BETTER UV PACKING! - Blender Today LIVE #223
Changelog
Total: 285 commits
Address #105786
- Address #105786: How to handle linked data with 'fake user' set. - Bastien Montagne
Animation
- Animation: Weight Paint select more/less for faces - Christoph Lendenfeld
- Animation: Weight Paint select more/less for vertices - Christoph Lendenfeld
- Animation: Graph Editor - grey out area outside of normalization range - Christoph Lendenfeld
- Animation: Insert Keyframe only on active FCurve - Christoph Lendenfeld
- Animation: Auto frame curves Y extents when hitting normalize - Christoph Lendenfeld
- Animation: Gaussian Smooth operator for Graph Editor - Christoph Lendenfeld
- Animation: Add duration display to frame range settings - Christoph Lendenfeld
Asset System
BLI
-
BLI: Rotation: Add CartesianBasis
transform_pointandinvert- Clément Foucault - BLI: support == and != for Set - Jacques Lucke
- BLI: add core types for supporting implicit-sharing - Jacques Lucke
-
BLI: Fix compilation when importing
BLI_math_rotation.hh- Clément Foucault - BLI: Add utility to access system-wide temporary directory - Sergey Sharybin
- BLI: Fix drawdata leak on Scene IDs - Clément Foucault
- BLI: Add dirty and cached checks to shared cache - Hans Goudey
- BLI: Add a default constructor to OffsetIndices - Hans Goudey
- BLI: Simplify and extend OffsetIndices class - Hans Goudey
BLI_array_store
- BLI_array_store: avoid unnecessary memcmp when detecting duplicates - Campbell Barton
Bone relation lines
- Bone relation lines: optionally draw between bone heads - Sybren A. Stüvel
Build
- Build: upgrade wayland protocols to 1.31 - Campbell Barton
- Build: suppress CMake warnings about newer Boost versions - Brecht Van Lommel
- Build: changes needed to build on FreeBSD - Shane Ambler
- Build: skip installing .gitea files, deduplicate code - Shane Ambler
- Build: upgrade OpenImageIO to 2.4.9.0 - Brecht Van Lommel
CMake
- CMake: Disable Options Depending on OpenEXR Dependecies - Jeroen Bakker
Clang-Format
- Clang-Format: Allow empty functions to be single-line - Sergey Sharybin
Cleanup
- Cleanup: make format on new install_linux_packages py script. - Bastien Montagne
- Cleanup: remove redundant call to #free() for light tree arrays - Weizhen Huang
- Cleanup: remove useless comments - Sybren A. Stüvel
- Cleanup: Remove code asserted as unreachable, - Bastien Montagne
- Cleanup: Use consistent type in function definition - Hans Goudey
- Cleanup: Mode most of MOD_nodes.cc to the blender namespace - Hans Goudey
- Cleanup: Use helper function to create AttributeFieldInput - Hans Goudey
- Cleanup: Make geometry nodes execution functions more reusable - Hans Goudey
- Cleanup: pass rect as a constant pointer - Campbell Barton
- Cleanup: Geometry Nodes: Split modifier property update function - Hans Goudey
- Cleanup: Use const arguments for IDProperty functions - Hans Goudey
- Cleanup: move flip faces code from nodes to geometry module - Jacques Lucke
- Cleanup: use better default name for unknown parameter - Jacques Lucke
- Cleanup: make format - Sergey Sharybin
- Cleanup: PLY exporter headers cleanup - Aras Pranckevicius
- Cleanup: use methods to convert to/from window scale - Campbell Barton
- Cleanup: simplify sorting during uv packing - Chris Blackbourn
- Cleanup: use eCustomDataType instead of int - Jacques Lucke
- Cleanup: Retrieve const custom data layers - Hans Goudey
- Cleanup: deduplicate code - Germano Cavalcante
- Cleanup: simplify uv packing api - Chris Blackbourn
- Cleanup: function style casts, remove UNUSED(..) & use nullptr in C++ - Campbell Barton
- Cleanup: move doc-strings into headers, remove duplicates - Campbell Barton
- Cleanup: use doxygen sections - Campbell Barton
- Cleanup: duplicate words in comments - Campbell Barton
