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  • Published 3 Apr 2023

BETTER UV PACKING! - Blender Today LIVE #223


Changelog

Total: 285 commits


Address #105786

Animation

Asset System

BLI

BLI_array_store

Bone relation lines

Build

CMake

Clang-Format

Cleanup

Code-style formatting.

CustomData

Cycles

Externals/IO

Fix

Fix #106134

Fullframe compositor

GHOST

GHOST/Wayland

GPU

Geometry

Geometry Nodes

Guarded allocator

I18n

IO

License headers

Mesh

Metal

OBJ

PLY

PyAPI

Python

Python API

Realtime Compositor

Refactor

Refactor Light Tree to improve readability and efficiency

Release cycle

Remove "All Rights Reserved" from Blender Foundation copyright code

Replace install-deps bash script by a python one, and only handle distro packages.

Separate ColorRamp node name into Color Ramp

Timeline

Transform

UI

USD import fix

UV

Update RNA to User manual mappings

Update freedesktop file for Blender 3.5.

Update license doc for Blender 3.5.

Update license doc for OIIO lib update.

Update license document.

Updated from SVN trunk (r6393).

Updated from SVN trunk (r6409).

Vulkan

Workbench

code_clean

pablovazquez
3 Apr 2023

20 Comments

nubnubbud

oi!, Pablo!

I'm really not liking the idea of making the numpad a non-default set of keys. I run with WASD-mouse, and because the numpad is closest to my mouse, it's super intuitive to use the mouse hand to press the cardinal direction keys! after all, there's a reason a full keyboard is called a "100%" keyboard. the others give up things that normal users don't need! there's a reason we already have a numpad-less keyboard setup! make that more visible instead!

on a less presumptive note, I'm considering adding an addon for an in-blender way to start a headless render! It's hard to understate how much a free 5-15% performance makes a difference on big renders! just as an overview, where would you like such a feature in the menus? should it be in the render menu in the header, or somewhere else?

3
thorn

I highly agree with this.

Certainly, there are users who do not have a number pad. However, that does not mean that everyone who does, should have to suffer for it. Num keyboards are completely standard for decades; they have actual value for artists.

If someone has a laptop with fewer keys, and a trackpad instead of a mouse - that's their choice, but I don't wish for my own hardware options to be limited because someone else chooses to use a computer designed to favor portability over production.

2
nicolaslamarca

Hi Pablo this is just to say thanks for all the good work that you are doing with this channel since the beginning. I started using blender since the 3.80 version and blender today helped me a lot to make my transicion from maya to blender. Now I'm working full time with blender as a technical artist and having a lot of fun with the program. I couldn't do it without your help, so again, Thank you very much!

Cheers from Argentina!

2
XanzulsCG

Hey Pablo, how's it going? Before any questions, I just wanna give you guys an award for making the best release notes I've ever seen. Also sorry for the massive question.

•Just out of curiosity, is the Blender YouTube channel monetized? If not, YouTube now puts ads on channels that aren't monetized either, so regardless people aren't gonna see ads (I've seen a few already). I'm not sure if that goes against the Blender Foundation philosophy but people are seeing the ads regardless, so might as well just put the ad money into the Blender development fund.

•The switch node in geonodes works pretty well by swapping the low poly geo to high poly while rendering massive large-scale scenes. But If there was a way to offload the high poly geo and texture to the disk or just load it to ram only while rendering, that would be very cool in the future as render farms have way more ram than an avg PC of an artist. Also speaking of disk cache, would there be GPU and disk cache in geonodes in the future? As for interactivity all of the nodes on left could be saved in GPU cache and then if it gets too big, especially with physics sims or just massive geo nodes then it can be saved on disk with a disk cache node for interactivity, playback and to avoid crashes and massive load times while rendering, etc.

•Also, are there any updates, approx.? dates, or anything about when the simulation and physics simulation in geonodes will come out?

•And speaking of physics sims, would it be possible to integrate Weta's Loki Multiphysics simulation framework in Blender? Because it would be very much game-changing ( like how Weta's MNEE caustics was integrated). Since it can do all types of sims and has been used by Weta in all recent movies including all sims in Avatar 2. It has different solvers for dealing with different types of sims all in one framework and it also simplifies the process of creating multilayer complex simulations like white water, foam, bubbles, cloth, smoke, rigid body, soft body, and cloth all interacting with each other in one sim which is just crazy.

Video explanation of Loki: youtu.be/_2TBvSnsLD8

Research paper: researchgate.net/publication/362199890_Loki_a_unified_multiphysics_simulation_framework_for_production dl.acm.org/doi/10.1145/3528223.3530058
alexey.stomakhin.com/research/loki.html

Thanks, and have a nice day.

