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  • Published 17 Oct 2022

BLENDER EXTENSIONS PLATFORM - Blender.Today LIVE #208

BarfGarbage
17 Oct 2022

14 Comments

crantisz

Hello, Pablo and my favorite late night show!

Any chances to see animation clips and armature support in Geometry Nodes in near future? It would be nice for creating crowd animations.

Also, I would like to suggest some feature request for Geometry Nodes:

  • When you connect input to nodes like Capture Attribute, Store Named Attribute etc., it is automatically switched its type according to connected data.
  • Also, subtype of data is not exposed into group input socket type I mean for float is - regular number / angle / percent. Then you connect something to the empty socket in group input node it creates subtype, but where is no way to change it.
3
slowk1d

"When you connect input to nodes like Capture Attribute, Store Named Attribute etc., it is automatically switched its type according to connected data." I did a request about this days ago blender.community/c/rightclickselect/GMB7/

nubnubbud

Oi, Pablo- still a highlight of my week! crantisz below has some stuff to add to this too! seems there's a public interest in geo nodes+animations/caches

I've been using blender for some VFX commissions. I'll likely make a topic on devtalk later, but some initial comments on my suggestions would be appreciated! I had issues duplicating raindrop splashes. I thought, "easy, simulate some, then instance cached simulations at random spots and times using geo nodes". I had trouble:

---I couldn't set the animation start time or cache frame in geo nodes. I looped through it with an expression in the "MeshSequenceCache" modifier. That feels like something geometry nodes should be able to do.

---they all played at once, and I had to manually make instances persist till they finish, so a looping 6 frame animation with 6 variations needs 36 objects with unique expressions and modifiers to babysit for timing. This also seems like something geometry nodes should handle.

Got a real hacky setup working, but I'm not sure how to fix this, but at the very least any two of these would totally enable simulation and animation instance workflows for geometry nodes;

-a "physics cache" node, with a "persist till end of cache" option-notably a certain magician themed sim program uses this a lot.

-a "time offset" or "time remap" node, to sample an input geometry's mesh data at time x

-a "point lifetime" node, to kill points after a certain amount of time

also ehhhh the mozilla addon site is a bit rough. it would be best if there was a tag-based search, and sorting based on popularity, rating, release date, version, and type. will check later!

2
nunoalexconceicao

Hi Pablo, any idea when local overrides and material overrides will be implemented? Blender is in real need of improvements on the render layer front, without more overrides, either viewlayers and scene layers remain still quite limited. Cheers

1
BarfGarbage Author

First of all: Hello!

Second of all: Does the Feather option in Sculpt symmetry... work? I expect enabling it would prevent the brush to affect the mesh on the opposite side of the symmetry axis, but that is not the case.

When sculptig with brush textures close to the symmetry axis the mesh can be affected by two strokes at once - on each side of the axis - turning the surface to noise. And that is a Bad Time™

1
nubnubbud

blender's symmetry is a naive* implementation that simply suplicates your inputs across an axis, I believe. a checkbox for "limit cross-axis overlap", though most implementations would end up with a crease at the limit. However, it's relatively simple to simply use a "minimum value/maximum value/average value" blend mode for the overlap, which would totally fix most cases immediately if they are interacting across the axis!

*naive in the coding sense- simple, predictable, as one would immediately expect

1
AliBlendArt

Hi pablo, I wanted to ask if there are any changes or improvements in the simulation section of the Blender 3.4 I reported the bug, but it seems Mantaflow (fluid simulator) has no active developer... developer.blender.org/T97264

1
FreeMind

Hey. :) So... when are the Green Edit mode wireframes officially coming? Object data is Green, not Orange! The objects are Orange!

1
prajwalkumar6898

Hey Pablo, Greetings, Can blender show info in the status bar of how many objects are selected, Also if the blender collection has, say 500 objects, then the collection only shows 99 + objects i.postimg.cc/bvDs7y84/Screenshot-2022-10-17-212430.png

pablovazquez

Happy to mention that this has been tackled! It can now show precise numbers up to 999 , then it shortens to 1.4K , 20K , .3M and so on. developer.blender.org/D16284

1
temetry

Hi Pablo, Is there any plan to add Face Maps integration or compatability with Modifiers similar to Vertex Groups? Vertex group is great for most situations, but it would be really nice to have clean separate selections across mirrored axis' instead of affecting the same shared vertices.

oljkeee

Hi. How grease pencil rewriting and merging to gn is going on?

jeran2

Hey Pablo,

When can we expect to use the points natively to render particle systems? Seems a shame we have this beautifully efficient system for rendering millions of points but can't use them natively in particle systems.

nubnubbud

I'm pretty sure both use the base instancing code. we're all still asking for geo nodes physics though, which will no doubt include a particles and forces system!