- Cleanup: use function style casts - Germano Cavalcante
- Cleanup: convert 'view3d_navigate.c' to C++ - Germano Cavalcante
- Cleanup: Silence Compilation Warnings - Jeroen Bakker
- Cleanup: use struct comments for gwl_registry_handlers declaration - Campbell Barton
- Cleanup: use a system method to access the APP_ID - Campbell Barton
- Cleanup: remove unreachable code - Campbell Barton
- Cleanup: remove redundant (void) in C++ function declarations - Campbell Barton
- Cleanup: use 'override' specifier for GHOST: X11, SDL & None with CLANG - Campbell Barton
- Cleanup: quiet unused but set warnings with CLANG - Campbell Barton
- Cleanup: quiet strict-prototypes warning with CLANG - Campbell Barton
- Cleanup: quiet unreachable-code-generic-assoc warnings with CLANG - Campbell Barton
- Cleanup: Simplify aspect ratio usage in uv unwrapper - Chris Blackbourn
- Cleanup: format - Chris Blackbourn
- Cleanup: Use Vector for metaball tessellation vertex data - Hans Goudey
- Cleanup: deduplicate code that changes transform mode - Germano Cavalcante
- Cleanup: remove unnecessary code - Germano Cavalcante
- Cleanup: Use const pointers for evaluated meshes - Hans Goudey
- Cleanup: Remove unused variable - Hans Goudey
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: suppress clang-tidy warnings in GHOST_Types.h - Campbell Barton
- Cleanup: DRW: Utility defines for retopology overlay - bonj
- Cleanup: format - Chris Blackbourn
- Cleanup: Graph Editor "Gauss" to "Gaussian" - Christoph Lendenfeld
- Cleanup: Grammar: "it's" vs "its" - Hans Goudey
- Cleanup: Make drop target creation functions non const - Julian Eisel
- Cleanup: NLA, remove FIXME and other unnecessary comment - Sybren A. Stüvel
- Cleanup: remove no-longer-relevant FIXME - Sybren A. Stüvel
- Cleanup: remove unused argument signified from used arguments in Python - Campbell Barton
- Cleanup: avoid repeating defaults for pointer scroll under Wayland - Campbell Barton
- Cleanup: remove confusingly named variable OperatorType::srna - Campbell Barton
- Cleanup: use function style casts - Campbell Barton
- Cleanup: format - Campbell Barton
- Cleanup: BLI_array_store comments, use const variables - Campbell Barton
- Cleanup: Remove mesh poly macros, simplify loops - Hans Goudey
- Cleanup: Remove unused polys variable - Hans Goudey
- Cleanup: Move poly topology lookup functions to C++ header - Hans Goudey
- Cleanup: Make SculptSession a C++ only type - Hans Goudey
- Cleanup: Remove references to Blender 3.7. - Jeroen Bakker
- Cleanup: Unused private fields - Sergey Sharybin
- Cleanup: Avoid unused includes in EnumerableThreadSpecific header - Hans Goudey
- Cleanup: quiet warnings by using system-includes for ./extern/ - Campbell Barton
- Cleanup: cmake indentation - Campbell Barton
- Cleanup: spelling in comments, use doxygen syntax - Campbell Barton
- Cleanup: Skip copying data between C++ and C - Chris Blackbourn
- Cleanup: Following naming convention and more const - Chris Blackbourn
- Cleanup: format - Chris Blackbourn
- Cleanup: move space_action folder to c++ - Jacques Lucke
- Cleanup: various C/C++ code cleanups, use utility macros - Campbell Barton
- Cleanup: Remove unused const. - Jeroen Bakker
- Cleanup: add struct comments for GHOST/Wayland - Campbell Barton
- Cleanup: deduplicate snapping parameters - Germano Cavalcante
- Cleanup: Reorder mesh draw cache functions to avoid prototypes - Hans Goudey
- Cleanup: Rename variables in BMesh loose element extraction - Hans Goudey
- Cleanup: Avoid contractions for loose geometry variables - Hans Goudey
- Cleanup: Use Array and Span for mesh draw buffer cache data - Hans Goudey
- Cleanup: Pass UV offset in UV edit code - Hans Goudey
- Cleanup: rename function - Weizhen Huang
- Cleanup: Refactor UI tree & grid view building API - Julian Eisel
Code-style formatting.
