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  • Published 20 Jun 2022

Back from Annecy! - Blender.Today LIVE #196

XanzulsCG
20 Jun 2022

11 Comments

thomasmarcos

Hi Pablo,

Thank you for the live every weeks ! Im writing here because im a professional 3D generalist working for french movies. We are starting to use more and more Blender in production for some shots, but blender becomes so slow with heavy scenes (Just rename objects it's hell... etc.) . Like if blender have to read all the file on each manipulation.

Are we doing something wrong ? linking files is not sufficient in our applications... So I was wondering if you were planning to look into this aspect of the software (Heavy scene, not huge scene. For exemple, making a city with a lot of lowpoly assets etc...) ?

This is the only defect that remains to blender to be used on our production as main 3D/DMP software against Maya.

I can't wait for Blender to completely replace Maya on the "Environnement Departement", so I hope this issue will be resolved in the coming months :D

Thanks Pablo and the blender team !

(Also, please integrate full ACES can be very useful for production. ACES is not perfect, but we have to work with for clients...)

3
endertainer007

Hi Pablo!

There's one feature that I wish was implemented into Blender. Which is the ability to keyframe and add drivers to a collection viewport visibility, render visibility, and the exclude from view layer toggle in the outliner.

That's all from me. I love all the work you do!

1
erberus

Hi Pablo, Blender is going great, I switched almost completely from that other software that start with "M" and ends with "aya" to Blender. The couple of things I miss the most are: more streamline physic simulations (i.e. rigid body working better with huge meshes, fluid having issue with realitme preview and cache), better UV tools like self avoidance when unwrapping, and some more rigging flexibility i.e. being able to set the main axis of bones to any axis and not Y only. Is there any plan about these? Thanks and congrats to all of you

1
ilyasse.lojdi

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 :)

1
BarfGarbage

Hola Pabz!

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.

Maybe merge Vertex Paint, Weight Paint and Sculpt Paint to a common Attribute Paint mode?

What are your Big Brain thoughts on the matter?

1
cgTom

Hi Pablo,

Just wanted to say thank you for the amazing work you do. Your videos showcasing the updates and new features have really inspired and motivated me to learn blender.

What’s your favorite thing about working at Blender? And when you started did you ever think Blender would evolve into what it is today?

Thanks for being so awesome.

jamesa

Hi Pablo!

Do you think Animation Nodes will be implemented into Blender?

Thanks!

XanzulsCG Author

Probably not, the guy who made that addon is the lead dev of geo nodes, so blender will get procedural animation nodes in future but not the animation nodes addon.

Shadbolt001

Hello Pablo!

I have two questions, "Is there plans in the future to support rigged characters in asset browser? I thought that functionality would come with collections as assets, but you can't move the rig after it's imported. If they are added, will they be added as a specific type of asset?"

That's all, thanks for all the work you do!

Hey Uncle Pablo.

I was wondering if you've ever tried Oculus medium (I think it's called adobe medium now). I'd love to see a similar workflow in Blender's sculpt mode now that Blender supports VR headsets. Being able to physically move around your model whilst sculpting is an incredible experience. With Blenders wider array of tools, better materials, and realistic lighting, it would be mind blowing. Not to mention it would finally have something Z-brush can't copy due to z-brush not being a proper 3d workspace (it's 2.5d).

Are there any plans for this?

XanzulsCG Author

Hey Pablo,

Sorry for the massive paragraphs lol.

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.

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.

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.

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.