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  • Published 6 Feb 2023

NEW DEV PLATFORM - Blender.Today LIVE #216

kai
6 Feb 2023

15 Comments

oljkeee

Hi Pablo! Did you talk with Ton about 3 release per year? Any new developers since september?

1
sooroojdeen

Hello Pablo! 3 questions.

  1. Are there any plans to add vector-polygon (similar to Octane's Vectron) rendering to Cycles? This would allow users to procedurally generate highly detailed geometry without using much ram.

docs.otoy.com/StandaloneH_STA/StandaloneManual.htm

  1. Since Vulkan has support for Direct storage, will there be any improvements relating to streaming data into Blender once the Vulkan backend is implemented?

  2. Currently working with attributes inside of geometry nodes feels kind of messy, has there been any plans to add a dedicated workspace for working with attributes?

1
ilirbeqiri

Hi Pablo! I've got two questions regarding rendering Geometry Node curves. Curve to Mesh is great but there should be an easier way to render curves directly. When applied to a Hair object, Geometry Nodes curves can be rendered as Rounded Ribbons or 3D Curve in Cycles, but why do the rendered curves always have auto-smooth handles, even when the splines in Geonodes have other handle interpolations? And second, when can we finally render curves as Grease Penil Strokes? That should be even better. Thank you!

1
h.goudey

Check out T96455: Render engine support for curves data-block for tracking the progress on this task.

ilirbeqiri

Thank you for the quick response. I’m already subscribed to that thread.

shmuelisrael

you need to resample by evaluated; that should fix it.

ilirbeqiri

I tried that too. It doesn't work either. Apparently, the only curve type supported at the moment is Camull Rom. Thanks for your effort.

Zeastin

Hello Pablo! Hope you've had a wonderful day! Are there any plans to bring all the new sockets (texture, boolean, object, string, etc) and the custom socket tool tips from geo nodes over to shader nodes?

1
Zeastin

Here is a proposal concerning this from RCS: blender.community/c/rightclickselect/K8Vx/

FreeMind

Some weeks ago someone asked about Extrusion and moving being two different actions, and canceling only cancels move. My students constantly mess up their model, because they don't realize that canceling extrude only cancels the move action. They ask me "Why isn't the bevel modifier working?"... And I don't even have to think before answering "Duplicate vertexes". It happens so damn often and it's always the right answer... And screw that useless "Clamp overlap" option on the bevel modifier too!

Canceling Extrude should definitely cancel extrude, not just move. If you want a zero distance extrusion, type in "0". That's a lot more intuitive.

rafa.olhalak

Hi, is there any new development regarding parametric modelling in blender, something like other cad programs?

arduinocassol

Hi Pablo! It would be possible to have a index input exposed in nodes with a list dropdown? Maybe it would be good to select them proceduraly. Thanks... :)

nubnubbud

Oi, Pablo, how are you?

What would you consider the best way to implement a simulator, going forward? I understand geometry nodes is the main implementation going forward, but is there any lost performance in doing so or overhead in nodes we might see later? I think it will still be worth it if nodes are easy to implement... a little ramble- but are we looking at putting the simulator inside the node, or simply referencing a library from the node, or both?

also, I think the reliable release schedule is really transformative for blender- the RT devs from other companies can more than give estimates, but have dates and releases to target! Any open source program that can manage a release schedule seems it is far above the competition in adoption!

FreeMind

Hey Pablo. I have a simple issue about Active Tool Settings: A lot of settings in the list have absolutely nothing to do with the active tool and it makes no sense for them to be there. For example "Workspaces" is one of them (There are A LOT of others)... Can these settings be organized better sometime, so the menu would only display settings related to the current active tool instead of various random settings from all around blender? It's just a mess currently.

I have made a detailed explanation of what the problem is, given it a lot of thought, and made a detailed suggestion on how things could be organized to make the most sense. As someone who is from the blender UX team, I would appreciate it if you read it sometime :) devtalk.blender.org/t/active-tool-settings-gui-papercuts/27405/2

Unfortunately, this post has been closed and hidden by a moderator, as a "Feature request". I find it weird, as I consider reorganization of settings not "Asking for new features".

AliBlendArt

Hi Pablo, I hope you are well I wanted to ask a question... Given that in 2023, the focus will be on simulations for physics and beyond Will there be changes and improvements in Mantaflow in Blender version 3.5?