← Blender.TodayArtworkCommunityDevelopmentMeta30 Nov 2020momotron2000youtube.commomotron2000AcideRominéFrancis_JasminPiloeGAOPrime925koko_zekolovedolanliveonfilmpipelinersoont3kktstanimation13vr_sebas
Hey Pablo and Mr. Bystedt
{attachment Nodespng}
Pablo I like the general look of your mockups for geometry nodes. It feels modern, which is nice~
Do you think in the future there might be room for icons (bevel, array, subdivide etc) in there too? Maybe floating above the node?
And for Daniel, thank you for the work finding and categorizing things for the UV editor, I salivate looking at the workboard.
4
z
zuorion
*
@daniellapalme
* I think that icons may be used as nodes LODs.
eg. at this zoom level texts are unreadable, parameters uncontrolable and imho should be replaced with icons
o
ooooooh
*
@daniellapalme
* is this design going to be implemented? its a LOT better than the current one
B
Blender_Bob
Hi Paolo! Blender Bob here!
One question and one comment:
Can we get overrides per shader, per objects per layers? Right now we can only override all the shaders at once. That’s a show stopper for me. And overriding the env too.
Also, I’m afraid Blender is developing too fast. It’s getting the Autodesk syndrome where features are added, they may be buggy, but they are left like that. For example, UDIMs are not properly integrated.
Same with VDBs. They still have missing features but we don’t hear any development on those. Please take time to fix the issues before moving on to new features.
I love Blender!
2
B
BarfGarbage
Whuz poppin', gentlemen? Big fan of your work, Daniel!
I'm going to reierate my comment from two weeks ago and say that Sculpt Layers (
1
and
2
) are sorely missing from blender. Shape keys kind of work, but only with real geometry and I don't want my PC to have to work with 30M real verts when sculpting skin details. Are anyone working on a feature like this?
Bonus question: What's on the top of your wishlist(s) for Blender 3.0?
2
j
josh-wob
Hey Daniel! Super happy that you are involved into Blender Development. I have 2 questions:
Are you using the LTS version at Embark to ensure stability?
2 .Is contributing to Blender Development a part of your work or do you do that in your spare time?
Thanks, Daniel for the work already and Pablo for the awesome streams each week :D
2
d
damian_winnichenko
Hi Pablo and Daniel!
I like seeing guests on Blender today live streams =)
I have two teeny-tiny micro questions today, just say "Yes" or "No":
will there be initial support for curves in Geometry Nodes in Blender 2.92 ?
will there be an option "include children" in the duplicate operator?
Thank you soo much for answering, and Happy 2.91 release!
2
F
Francis_Jasmin
Hi Daniel,
Hi Pablo,
I really love the high poly orc character you have done on Youtube :-) It's really impressive. Nice work !
Would you plan to make a Blender Cloud training for sculping with Blender ? When those performance boost are merge into main branch...
Thx a lot !
Cheers !
2
P
Prime925
Hi Pablo,
My question is whether the core devolopment team has thought of writing blender software in Rust programming language?
1
v
velu
Hi Pablo, :)
Just a couple of questions.
The "affect only origins" option does not work if you are editing the numerical coordinates/scale/rotations in the item tab. It's often necessary to be able to precisely edit just the placement of the origin, especially for making video game assets. Are there any plans to expand this functionality to also work with numerical inputs ?
The z-up/y-up debate seems strange to me. Is there a reason this isn't like choosing between metric/imperial units ? It would be useful to be able to swap between coordinate systems without affecting your scene. In production, the best coordinate system is always going the same as whatever you're exporting to.
Ps: Thanks for taking the time to podcast ! You guys are awesome. Also, you got me to try yerba mate. I like the idea of a neverending cup of tea :)
1
k
koko_ze
I really love the new volume object and the modifiers that came with it. It is now really simple and quick to create cartoony clouds. I was wondering if there is a plan for creating the OpenVDB export so that we can then re-import it and do simulations on it.
To keep with the topic is there going to be a function in blender to apply/convert hair to mesh strip ?
1
n
northgoingzak
Hi Daniel,
I was wondering how you're getting the normal maps in your hair shader. Thank you for sharing your amazing workflow! Would you want to share the blend file maybe?
G
GCharb
Hello Daniel, is it possible to export Blender hair to the new Unreal strand based hair system?
m
manuelkoestercg
Hey Daniel!
Since you're using a lot of Houdini, what was the reason to set up the procedural hair system within Blender instead?
s
salaivv
Hello Pablo and Daniel,
Could you share some insight on how you would approach doing a large in Blender? Especially aerial terrain shots that have a large number of particle instances like trees, rocks, bushes, etc. -- essentially scenes that wouldn't probably fit in your RAM during rendering.
How would you plan to approach such a scene? Where would you spend your time energy optimizing the assets, etc.? Any insight would be so valuable.
P.s. I have no idea how I missed the 'Jump to Target' feature. Thanks for pointing out. :)
D
Diogo-valadares
Hello pablo =D I'd like to know why blender still have the old texture system to make certain things, like adding a texture to a modifier like displacement or adding a texture to the compositor, its really not intuitive for new users and most textures have different names and parameters from the ones in the shader editor, also I'd like to know if there are any plans to change it, if so, when?
p
popekpiotrek
Hello. Is there going to be anisotropy in EEVEE? Is there any workaround for now? Seems important for hair shading. Thanks
s
salaivv
*
@popekpiotrek
* You can use the Tangent texture coordinate to fake it.
j
jerzy.gorski.art
Hello guys,
a quick question.