- Code-style formatting. - Jeroen Bakker
CustomData
- CustomData: validate layer indices, assert assigned values are valid - Campbell Barton
Cycles
- Cycles: Exploit non-uniform threadgroup sizes on Metal - Michael Jones
- Cycles: Fix MetalRT shadow all hit bug - Michael Jones
- Cycles: fix build failure due to lack of std:: specifier - Aras Pranckevicius
- Cycles: build Light Tree in parallel - Weizhen Huang
- Cycles: only apply function #ensure_valid_reflection to glossy materials - Weizhen Huang
Externals/IO
- Externals/IO: update fast_float.h to latest version - Aras Pranckevicius
Fix
- Fix: don't access 4th element of float3 - Jacques Lucke
- Fix: Crash when loading 3.4 autosave file - Hans Goudey
- Fix: Debug assert extracting multiple UV maps in edit mode - Hans Goudey
- Fix: unnecessary edge pan updates - Philipp Oeser
- Fix: Curves: crash when requesting write access for attribute from multiple threads - Jacques Lucke
- Fix: Mistake in mesh vertex normal dirty tag in previous commit - Hans Goudey
- Fix: Compiling Shader Builder. - Jeroen Bakker
- Fix: Glare has an offset on low quality settings - Omar Emara
- Fix: Vertex paint filter operators broken undo - Joseph Eagar
- Fix: Variable size blur implicitly works with Fast Gaussian - Omar Emara
- Fix: paintface_mouse_select not calling finish() - Christoph Lendenfeld
- Fix: Crash when trying to get FCurve segments of baked curve - Christoph Lendenfeld
- Fix: Targa with Palette Shows Grayscale in Viewport. - Jeroen Bakker
- Fix: Unused variables mistake from previous commit - Hans Goudey
- Fix: Hide corner vert and edge attributes in UI - Hans Goudey
- Fix: Realtime compositor outputs wrong EXR passes - Omar Emara
Fix #106134
- Fix #106134: Broken triangulation without cached face normals - Hans Goudey
- Fix #100574: Failure to key Quaternions in NLA's full stack tweak mode - Sybren A. Stüvel
- Fix #104266: Metal AMD refractions - Jason Fielder
- Fix #104272: Inverted (natural) option ignored on Wayland - Campbell Barton
- Fix #104329 viewport render with path guiding crashes - Sebastian Herholz
- Fix #105058: fix UV ABF++ bounds check on large angles - Chris Blackbourn
- Fix #105325: crash calling asset_generate_preview() in backgound mode - Philipp Oeser
- Fix #105397: Support cycling through sockets after a geometry output is linked. - Lukas Tönne
- Fix #105590: Compositor: Masks don't consider anamorphic aspect ratio - Habib Gahbiche
- Fix #105855: Crash with node add menu assets and keyboard navigation - Julian Eisel
- Fix #105860: Out of bounds active layer index caused crashes elsewhere - Campbell Barton
- Fix #105891: Faster Font Fallback Finding - Harley Acheson
- Fix #105895: UI scaled down with 125% fractional scaling on Wayland - Campbell Barton
- Fix #105912: Texture paint removes evaluated mesh attributes - Hans Goudey
- Fix #105917: Correct compositing map range clamp tooltip - Paul-Minguet
- Fix #105926: Sharp edge attribute removed when all edges are sharp - Hans Goudey
- Fix #105949: Uninitialized array used when counting material triangles - Hans Goudey
- Fix #105953: division by zero in quadriflow leads to crash - Jacques Lucke
- Fix #105954: RIGIDBODY_REBUILD failure on rendering - Sergey Sharybin
- Fix #105965: Add fur modifier properties missing UI data - Hans Goudey
- Fix #106002: crash when passing field into Switch node when it doesn't support it - illua1
- Fix #106029: Crash sculpting with dynamic topology - Hans Goudey
- Fix #106040: pasting long text fails in Gnome-Shell/Wayland - Campbell Barton
- Fix #106040: pasting long text fails in Gnome-Shell/Wayland - Campbell Barton
- Fix #106041: fix uv packing performance on aligned quads - Chris Blackbourn
