Hi Pablo! Hope you had a great weekend! I have a question.
Is there any more news about light groups for Eevee?
Thanks Pablo!
1
t
thinsoldier
Helloo Pablo!
Do you ever get annoyed by the editor list closing because you put your mouse in the wrong place too fast?
When this menu is open there should be an even-on-all-sides dead zone so that an inaccurate mouse movement doesn't inadvertently close the menu before you can make your selection.
1
Z
Zeastin
Hey Pablo! Love that you have everyone saying 'Hi' to you now in each question/comment. Keeping the community polite and civil!
My question is why are there such low limits to the number of UV Maps and Vertex Colors layers we can have in Blender? Both are capped at 8 layers. I suppose the new Color Attributes system does away with the Vertex Color problem but UV Maps will still have this problem, right?
1
t
thinsoldier
He wastes at least 3 questions worth of time just saying responding to the hello in every post.
g
glenrowell
Hi Pablo. Hope you're having an amazing day. Last week, I was talking about the grid and increments when you read my message. I meant they should be changed so when we zoom in the colors are different. It would be great it the colors were separated in the settings. Instead of having just one color like now. Thank you for always reading the messages. I love watching these videos. I learn heaps.
Sometimes I try copying a single mesh line or curve but they just end up on top of other lines and then I can't select just one and move them. How do I duplicate a line and then move them without moving them together? Sorry if it's an easy question.
I tried copying from the top right list as well.
Regards, Glen in Japan.
1
g
glenrowell
Hi Pablo. I just mean can we have a color for grid lines and a color for the increments in the settings area. That's all. I want to set different colors only.
s
stgerx
Hey Pablo,
can we have an option to scale down textures none destructive?
There is currently only a global option to scale down all textures at once (simplify).
Maybe it's a pretty low hanging furite to implement something which allows us to scale images down per texture/material.
That would be pretty handy.
Hey Pablo, hopefully you can enjoy this wonderful day as much as we do with every new blender improvement. Thanks for your show by the way. every week a pleasure!
I have a question - wouldn't it be a good opportunity to collect some money for blender development by adding some
"special" projects to the side where Blender could internally hire the developer of their choice and the community could somehow influence which additional features come onto the table?
Smaller example: The whole override system is still lacking the option to override a material from a library asset.
Bigger example: The whole Color Management System is still lacking some functionality (camera-background image is still not properly color-managed) - Brecht has so much to do.
I highly appreciate the amount of new possibilities but getting rid of the backlog would be so amazing. Using addons does not help a lot in these cases.
Thanks a lot to all of you guys.
1
c
christsdude
Hey Pablo, hope you're doing well!
I saw the blogpost on the proposed new texturing system when it came out earlier this year, but did I miss you talking about it on the show? Are there any updates on it? I haven't found any talk about it on
developer.blender.org
. It looks super promising, I hope it becomes a reality!
when will blender add quad dyntopo support for multires because it can lead to ultimate sculpting . being able to add new geometry and being to subdivide to avoid problems that dyntopo users encounter can shorten the worlflow and can lead to better results and will make blender a powerful sculpting
e
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 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 plane in that regard?
PS I think the lattice modifier should totally setup a lattice based of the bounding box for you.
Thanks!
t
thinsoldier
Hi Pablo!
Collections pull double duty as both a tool for re-using things and for organizing things whether or not they will be re-used.
To keep such things separate I add a $ to the names of collections intended for reuse as collection instances. This has the added benefit of floating such collections to the top of the "add collection instance" list.
Similarly, groups in the material editor and geometry node editor pull double duty as both a tool for re-using things and for organizing things. The dozens of groups I made just to make the node networks easier to read make it painful to find the 1 node group in my file that I need to re-use, unless I impose some kind of naming convention and stick to it.
There need to be
intended for reuse entities
in the system that are
separate from
the
organization helper entities
.
What do you think?
t
thinsoldier
Hello Pablo. Happy Monday!
For people with multiple large monitors I think an easy way to open Editors in new windows would be useful. What do you think?
t
thinsoldier
Hello Pablo.
