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  • Published 11 Dec 2023

GIFT for Blender 🎁! - Blender Today LIVE #243

Changelog

225 commits in total, of which 52 are fixes and 79 cleanup.

3D Paint Brush

Anim

BMesh

Build

CMake

Compositor

Cycles

Docs

EEVEE Next

GHOST/SDL

GHOST/Wayland

GHOST/X11

GPU

GPv3

Geometry Nodes

I18N

IO

LibOverride

License headers

Mesh

Metal

Nodes

PBVH

PyAPI

Refactor

Sculpt

Shaders

UI

VSE

Valgrind

Vulkan

Miscellanous

Fix

Cleanup

dfelinto
11 Dec 2023

12 Comments

daniellapalme

Hi Dalai, happy holiday season! Hope you're doing well.

I was wondering why the change to the rotation socket from the vector socket? Is it because the rotation socket is quaternion which maybe has some advantages vs Euler? Would love to know, thanks!

2
Rincewind3D

what are the showstoppers form getting us finally a solution for multires shape keys (sculpting layers)?

2
alexey.all

Hi Dalai, I really like the improvements in VSE, and I even thought about moving my piplane to VSE instead of Premiere, the only thing that is missing in VSE for me now is render performance, Premiere renders video several times faster than VSE. That said, I remember there was a VSE 2.0 project to improve performance projects.blender.org/blender/blender/issues/78986 , it's still not all boxes checked, is the project finished or will it continue?

2
Pavle-Tsotskolauri

Will the be and update for BoltFactory addon to simplify working with real world dimensions?

1
glenrowell

Hi Dalai. Nice to meet you. If it's okay, can you please spend more time on the questions section? We can check what has been fixed or updated easily but the questions section offers us a way to find out more about things if they haven't been covered. I love seeing UI updates as well. The icons and lists on the right are a bit small compared to the tool icons on the left. A setting to change the text size of the right menus would be a quick fix for changing the size of the lists. As I have a 2.5K monitor I'm happy with the current size though accessibility improvements are welcomed. Nice to see Pablo is in the chat. Have a wonderful holiday Pablo. I found a few bugs in the blender-4.1.0-alpha+main.ce81bdc2840e-windows.amd64-release. I'll report them through the software after but also just say them here. ① When I hit F12 and bring up the render screen, then click view, I can show options with the check boxes. The problem is the data isn't saved and after closing the render window and clicking F12 again to open it the view settings all reset. ② In Edit Mode > With the Mesh: Snap_Utilities_Line add-on, I can easily draw lines and when I lock the axis to z and draw a line of line of 1 or -1 the line moves both ways properly. Same as with -2 or 2 but when I type in 10 or -10 the line only moves in the positive direction. Towards 10. -10 moves towards 10 as well instead of in the correct direction. This make it difficult to do 3d CAD or draw 3D triangular shapes properly. Bug fixes would be greatly appreciated. One day, please also add the line mesh tool to the default tools please. We should be able to easily draw what we want in Blender without having to load a line tool with a strange name like Mesh: Snap_Utilities_Line. Maybe it should be renamed Mesh: Line_Tool.

1
FGPArthurVII

Hello Dalai!

Any chance we see a crease aware subdivision and/or smooth modifier/operation anytime soon?

1
olanlive

Hi Dalai! Thank you for keeping up Blender Today at the end of the year, it's a pleasure.

As far as the benchmark is concerned, the score increased up to version 3.6 and then decreased with version 4.0. Do you know why? for example with the RTX 3090 opendata.blender.org/benchmarks/query/

1
abelmilanes

Hello. Happy holidays. About USD support. The USD Branch has some advanced features when exporting USD scenes like the ability to export Cycles shading networks as USD materials. Is there a plan to include this in the Master Branch? Is this something that can be extracted from the USD Branch as an addon that can be installed in Master? Gracias! A

nubnubbud

Oi, Dalai!~

customization is massive!... and it's a bit of an issue. We need a "basic customization" menu, to go with the super granular one. a number of things in blender are the same color by default. they should be grouped in a simplified theme editor by default.

other than that, we still need nodes with vector curves in their ui to use correct math for geo nodes (and material) accuracy projects.blender.org/blender/blender/issues/113455 ... I'm not sure who might handle that, but if you know, feel free to bug them about it! it seems small, but accuracy is key for math-based workflows!

slemmon

Hello Dalai! One of the biggest issues I had with blender 2.8 that still persists to this day are the flat unshaded icons in the user interface. They may look clean from a concept point of view but they pose an accessibility issue for people like me. Is there a way to introduce shading back to the icons or add my own custom icons?

malarz_2030

Hi Dalai Felinto I have question about snapping.

I am particularly interested in these functionalities in the context of arranging objects and their rotations relative to other objects in the scene.

I think there is one bug : If object A rotation is not apply to be 1.000 then If I have 2 objects and go in object A in edit mode and take one face and face snap to second object B and I have align rotation to target selected then this face is snapping with rotation of face im pointing + object A rotation... so rotation is wrong untill I apply rotation of this object A ... but I dont want to do that. Do snapping should consider object rotation if I snap in edit mode?

Is it possible in Blender to have surface snapping in edit mode take into account the inverse direction of the normals of the attracted surface to another surface to second object? Now We can only copy Z direction but no -Z direction if I operate in edit mode.

Additionally, is it possible for snapping to take into account the averaged rotation of more than one object with Z rotation normals? For instance, if I enable snapping and use the shortcut key 'A' to select multiple points, and if I have the Z normals rotation feature enabled, is it possible for Blender to consider the avaraged rotation of the selected Z directions of points/edges/faces?

Those features could be great

Thanks for Great Work. M

FreeMind

Hey :) Question about the user interface. Why are there still global transform settings among Active tool settings? Seems very misplaced. Seems like a no-brainer to put these next to the other global transform settings, no?

Image from devtalk: devtalk.blender.org/uploads/default/original/3X/4/d/4db78b239437ddbe525e332a84cb08965d60c3d8.png

There's also a "Workspace" panel among the active tool settings, which makes no sense too, and a lot more stuff that doesn't belong there in other modes...