- Fix #106041: fix uv packing performance on aligned quads - Chris Blackbourn
- Fix #106043: Moving frame node jittering while cursor is still - Philipp Oeser
- Fix #106094: Snap curves to surface operator does not update geometry - Philipp Oeser
- Fix #106095: FCurves not drawn when Extrapolation is disabled - Christoph Lendenfeld
- Fix #106097: Don't offset child nodes when pasting - Leon Schittek
- Fix #106108: Allow Arrow Increment on Sequence Values - Harley Acheson
- Fix #106128: OBJ exporter crash when a mesh only has loose vertices - Aras Pranckevicius
- Fix #106131: invalid selection after select random curves operator - Jacques Lucke
- Fix #106141: crash when duplicating a node - Germano Cavalcante
- Fix #106177: modal operator does not work from Node menu - Jacques Lucke
- Fix #106203: Memory leak with dynamics enabled in particle edit mode - Campbell Barton
- Fix #106251: "Shift to extend" doesn't work in 3D View Collections panel - Campbell Barton
- Fix #106261: When geometry output is viewed the cycling operator picks wrong sockets. - Lukas Tönne
- Fix #106283: several uv operations producing missing uvs - Chris Blackbourn
- Fix #106323: Snap to Face Nearest not working - Germano Cavalcante
- Fix #106363: snap toggle affecting operators not set to 'Affect' - Germano Cavalcante
-
Fix #106414: Handle
mat==Nonecase in GPencil Change Active Material operator - YimingWu - Fix #106431: Resolve Metal workload dependency - Jason Fielder
- Fix #78396: Pack UVs to original bounding box - Chris Blackbourn
- Fix (unreported): Snap not enabled if Ctrl is pressed before operation - Germano Cavalcante
- Fix (unreported) misisng handling of XR data object pointer in foreach_id. - Bastien Montagne
-
Fix (unreported) potential invalid memory access in
BKE_main_collection_sync_remap. - Bastien Montagne - Fix Cycles CUDA compiler warnings with if constexpr - Brecht Van Lommel
- Fix Cycles Metal failing when run in parallel, always run serial - Brecht Van Lommel
- Fix Cycles build warning on Windows with unused argument - Brecht Van Lommel
- Fix OBJ test expectations after fast_float.h update - Aras Pranckevicius
- Fix OBJ tests using release folder - Sergey Sharybin
- Fix Python Module build on Windows - Brecht Van Lommel
- Fix UI view drag target not using correct boundaries with panels - Julian Eisel
- Fix blender_test not re-linked on macOS after changes - Sergey Sharybin
- Fix build error on Ubuntu 20.04 with Wayland after recent changes - Brecht Van Lommel
- Fix building Blender with some versions of gcc. - Bastien Montagne
- Fix building in debug mode - Campbell Barton
- Fix error in WM_capabilities_flag (all capabilities were set) - Campbell Barton
- Fix incorrect cursor size on Wayland with the RIVER compositor - Campbell Barton
- Fix macOS x86_64 clean deps build cmake errors with numpy - Brecht Van Lommel
- Fix non-deterministic behavior of mask compositor node - Sergey Sharybin
- Fix normalize zero vector in light tree #OrientationBounds - Weizhen Huang
- Fix out-of-bounds array access when building with GHOST_OPENGL_ALPHA - Campbell Barton
- Fix particle system creating over-sized KD-tree - Campbell Barton
- Fix redundant memcmp in BLI_array_store, correct assertion - Campbell Barton
- Fix references to some nodegroups from new essentials staying around. - Bastien Montagne
- Fix rotate around zero vector in #OrientationBounds - Weizhen Huang
- Fix rotation axis not normalized in light tree #OrientationBounds - Weizhen Huang
- Fix security warning generated by std::tmpnam - Sergey Sharybin
- Fix warning in points to volume node - Sergey Sharybin
- Fix warnings in Cycles graph test output - Sergey Sharybin