I noticed that very many people making tutorials do not know about the
essential
"Set Offset from Cursor" feature of Collections.
It would help greatly if it was also in a more logical and easier to find location like the Collection Properties tab.
Do you think mesh objects should have an
Active Element
tab in the Properties Editor just like Metaballs?
Mesh objects have the properties for the currently selected vert/edge/face-edges only available in the sidebar of the 3d viewport.
Metaballs have properties for the currently selected ball in both the sidebar and the properties editor:
I think it would be consistent to have such a tab available for mesh objects also.
o
ocular.evolution
Hola Pabz! Hope you're havin' a swell time over there! :)
My question is - why isn't the state of the outliner saved when saving a file? Every time we open a file after starting Blender, all of the collections have their dropdown state as 'active'. This seems like a minor issue, but having to 'deactivate' the dropdown state of all the collections every time a file is opened gets annoying lol. It almost defeats one of the aesthetic importance of having collections - for better organization and reduction of clutter, visually.
Have a great week and weekend! :D
s
slowk1d
Hola Pablo!
I wanted to share a thought about the current development of Blender. This is a personal impression after closely following the Blender development and its version updates since 2018, so I don't have an experience of the program that goes before the 2.8 era.
As much as I love and admire how Blender has progressed in the last 2-3 years, I'm starting to notice a tendency, especially since the last year: many new features have been introduced, but along with them every new release comes out with bugs or regressions that are starting to become quite big (most recent example:
developer.blender.org/T95428
). I feel, despite a lot of people still argue that Blender development is going slow and we're missing a lot of basic features, that actually the development is rushing to the detriment of stability. Some new features introduced with very release either cause other bugs somewhere, or feel not totally polished, and sometimes change face (UI and workflow) even 2 times with new releases. Now, it's good that features can be improved even in the span of one release, but sometimes I feel it would be better to have maybe less releases per year (or wait more before merging in master), and focus more time on polishing features, closely watch out for bugs that they could cause, and more in general give more time to new stuff to be tested out. As much as I would love to have light linking or multi-property editing right now, i would prefer to wait more for something that is stable and won't need a fix in a new release the exact time is merged in master.
Hope I didn't annoy to much with this long text, just an impression I hope can be food for thoughts.
Thanks for the time and for the hard work you do!
m
matt.dougan
Hi Pablo, hope you had a great weekend and that the weather in Amsterdam continues to warm up as we head into summer.
I think I already know the answer, but thought I’d put it out there on the off chance I’m missing something obvious…
When rendering out layers to composite in other software, having denoised passes for glossy, diffuse etc as well as light groups now would be incredibly useful / powerful. Appreciate this would add time as each layer is processed, however based on beauty pass demonise performance, would almost certainly be quicker than pushing up samples. Don’t mean this to be a feature request… but would be great to know if this is possible / being looked at already! Cheers
c
chris12
Hello Pablo.
Can the new curves be used like in Inkscape? Different types of curves that only show when we start drawing them and not just a curve being dropped in the main window? Also with a better box select tool it would be great. Can the box select tool get an update to we can easily select anything with just one click like curves in edit mode? Only endpoints can be selected now. And if the box select could select things in the box or things touching the items by moving the box in different ways it would be great. Thank you.
One other thing. Can the Windows file opening area be made to look more like a standard Windows file opening window?
m
meszarosmate0510
Hey Pablo!
What are the goals for the new hair before the Heist project wraps? Is it safe to assume, hope that animation and simulation will be part of it?
Since the new hair is driven by geometry nodes, would simulation and animation properties also apply for cloth and soft body?
d
dino107
hey pablo
I hope blender adds the ability for addons to have their own systems and engines like unwrapping addons having their own uv unwrapping engine or sculpting addons having their own sculpting engine or cad addons having their own nurbs and cad system for freeform surface modeling . these super addons when activated will have their own window like retopoflow. do you agree that addons should be given this power boost
t
tlan_art
Hey Pablo, love your updates! Just two questions.:
Who is the leading expert when it comes to baking normals in your opinion? or where would you go for better help in that area?
