Can we hope to see something like that be implemented in blender in the few next years ?
Thank you :)
2
F
FreeMind
Hey bro. Question. Ever since 2.8, everything that has anything to do with grouping objects together was replaced with collections. Now that Light groups are a thing, why aren't they based on collections like everything else? That's just weird. Why not make it consistent?
The workflow I imagine: You place all your lamps and emissive objects in a collection. You mark that collection as a Light group. And boom, ya have a light group. What's the downside of that?
1
g
glenrowell
Hi Pablo. Hope all is well.
The object mode tools are all basically in the edit mode. Since there is a lot of overlapping in the modes, would it be nice to have the tools all displayed/combined so we can just use either mode easily? Or is the object and edit mode separate for a reason? If a few of the object transform options on the right side are just added to the edit mode we would be able to do everything without having to switch back and forth lots as well.
Just an idea, we could keep both modes but they would just be switched when we select certain tools and we don't manually need to switch all the time. Poly build in edit mode looks great but it would be great if that was also in object mode.
If we have to keep the modes separate please make "add" the same in both modes. Edit mode > add doesn't have many objects to add.
1
B
BarfGarbage
Hola Pabz! Reposting my question from last week:
What do you think the ultimate implementation of the new sculpt paint will be? I don't think its current implementation is very intuitive for noobs. And also, it would be optimal if all attributes worked with the Multires Modifier.
Maybe merge Vertex Paint, Weight Paint and Sculpt Paint to a common Attribute Paint mode?
What are your Big Brain™ take on this?
1
t
thomasmarcos
Hi Pablo, all good ?
What about a complete implementation of ACES in blender? I know that ACES is not perfect, but we really need it for movies and series production. Not being able to work with is a real obstacle for professionals who have to respect a pipeline in studio...
Hoping it can be integrated into Blender 3.3 to integrate blender LTS in VFX studio.
Have a nice day :D
1
F
FreeMind
No to scrollbars!
It was perfect the way it was :(
j
jamesa
Hi Pablo! Do you think Animation Nodes will be built in/written in C to Blender?
w
wassapp66
Hey Pablo, thanks for the great show!
i wonder, is there any plans to add the knife tool to geometry nodes? I have seen a lot of scenarios where it can replace Booleans and it should be much much faster to calculate i believe.
there it would be nice if there were were an indicator that tells me what the courser is over to avoid selecting the wrong object when a
lot are overlapping, and there should be a way to toggle between them before selecting.
all the best!
n
nubnubbud
oi, Pablo! gonna throw some rather quick, hopefully 5 simple (mostly opinion and update) questions at you!
also on that note, what is your take on having multiple solvers with overlapping uses in blender? powerful? better left to addons?
what are your thoughts on uber solvers like Vellum, that are inter-material and matter phase? how about mantaflow updates?
also, any news on the new baking workflow?
is there any news on geometry nodes presets/premade node groups or possibly, dare I say, a direct way to share node groups as files? or are they assets in the asset browser? It can be a little clunky appending them from files manually. (maybe "bulk append" could be an addon to work on...) Ignore this (out loud for publicity's sake) if the asset browser is now to be used for materials and node groups!
sorry about the potpourri questions, but I'm really curious about all these things, and had to miss a good handful of livestreams because of a new job! You make my week brighter. you once wondered why there's no native english version- It's because you're irreplaceable!
X
XanzulsCGAuthor
Hey Pablo,
Sorry for the massive paragraphs lol.
Q1: Please add ACEScg view-transform/color transform in Blender in the future. Filmic is great, but since ACES has become an industry standard it's pretty hard/pointless to get filmic outside of Blender when doing composting with Nuke or Fusion. Blender is becoming a part of pipeline in many studios and as far as I'm aware most pros who are using blender, they are all using ACES. I'm not arguing about which one is better, so no need to remove filmic but just add ACEScg as view-transform alongside with Filmic for better interoperability. Because even tho it's possible to manually install ACES in Blender, the UI is broken and because you have to modify the installation files, that becomes a hassle when using a render farm, so please.
Q2: Also, the color of the gizmos in the viewport (transform, rotate, scale) when they are being selected/hovered on, the change in brightness is very minimal and especially the blue one. It's very hard to see and it's almost impossible to see if you don't have a color accurate monitor. So, it results in a lot of miss/missed clicks. Maybe increasing the brightness or something similar to Unreal like changing the color of the gizmo while being selected/hovered on would be much better.
Q3: A small problem with the Sun gizmo as well, because it's just one line attached to a sphere, from the front view, sometimes it's hard to understand the Z rotation angle of the sun in the solid view, maybe adding more lines would make it easier to understand the rotation angle because it would give more perspective.
Q4: And, about the necessity of proxy system in Blender I asked about couple weeks ago, someone in the chat mentioned that with geo nodes it's pretty easy to setup, but the problem with that is even tho with a geo node setup it could show a low poly geo in the viewport and switch to high poly while rendering, it still keeps the geometry in the memory which is the problem and theoretically (in most other softwares) the proxy system doesn't load any geo in the memory, only references it while showing a point cloud/bounding box in the viewport and only loads everything to ram while rendering.