Fullframe compositor
- Fullframe compositor: support backdrop offset for viewer node - Habib Gahbiche
GHOST
- GHOST: replace multiple functions with a single capabilities flag - Campbell Barton
GHOST/Wayland
- GHOST/Wayland: add fractional-scale interface support - Campbell Barton
- GHOST/Wayland: support window activation - Campbell Barton
- GHOST/Wayland: GWL_Seat::data_source_serial when modifiers are set - Campbell Barton
GPU
- GPU: Fix compilation with option WITH_GPU_BUILDTIME_SHADER_BUILDER - Clément Foucault
- GPU: FrameBuffer: Fix empty framebuffer update - Clément Foucault
- GPU: Renderdoc Frame Capturing - Jeroen Bakker
Geometry
- Geometry: Skip recomputing bounds after translation - Hans Goudey
Geometry Nodes
- Geometry Nodes: Simplify retrieval of node dependencies - Hans Goudey
- Geometry Nodes: Copy cached no loose edge status in realize instances - Hans Goudey
- Geometry Nodes: Tag no loose edges after curve to mesh node - Hans Goudey
- Geometry Nodes: Slightly improve curve to mesh performance - Hans Goudey
Guarded allocator
- Guarded allocator: print memory-in-use as a size_t, not uint - Campbell Barton
I18n
- I18n: Extract asset catalog and asset names and descriptions - Damien Picard
- I18n: Translate Node Add menus generated from asset files - Damien Picard
- I18n: translate painting error message - Damien Picard
- I18n: translate error messages generated with WM_report() and family - Damien Picard
IO
- IO: add PLY export test coverage for loose edges and loose vertices - Aras Pranckevicius
License headers
- License headers: add missing license identifiers - Campbell Barton
Mesh
- Mesh: optimize edit-mesh undo with selection (address #105205) - Campbell Barton
- Mesh: Set bounds eagerly for spherical and cylindrical primitive nodes - Alexander Revkov
- Mesh: Replace MLoop struct with generic attributes - Hans Goudey
Metal
- Metal: Optimize SSR shader for Apple Silicon - Jason Fielder
- Metal: Optimize texture usage in glutil - Jason Fielder
OBJ
- OBJ: improve UV values merging in the exporter - Aras Pranckevicius
PLY
- PLY: improve UV values merging in the exporter - Aras Pranckevicius
PyAPI
- PyAPI: raise an exception when removing an AOV which is not found - Campbell Barton
Python
- Python: Limit BGL deprecation messages. - Jeroen Bakker
- Python: Limit BGL deprecation messages. - Jeroen Bakker
Python API
- Python API: Add deprecation warning to MeshUVLoop - Martijn Versteegh
- Python API: Add deprecation warning to MeshUVLoop - Martijn Versteegh
Realtime Compositor
- Realtime Compositor: Use luminance coefficients in SMAA - Omar Emara
- Realtime Compositor: Implement Anti-Aliasing node - Omar Emara
Refactor
- Refactor: move #object_usable_as_light() from #LightManager class to #Object - Weizhen Huang
- Refactor: Cleaning up NLA Draws Non_solo boolean option - Nate Rupsis
- Refactor: draw code for anim channel widget - Sybren A. Stüvel
- Refactor: Use utility function from BLI for temp directory - Sergey Sharybin
-
Refactor: remove
enum eAnimFilterFlags- Sybren A. Stüvel - Refactor: Move static functions to the top - Christoph Lendenfeld
- Refactor: simplify computations in function #ensure_valid_reflection - Weizhen Huang
Refactor Light Tree to improve readability and efficiency
- Refactor Light Tree to improve readability and efficiency - Weizhen Huang
Release cycle
- Release cycle: Blender 3.5 goes Bcon4. - Thomas Dinges
Remove "All Rights Reserved" from Blender Foundation copyright code
- Remove "All Rights Reserved" from Blender Foundation copyright code - Sergey Sharybin
Replace install-deps bash script by a python one, and only handle distro packages.