What is your advice for first-time visitors to Amsterdam? (I'm very excited for October!)
j
juso
Hi Pablo
if one puts Panels back in the Toolbar area on the left, how does one control the panel header limit going past the region end?
Hey Pablo! If you read this question before my other question, hope you're doing well lol!
I am fairly new to coding and only know a little bit of Java and Python, but I would like to try working on patches to submit to Blender. What would be the first steps for me to take? Some guidance and preparation along the way from the other developers such as Hans, Brecht, Jacque, etc would be great, but I understand if they're too busy.
27 Comments
Hi Pablo! Hope you had a great weekend! I have a question.
Is there any more news about light groups for Eevee?
Thanks Pablo!
Helloo Pablo!
Do you ever get annoyed by the editor list closing because you put your mouse in the wrong place too fast?
When this menu is open there should be an even-on-all-sides dead zone so that an inaccurate mouse movement doesn't inadvertently close the menu before you can make your selection.
Hey Pablo! Love that you have everyone saying 'Hi' to you now in each question/comment. Keeping the community polite and civil!
My question is why are there such low limits to the number of UV Maps and Vertex Colors layers we can have in Blender? Both are capped at 8 layers. I suppose the new Color Attributes system does away with the Vertex Color problem but UV Maps will still have this problem, right?
He wastes at least 3 questions worth of time just saying responding to the hello in every post.
Hi Pablo. Hope you're having an amazing day. Last week, I was talking about the grid and increments when you read my message. I meant they should be changed so when we zoom in the colors are different. It would be great it the colors were separated in the settings. Instead of having just one color like now. Thank you for always reading the messages. I love watching these videos. I learn heaps.
Sometimes I try copying a single mesh line or curve but they just end up on top of other lines and then I can't select just one and move them. How do I duplicate a line and then move them without moving them together? Sorry if it's an easy question.
I tried copying from the top right list as well.
Regards, Glen in Japan.
Hi Pablo. I just mean can we have a color for grid lines and a color for the increments in the settings area. That's all. I want to set different colors only.
Hey Pablo,
can we have an option to scale down textures none destructive? There is currently only a global option to scale down all textures at once (simplify). Maybe it's a pretty low hanging furite to implement something which allows us to scale images down per texture/material. That would be pretty handy.
There are also some suggestions about this topic:
blender.community/c/rightclickselect/E0qg/
blender.community/c/rightclickselect/EqN4/
Hey Pablo, hopefully you can enjoy this wonderful day as much as we do with every new blender improvement. Thanks for your show by the way. every week a pleasure!
I have a question - wouldn't it be a good opportunity to collect some money for blender development by adding some "special" projects to the side where Blender could internally hire the developer of their choice and the community could somehow influence which additional features come onto the table?
Smaller example: The whole override system is still lacking the option to override a material from a library asset. Bigger example: The whole Color Management System is still lacking some functionality (camera-background image is still not properly color-managed) - Brecht has so much to do.
I highly appreciate the amount of new possibilities but getting rid of the backlog would be so amazing. Using addons does not help a lot in these cases.
Thanks a lot to all of you guys.
Hey Pablo, hope you're doing well!
I saw the blogpost on the proposed new texturing system when it came out earlier this year, but did I miss you talking about it on the show? Are there any updates on it? I haven't found any talk about it on developer.blender.org . It looks super promising, I hope it becomes a reality!
Thanks for the show!
devtalk.blender.org/t/paint-mode-design-discussion-feedback/24243
Hi, how are you?
hey pablo
when will blender add quad dyntopo support for multires because it can lead to ultimate sculpting . being able to add new geometry and being to subdivide to avoid problems that dyntopo users encounter can shorten the worlflow and can lead to better results and will make blender a powerful sculpting
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 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 plane in that regard? PS I think the lattice modifier should totally setup a lattice based of the bounding box for you. Thanks!
Hi Pablo!
Collections pull double duty as both a tool for re-using things and for organizing things whether or not they will be re-used.
To keep such things separate I add a $ to the names of collections intended for reuse as collection instances. This has the added benefit of floating such collections to the top of the "add collection instance" list.