10 Comments
Hi Pablo, do you know about the work of michal ?
devtalk.blender.org/t/realtime-gpu-smoke-simulation/13142/262
Can we hope to see something like that be implemented in blender in the few next years ?
Thank you :)
Hey bro. Question. Ever since 2.8, everything that has anything to do with grouping objects together was replaced with collections. Now that Light groups are a thing, why aren't they based on collections like everything else? That's just weird. Why not make it consistent?
The workflow I imagine: You place all your lamps and emissive objects in a collection. You mark that collection as a Light group. And boom, ya have a light group. What's the downside of that?
Hi Pablo. Hope all is well.
The object mode tools are all basically in the edit mode. Since there is a lot of overlapping in the modes, would it be nice to have the tools all displayed/combined so we can just use either mode easily? Or is the object and edit mode separate for a reason? If a few of the object transform options on the right side are just added to the edit mode we would be able to do everything without having to switch back and forth lots as well.
Just an idea, we could keep both modes but they would just be switched when we select certain tools and we don't manually need to switch all the time. Poly build in edit mode looks great but it would be great if that was also in object mode.
If we have to keep the modes separate please make "add" the same in both modes. Edit mode > add doesn't have many objects to add.
Hola Pabz! Reposting my question from last week:
What do you think the ultimate implementation of the new sculpt paint will be? I don't think its current implementation is very intuitive for noobs. And also, it would be optimal if all attributes worked with the Multires Modifier.
Maybe merge Vertex Paint, Weight Paint and Sculpt Paint to a common Attribute Paint mode?
What are your Big Brain™ take on this?
Hi Pablo, all good ?
What about a complete implementation of ACES in blender? I know that ACES is not perfect, but we really need it for movies and series production. Not being able to work with is a real obstacle for professionals who have to respect a pipeline in studio...
Hoping it can be integrated into Blender 3.3 to integrate blender LTS in VFX studio.
Have a nice day :D
No to scrollbars! It was perfect the way it was :(
Hi Pablo! Do you think Animation Nodes will be built in/written in C to Blender?
Hey Pablo, thanks for the great show! i wonder, is there any plans to add the knife tool to geometry nodes? I have seen a lot of scenarios where it can replace Booleans and it should be much much faster to calculate i believe. there it would be nice if there were were an indicator that tells me what the courser is over to avoid selecting the wrong object when a lot are overlapping, and there should be a way to toggle between them before selecting. all the best!
oi, Pablo! gonna throw some rather quick, hopefully 5 simple (mostly opinion and update) questions at you!
Has multi-volume, and aggregate volume support been suggested for blender yet? rmanwiki.pixar.com/display/REN24/Aggregate+Volumes <basic description
also on that note, what is your take on having multiple solvers with overlapping uses in blender? powerful? better left to addons?
what are your thoughts on uber solvers like Vellum, that are inter-material and matter phase? how about mantaflow updates?
also, any news on the new baking workflow?
is there any news on geometry nodes presets/premade node groups or possibly, dare I say, a direct way to share node groups as files? or are they assets in the asset browser? It can be a little clunky appending them from files manually. (maybe "bulk append" could be an addon to work on...) Ignore this (out loud for publicity's sake) if the asset browser is now to be used for materials and node groups!
sorry about the potpourri questions, but I'm really curious about all these things, and had to miss a good handful of livestreams because of a new job! You make my week brighter. you once wondered why there's no native english version- It's because you're irreplaceable!
Hey Pablo,
Sorry for the massive paragraphs lol.
Q1: Please add ACEScg view-transform/color transform in Blender in the future. Filmic is great, but since ACES has become an industry standard it's pretty hard/pointless to get filmic outside of Blender when doing composting with Nuke or Fusion. Blender is becoming a part of pipeline in many studios and as far as I'm aware most pros who are using blender, they are all using ACES. I'm not arguing about which one is better, so no need to remove filmic but just add ACEScg as view-transform alongside with Filmic for better interoperability. Because even tho it's possible to manually install ACES in Blender, the UI is broken and because you have to modify the installation files, that becomes a hassle when using a render farm, so please.
Q2: Also, the color of the gizmos in the viewport (transform, rotate, scale) when they are being selected/hovered on, the change in brightness is very minimal and especially the blue one. It's very hard to see and it's almost impossible to see if you don't have a color accurate monitor. So, it results in a lot of miss/missed clicks. Maybe increasing the brightness or something similar to Unreal like changing the color of the gizmo while being selected/hovered on would be much better.
Q3: A small problem with the Sun gizmo as well, because it's just one line attached to a sphere, from the front view, sometimes it's hard to understand the Z rotation angle of the sun in the solid view, maybe adding more lines would make it easier to understand the rotation angle because it would give more perspective.
Q4: And, about the necessity of proxy system in Blender I asked about couple weeks ago, someone in the chat mentioned that with geo nodes it's pretty easy to setup, but the problem with that is even tho with a geo node setup it could show a low poly geo in the viewport and switch to high poly while rendering, it still keeps the geometry in the memory which is the problem and theoretically (in most other softwares) the proxy system doesn't load any geo in the memory, only references it while showing a point cloud/bounding box in the viewport and only loads everything to ram while rendering.
Thanks