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  • Published 29 Aug 2022

NEW UV FEATURES! - Blender.Today LIVE #203

pablovazquez
29 Aug 2022

25 Comments

michal1000w

Hi Pablo,

I have a question regarding blender hiring. I'm an author of JFlow Alpha (realtime GPU smoke simulator), which is showed on blender devtalk: devtalk.blender.org/t/realtime-gpu-smoke-simulation/13142/316

I've seen that there is a job with physics simulator, however it requires Node Graphs knowledge, which I have limited. Should I apply or is it impossible from the beginning?

7
Fred

do it !! go ahead!

emre.can.oezcan

Hola Pablo, Hope you had a nice time at SIGGRAPH.

I would really love to optimize my Shader Node trees and wanted to Ask if something like Shader Node timings could be implemented into Blender.

I had multiple times the scenario where I had many node setups resulting in the same shader, but I was not sure which Node setup is more efficient for my rendering.

As I made a small demonstration here of my Proposal, as already seen in Geo Nodes: blender.community/c/rightclickselect/28nW/

Thank you!

5
Prince_Of_Sloth

Hola Pablo,

I would like to ask if there has been any talk of integrating MaterialX or MDL shading languages to Eevee or Cycles?

From my limited knowledge of MaterialX. I think there already exists a way to convert MaterialX to OSL.

Thank you.

3
nunoalexconceicao

Hi Pablo, hope u had a nice time in Siggraph. Just want to ask if there is going to be any improvements on the hair shading front. Till now the Principled Hair shader is only properly supported in Cycles and not in Eevee. Some shameless self promoting, here is my new movie done in Blender: youtu.be/OpOH82NMmJg

Cheers

3
roblop1

Hi Pablo,

How can I easily improve Blender UI translation ? I tried to enable the addon provided for this purpose (Manage UI translations) but it seems that it is no longer maintened and doesn't work anymore.

So how can I do that now ?

2
galenbeals

Hi Pablo! How are you? This is my first time catching the live stream "Live" after watching it since the beginning!

Question: I'm loving seeing all the new Library overrides features. Do you know if it's even on the devs radar to have this working for view layers too? Like, make a new layer and override materials, lights, and object render settings, ect?

1
sapar1

hi Pablo and community!

I wanted to know if there is someone working on physics simulations in blender. I havent seen any major improvements since 2.8. Could you please tell us about when the sims will behave like the the ones in other programs. I prefer using blender over other softs.

And my second question is will there be some helpsers like effectors in c4d. Those make things very veryyyyyyyyyyyy easy so artist could spend time on other things.

for know I have counted 3 things that make blender go down forever.

  1. outliner object storing system. blender makes all modifiers child of the object while c4d makes modifiers parent. this brings very enourmous amount of possibilities

  2. effectors

  3. simulations

1
crantisz

Hello Pablo! Nice to see your show!

When will Geometry Nodes meet Grease Pencil?

1
alexey.all

Hello Pablo, after the realtime composer appeared, it would be cool to implement the idea of ​​combining VSE and compositor as everything nodes project. For example:

  1. So that in the compositor could add a strip node (from VSE with some video foutage) edit it on compositor and get imidiatle result in VSE (from output node). So you are using existing nodes to a strip with off limits of existing strip modifiers.
  2. Make a new node system for VSE like compositor.

Something of it is possible?

1
Delta

Good evening Pablo!

A question regarding blender and it's version numbers: To me it does not seem as blender follows Semantic Versioning all that much. The version numbers seem to follow a year-based cycle which leads to a new increment of the first number every two years no matter what changes actually are included. It's not like there aren't big and small project exceptions from the rule (eg. Windows, Chrome, Firefox, etc.) but many and especially FOSS projects often stick to this style of versioning. So I wonder why blender seems to be the exception from this rule. In the recent weeks I could only somewhat follow blender.today so I'm not 100% sure on this, but some element (was it the new hair, the compositor, geo nodes - I don't remember but I think it was with 3.2) was not backwards compatible with an earlier version - so this actually would not fit a minor release .

