator ?

  1. Is there any plan to make more examples in the API documentations ?

Some parts are a bit obscure at the moment.

(Not important) 4) Would be possible to highlight new features in the UI ? :)

Happy Blending ? Blendering ? Blenderizing ?! (Could be a serious question :p )

1
augusto.c.felix

Hi Again (sorry, but I have so much questions haha) Why you guys don't merge e-cycles in Blender? Or if the creator of e-cycles just improved some aspects on the cycles engine why you guys just copy&past those improvements on the cycles render engine? There is any reason to don't improve cycles if someone else is doing it by himself and charging $500 for that? (this is not a critic, is an honest question) love you guys and stay safe.

1
Darknoodles

* @augusto.c.felix * You can edit your post ;)

1
Mille_Porte

* @augusto.c.felix * we cannot have a thread flooded by one user: do just one post with several questions otherwise is like spamming, some good sense please..

4
melmassadian

* @augusto.c.felix * You can ask all the questions you want on the forums, this is not really related to today's stream...

augusto.c.felix

Hi Pablo! Hope you are safe and fine. It's possible to add an option to slightly shift the position and rotation using the array modifier? It would be nice to do that procedurally besides applying the modifier and shift the objects one by one.

I want to propose it as a new feature to the array modifier, but I don't know where to go to propose it.

1
aayushdatta96

hey, I do not have a question but I do have a suggestion, PLEASE do not over complicate this beautiful software

MaxCajazeiras

Where can I get this version to test? Its amazing!

Dethknight

It´s possible create a modifier or a kind of brush simillar to the teselate modifier but with alphas?

gilbertorodrigues

Why does the solidify modifier duplicate all vertices outside that are not in the selected vertex group? I reported and Bastien said it's not a bug.

parkeramitrakshar Author

* @gilbertorodrigues * As Far As I Know, Solidify Creates New Vertices.... so Solidify affects it's RELATIVE FACES, Too.... Like in the picture (Selected Vertices are grouped).... and Those Relative Face's Vertex gets Duplicated....

By 'RELATIVE FACE', I Mean Face That Has at least 1 Vertex Common between Grouped Vertices and itself.

{attachment blender_ldDZqUsmOQpng}

THE FIX:- (I think you already know how to fix) Select all vertices, Then "MERGE BY DISTANCE"

synok

Is the goal for Eevee to become a realtime Cycles, or will they always be separate?

massimiliano.granello

hi! Hope to pass my question twoug the queque. right now what is the best way to get a displacement map from an High poly to Low Poly? sometimes is usefull to use multiple stacks of the subdiv and shrinkwrap. but as far as i know the displacement bake works only with the multires modifier

noahgonz

Are there any new features for Rigging coming up :()?

costa

Hi Pablo and Blender team, Any news on the edge groups?

cca40060138

A hello some news ABOUT the fracture modifier?? Maybe for 2.90?? Thanks Pablo saludos from Lima Perú!!

havamal

Autoupdate when?

michael.campbell

Hi, any chance of adding a list of shortcut keys to the sculpt tool tooltips? Maybe animated gifs showing how each works, like gif popouts from the different areas of the initial tool tip.

neotam

Hello Pablo,

Great Work!

It would be helpful if name of the developer/guest is displayed on the screen somewhere

zinogg

Hello Everyone, Thank you for all the awesome work. My question is to Dalai. What your guys opinion on Khronos group raytracing with Vulkan? is is something on Blender's radar or is it not viableyet.

cody2oo913

I am working on a lava mantaflow sim. I was wondering if there is a way to calculate the velocity so the edges are hotter and where the sim is slower it his less hot. Using a weight map to reveal the cooled texture.

Bit of an intense question. Cheers

Vyach

Hello Pabo, hello Dalai, Bastien! Are edge groups so complex thing? They suggested loooong time ago blender.community/c/rightclickselect/6hbbbc/ (2016) At least just saving edge selections will be very handy. Pleeeeease :3

4minus1d

Hi. Loving all the recent updates, much love to both Pablos

Is there any way we could have collision with another / underlying geometry when using the cloth brush in sculpt mode?

Hope you all have a great day!

viralbaal

Hello, Pablo and guys, tell us when is Undo gonna be improved and get speed up? It's really frustrating sometimes to work with large scenes =(

viralbaal

* @viralbaal * Especially, when undo works immediately in comparable software!

adamadam

Hi guys, I was wondering if there's any plan of looking into the issue with 2019 Icelake based laptop CPUs having poor viewport performance in 2.8X? Its pretty much unusable currently. Really keen to try Pablo's amazing sculpt tool updates. Stay awesome!

martinbergwerf

Hi Pablo, thanks for doing these livestreams; they really brighten up the day! And hello also to your guest(s). One small question: it seems that the color palette is no longer available from the top tool settings (used to be under Brush) in Texture Paint. I'm sure there is a good reason for that, but would you care to tell me why that is, please. Keep up the great work Pablo and developers and stay healthy!

soerensc

Hi Pablo and (Guest), I love the show, really helps to get up to date! I recently found an Object Speaker, didn’t heard about it before, and no tuts for 2.8+. Is it developed anymore? Sry for bad english

melmassadian

* @soerensc * There is no new tutorial because it works as it used to. You need a camera (this will be the hear) and a compatible audio clip. docs.blender.org/manual/en/latest/render/output/audio/speaker.html

1
rony

please do something with render manager. in 2020 Blender can`t render from different cameras in one scene from different timelines. view layers have no ovverides for cameras and frame ranges. have no render queue. Cinema 4D have great takes system for manage render layers, overrides and cameras.

melmassadian

* @rony * Yes a take system would be so great (Houdini's one is also amazing)

1
augusto.c.felix

Last question, Render in Blender is not very user friendly. When you hit render the process automatically overwrite the last render on the slot besides to render in a new slot.

It's possible to put a message saying "WARNING: you will overwrite your render. Overwrite or Render in new Slot"? You know, just to now lost the last render for an accident as I lost several times haha :(

Stay safe again hehe

senteria

Hi, thank you for this big step with Blender 2.8! Question: I know that this question was many time, but in this special day - one more time - Is it possible to have quite quickly light link to object or group (collection) option?