1
Silas

Sounds like a system to rule them all but how difficult would it be to implement it.. and how about the license?

1
XanzulsCG

Yeah, definitely not gonna be easy by any means. The research paper is available but I don't know about the license, maybe it's the same as the manifold next event estimation caustics that was implemented in Blender since it was from a paper by Weta as well.

rodlum

Hi Pablo.. Any reason why the trnasfer mode or alt q cannot be adde d in the quick favorites. the transfer mode or alt q is very helpful when changing objects that was added in object mode so that we no longer go back to object to change to that object. in edit.

zuorion

Hi Pablo. Why Your notes are sometimes offset by week in comparsion to weekly updates ?

Eg. todays uv packing was added last week if i remember correctly, and you sometimes talk about things that are going to be in next weekly.

ronlxyz

Hi Pablo. What are your thoughts on this "nanite for blender" project? Looks like someone has a working prototype and keeps posting updates on reddit. See this reddit post:

reddit.com/r/blender/comments/zxdjag/guess_how_many_polygon_are_here_nanite_for/

Is blender foundation actively working on something similar to this?

If not, has blender reached out to this developer, I always wonder if blender foundation is aware or in contact with them, or if they are receiving any funding.

With other renderers like octane supporting nanite like technology (meshlets) I feel blender might lose its competitive edge.

Thanks!

klo-works

Hi Pablo, This bug taking long and not high priority projects.blender.org/blender/blender/issues/102162 adding AO or Bevel shader with Cycle GPU "Optix" always end up to crash thanks

tolkfan

Hello Pablo, I have a question about something I can't really name properly. When creating an input socket for a node group, on the outside it looks like a generic input field. But when you create it by dragging in an existing socket, then it inherits the "formatting" of that socket. Examples: a socket will inherit the 0-1 range bar from a factor socket, or the unit formatting (like 1m ), or the angle sign, if dragged from an existing socket with that formatting.

What is that inherited "formatting" called and can it be changed after the fact? It feels a bit like a hidden feature.

ibrahim1

Hello Pablo,

Thank you and all the blender community for the amazing work. Question 1: Feature Request: Can we choose the chamfer corner Mitering type: 2 examples from 3ds max, I have link for photo examples, but cant post it here, maybe i will send it to youtube chat?

Question 2: is it possible using new hair system to inherit the colors on the surface the hair are associated with?" For example if I add image of cow texture, the hair color will follow the texture on that face. Where would you send me to learn about such subject?

ilyasse.lojdi

Hello Pablo ! How are you ?

I was wondering, are the little dynamic teasers like the 2.9 one a thing that will continue for the next blender versions or is it totally abandonned ?

I'm talking about this: youtube.com/watch

dandibot

hello pablo , I hope everything is ok . I would like to know if light linking will arrive for blender 3.6. Also if there are any plans to implement drag and drop.there is a FBX addon and other formtos , there is an addon that does that but it seems to me that it should be a feature that blender has natively

Hexbob6

Hola Pablo!

Congrats on the smooth release of 3.5! 😊 Might seem like a minor thing to many, but once again you’ve really set the standard for how release notes should look with the what’s new page! Honestly haven’t come across another software that makes it look so impactful and dynamic as Blender does. Appreciate it’s a lot of work but hope it continues with future releases! 😊

Not really a technical question, just wondering if you’ve seen the news on Brecht and Sergey working on Light Linking? I’m a long time Blender user but typically use Cinema4d and Redshift for production, oftentimes due to the benefits that LL brings to product renders – so I’m very excited by the prospect of it coming to Cycles! Might be too early for it, but do you know if there are any feedback threads to discuss the implementation yet?

slowk1d

I think it's still too early for feedback threads, but there's a branch already! So, I'd say we won't wait too long before having the chance to give feedback!

1
Hexbob6

Link to the initial reveal on devtalk! Seen someone below has posted a link to a branch too

devtalk.blender.org/t/2023-03-21-render-cycles-meeting/28459

slowk1d

Hola Pablo!

Just wanna give a shout-out to the devs for a newly added branch I think a lot of people are gonna be happy for... Light Linking is coming guys!!!!

builder.blender.org/download/experimental/

Oh boy, if this manages to come for the next big release 4.0, Blender's gonna get a lot of people's pants wet! You rock guys!

Steve

Hi Pablo- Congrats on the release of 3.5 and a beautiful features release page! Just a few things- Why can't we have a setting in preferences to set a snapping angle for rotations other than the default 5 degrees? I know you can hold shift to reduce to 1 degree increments but its pretty standard for most any app to have a setting for this. Also- its possible to select a hierarchy in blender- a parent and its children but there seems to be no way to select multiple hierachies.