For those who don't know Semantic Versioning means:

  • 1.x -> 2.x: "Major Release" - A big step that can or will break things
  • x.1 -> x.2: "Minor Release" - A feature upgrade, compatibility is kept
  • x.y.1 -> x.y.2: "Patch Release" - Only bug fixes. Full compatibility and no new features

blender exception example:

According to code.blender.org/2020/02/release-planning-2020-2025/ blender 4.0 is planned for 2023-08. Will there be these compatibility breaking changes compared to 3.7 (planned for 2023-05) that a new Major is really "justified"? If so: What would these changes be?

nubnubbud

oi, pablo!

I was rendering headless for the moving meditations challenge earlier and I noticed it would sometimes say 0/128 samples if it didn't finish the last sample (less than half?), and snap from 23/128 to 128/128 otherwise. as well, it would stop reporting each sample at random times. is this intended functionality? is there a way to adjust this? headless render terminal settings would be interesting...

Helge

Hi Pablo,

regarding the vertical ellipsis. I just checked and there actually is a Unicode character for that:

⋮

(U+22EE) Vertical Ellipsis ;-)

Thanks for the show. Have a great day!

Hi Pablo!!! I hope you are doing today!!!

My question is regarding Render Layers. This is a little annoying for me, so I present a proposal, please let me know what are your thoughts about this.

Suppose I have a scene with 10 render layers, everyone setup and prepared to be rendered. But then I need to create one more render layer (the number 11) and for that I also create another collection, just for that one Render Layer. But as soon as I create that new collection, that collection by default gets enabled in all the other Render Layers, so I have to go through every one of then to disable it.

Don't you think that the new collections should only be enabled by default in the currrent Render Layer, and disable in the other Render Layers? Or maybe the Render Layers should have some way to lock them , so they won't get changed if that's not the active Layer, so this way when I create the new collection it is deactivated in all locked render layers.

Please let me know what you think

Thank you!!!

FreeMind

Hi there, Pablo. Some weeks ago, I argued that node groups should be collections, as that would be consistent with how all other kinds of groups are made in Blender. You said that they are not collections, because not only objects can be lights. This makes sense, but what else is there? Environments. Nothing else. Wouldn't it make more sense to allow Environments to be linked to a collection that is marked as a light group, instead of creating a whole new way to group lights?

Still think that light groups should just be collections, not its own new group thing. Thanks for hearing me out ;)

shriyansh1

Hello Pablo, thank you for the Stream!

I want to work in blender movies for free ?

Thank you.

ilyasse.lojdi

Hello Pablo, how are you ?

I wanted to ask you if you knew anything about the Progressive Multi-Jittered implementation which wasn't working as intented:

Is it fixed? Will it be fixed? And will it be better than the new sobol-Burley pattern if it's fixed ?

This is where i read that it was broken: developer.blender.org/D15679

Thank you, have a nice day, and see you on the Blender Hoy Live :D

sad_mogus

hey pablo, hope you're having a good day!

my request is that,can you guys bring back(or add an option to change) Eevee "Shader Compiling" progress bar (with percentage).Also,in Blender 3.2,eevee compiling shader stopped when you switch from rendered/material preview to solid view (in older version switching view doesn't stop shader compiling)

I'm so sorry if my explanation is bad.

maxedge

Hello Pablo

I'm very excited for the new hair system. Do you know if interpolating between strands to increase the number of hairs dynamically is coming soon? Will it be in the form of a new node? I'm keeping my fingers crossed that it's not based on spatial proximity (the current implementation, which is hard to groom on thin geometry).

BarfGarbage

Ay Pabz! Did you see anything cool at siggraph that you would like to have implemented in Blender?

Alumx

Hi Pablo! How you're doing

I wanted to ask if you have any info on GP and specially assets for brush managing (saving brush assets and materials, etc). Thanks for making these videos!

temetry

Hi Pablo! Would it be possible to have the uv unwrap functions take in to account the mirror modifier, so that you can have a straight edge down the center, instead of getting a curve because the uv unwrap assumes that a mirrored mesh is an open edge?

And in that same vein:

Could we have an option for offsetting specific UV channels? You can kind of do that right now with the UV warp modifier, but if you have connecting faces that are mirrored/overlapped, and you try to separate them with mirrored vertex groups, you end up with massive shearing because the faces that need to be separated in the UV's still share the same vertexes. I was hoping something like Face Maps were integrated with the modifiers through Vertex groups, but right now they are not