Why blender devs often have a toad/frog as they profile pic?
20 Comments
Hey Pablo and Mr. Bystedt {attachment Nodespng} Pablo I like the general look of your mockups for geometry nodes. It feels modern, which is nice~ Do you think in the future there might be room for icons (bevel, array, subdivide etc) in there too? Maybe floating above the node?
And for Daniel, thank you for the work finding and categorizing things for the UV editor, I salivate looking at the workboard.
* @daniellapalme * I think that icons may be used as nodes LODs. eg. at this zoom level texts are unreadable, parameters uncontrolable and imho should be replaced with icons
* @daniellapalme * is this design going to be implemented? its a LOT better than the current one
Hi Paolo! Blender Bob here!
One question and one comment:
Can we get overrides per shader, per objects per layers? Right now we can only override all the shaders at once. That’s a show stopper for me. And overriding the env too.
Also, I’m afraid Blender is developing too fast. It’s getting the Autodesk syndrome where features are added, they may be buggy, but they are left like that. For example, UDIMs are not properly integrated.
This dates from 2.83.0 developer.blender.org/T77989 . (See last comment)
Same with VDBs. They still have missing features but we don’t hear any development on those. Please take time to fix the issues before moving on to new features.
I love Blender!
Whuz poppin', gentlemen? Big fan of your work, Daniel!
I'm going to reierate my comment from two weeks ago and say that Sculpt Layers ( 1 and 2 ) are sorely missing from blender. Shape keys kind of work, but only with real geometry and I don't want my PC to have to work with 30M real verts when sculpting skin details. Are anyone working on a feature like this?
Bonus question: What's on the top of your wishlist(s) for Blender 3.0?
Hey Daniel! Super happy that you are involved into Blender Development. I have 2 questions:
2 .Is contributing to Blender Development a part of your work or do you do that in your spare time?
Thanks, Daniel for the work already and Pablo for the awesome streams each week :D
Hi Pablo and Daniel! I like seeing guests on Blender today live streams =)
I have two teeny-tiny micro questions today, just say "Yes" or "No":
Thank you soo much for answering, and Happy 2.91 release!
Hi Daniel, Hi Pablo,
I really love the high poly orc character you have done on Youtube :-) It's really impressive. Nice work !
Would you plan to make a Blender Cloud training for sculping with Blender ? When those performance boost are merge into main branch...
Thx a lot ! Cheers !
Hi Pablo, My question is whether the core devolopment team has thought of writing blender software in Rust programming language?
Hi Pablo, :)
Just a couple of questions.
The "affect only origins" option does not work if you are editing the numerical coordinates/scale/rotations in the item tab. It's often necessary to be able to precisely edit just the placement of the origin, especially for making video game assets. Are there any plans to expand this functionality to also work with numerical inputs ?
The z-up/y-up debate seems strange to me. Is there a reason this isn't like choosing between metric/imperial units ? It would be useful to be able to swap between coordinate systems without affecting your scene. In production, the best coordinate system is always going the same as whatever you're exporting to.
Ps: Thanks for taking the time to podcast ! You guys are awesome. Also, you got me to try yerba mate. I like the idea of a neverending cup of tea :)
I really love the new volume object and the modifiers that came with it. It is now really simple and quick to create cartoony clouds. I was wondering if there is a plan for creating the OpenVDB export so that we can then re-import it and do simulations on it.
Also here is a quick test I did for a cloud imgur.com/a/JMh3Wae
Hi Pablo, Hi Mr. Bystedt.
To keep with the topic is there going to be a function in blender to apply/convert hair to mesh strip ?
Hi Daniel, I was wondering how you're getting the normal maps in your hair shader. Thank you for sharing your amazing workflow! Would you want to share the blend file maybe?
Hello Daniel, is it possible to export Blender hair to the new Unreal strand based hair system?
Hey Daniel! Since you're using a lot of Houdini, what was the reason to set up the procedural hair system within Blender instead?
Hello Pablo and Daniel,
Could you share some insight on how you would approach doing a large in Blender? Especially aerial terrain shots that have a large number of particle instances like trees, rocks, bushes, etc. -- essentially scenes that wouldn't probably fit in your RAM during rendering.
How would you plan to approach such a scene? Where would you spend your time energy optimizing the assets, etc.? Any insight would be so valuable.
P.s. I have no idea how I missed the 'Jump to Target' feature. Thanks for pointing out. :)
Hello pablo =D I'd like to know why blender still have the old texture system to make certain things, like adding a texture to a modifier like displacement or adding a texture to the compositor, its really not intuitive for new users and most textures have different names and parameters from the ones in the shader editor, also I'd like to know if there are any plans to change it, if so, when?
Hello. Is there going to be anisotropy in EEVEE? Is there any workaround for now? Seems important for hair shading. Thanks
* @popekpiotrek * You can use the Tangent texture coordinate to fake it.
Hello guys, a quick question. Why blender devs often have a toad/frog as they profile pic?