- Replace install-deps bash script by a python one, and only handle distro packages. - Bastien Montagne
Separate ColorRamp node name into Color Ramp
- Separate ColorRamp node name into Color Ramp - Daniel Salazar
Timeline
Transform
- Transform: expose hardcoded 'Rotate Normals' key - Germano Cavalcante
- Transform: modify constants for improved readability - Germano Cavalcante
- Transform: Improve workaround used in #40241 - Germano Cavalcante
- Transform: reduce overhead when checking if snapping is active - Germano Cavalcante
UI
- UI: Support minimum row count for tree views - Julian Eisel
- UI: Noto Emoji Font with Unicode 15.0 Updates - Harley Acheson
- UI: support the primary clipboard for console & 3D text selection - Campbell Barton
- UI: Generalize drop target API, support drop targets for UI views - Julian Eisel
- UI: Clicking camera icon while rendering should open render window - Remy Fayet
- UI: align tab labels towards panels - guishe
USD import fix
- USD import fix: set active mesh color. - Michael Kowalski
UV
- UV: simplify uv packing api and simplify uv packing - Chris Blackbourn
- UV: refactor uv packing, reduce usage of #BoxPack - Chris Blackbourn
- UV: simplify packing usage of #BoxPack - Chris Blackbourn
- UV: fix unreported, bad uv packing with convex shape_method. - Chris Blackbourn
- UV: Add alpaca_rotate variant for improved packing efficiency - Chris Blackbourn
- UV: Reduce round-off error during UV Packing in Geometry Nodes - Chris Blackbourn
- UV: Add option to Pack UVs using the xatlas strategy - Chris Blackbourn
Update RNA to User manual mappings
- Update RNA to User manual mappings - Aaron Carlisle
- Update RNA to User manual mappings - Aaron Carlisle
Update freedesktop file for Blender 3.5.
- Update freedesktop file for Blender 3.5. - Thomas Dinges
Update license doc for Blender 3.5.
- Update license doc for Blender 3.5. - Thomas Dinges
Update license doc for OIIO lib update.
- Update license doc for OIIO lib update. - Thomas Dinges
Update license document.
- Update license document. - Thomas Dinges
Updated from SVN trunk (r6393).
- Updated from SVN trunk (r6393). - Bastien Montagne
Updated from SVN trunk (r6409).
- Updated from SVN trunk (r6409). - Bastien Montagne
Vulkan
- Vulkan: Clearing Framebuffer + Scissors - Jeroen Bakker
- Vulkan: Added prerequisite checks for using VK_Layer_Validation - Kazashi Yoshioka
- Vulkan: Texture Data Conversions - Jeroen Bakker
- Vulkan: Resource Submission Tracking - Jeroen Bakker
Workbench
- Workbench: Optimize texture usage flags - Jason Fielder
code_clean
- code_clean: restrict 'use_function_style_cast' edits to C++ - Campbell Barton
20 Comments
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?
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.
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!
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.
Sounds like a system to rule them all but how difficult would it be to implement it.. and how about the license?
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.
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.
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.
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!
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
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.
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?
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
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
projects.blender.org/blender/blender/issues/104972
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?
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!
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
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!
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.