Similarly, groups in the material editor and geometry node editor pull double duty as both a tool for re-using things and for organizing things. The dozens of groups I made just to make the node networks easier to read make it painful to find the 1 node group in my file that I need to re-use, unless I impose some kind of naming convention and stick to it.
There need to be intended for reuse entities in the system that are separate from the organization helper entities .
What do you think?
Hello Pablo. Happy Monday!
For people with multiple large monitors I think an easy way to open Editors in new windows would be useful. What do you think?
Hello Pablo.
I noticed that very many people making tutorials do not know about the essential "Set Offset from Cursor" feature of Collections.
It would help greatly if it was also in a more logical and easier to find location like the Collection Properties tab.
For anyone wanting to know more about "Set Offset from Cursor" and Collections: blenderartists.org/t/is-there-anything-else-you-should-know-about-collection-instances/1302683
Hello Pablo,
Do you think mesh objects should have an Active Element tab in the Properties Editor just like Metaballs?
Mesh objects have the properties for the currently selected vert/edge/face-edges only available in the sidebar of the 3d viewport.
Metaballs have properties for the currently selected ball in both the sidebar and the properties editor:
I think it would be consistent to have such a tab available for mesh objects also.
Hola Pabz! Hope you're havin' a swell time over there! :)
My question is - why isn't the state of the outliner saved when saving a file? Every time we open a file after starting Blender, all of the collections have their dropdown state as 'active'. This seems like a minor issue, but having to 'deactivate' the dropdown state of all the collections every time a file is opened gets annoying lol. It almost defeats one of the aesthetic importance of having collections - for better organization and reduction of clutter, visually.
Have a great week and weekend! :D
Hola Pablo!
I wanted to share a thought about the current development of Blender. This is a personal impression after closely following the Blender development and its version updates since 2018, so I don't have an experience of the program that goes before the 2.8 era. As much as I love and admire how Blender has progressed in the last 2-3 years, I'm starting to notice a tendency, especially since the last year: many new features have been introduced, but along with them every new release comes out with bugs or regressions that are starting to become quite big (most recent example: developer.blender.org/T95428 ). I feel, despite a lot of people still argue that Blender development is going slow and we're missing a lot of basic features, that actually the development is rushing to the detriment of stability. Some new features introduced with very release either cause other bugs somewhere, or feel not totally polished, and sometimes change face (UI and workflow) even 2 times with new releases. Now, it's good that features can be improved even in the span of one release, but sometimes I feel it would be better to have maybe less releases per year (or wait more before merging in master), and focus more time on polishing features, closely watch out for bugs that they could cause, and more in general give more time to new stuff to be tested out. As much as I would love to have light linking or multi-property editing right now, i would prefer to wait more for something that is stable and won't need a fix in a new release the exact time is merged in master. Hope I didn't annoy to much with this long text, just an impression I hope can be food for thoughts.
Thanks for the time and for the hard work you do!
Hi Pablo, hope you had a great weekend and that the weather in Amsterdam continues to warm up as we head into summer.
I think I already know the answer, but thought I’d put it out there on the off chance I’m missing something obvious…
When rendering out layers to composite in other software, having denoised passes for glossy, diffuse etc as well as light groups now would be incredibly useful / powerful. Appreciate this would add time as each layer is processed, however based on beauty pass demonise performance, would almost certainly be quicker than pushing up samples. Don’t mean this to be a feature request… but would be great to know if this is possible / being looked at already! Cheers
Hello Pablo.
Can the new curves be used like in Inkscape? Different types of curves that only show when we start drawing them and not just a curve being dropped in the main window? Also with a better box select tool it would be great. Can the box select tool get an update to we can easily select anything with just one click like curves in edit mode? Only endpoints can be selected now. And if the box select could select things in the box or things touching the items by moving the box in different ways it would be great. Thank you.
One other thing. Can the Windows file opening area be made to look more like a standard Windows file opening window?
Hey Pablo!
What are the goals for the new hair before the Heist project wraps? Is it safe to assume, hope that animation and simulation will be part of it? Since the new hair is driven by geometry nodes, would simulation and animation properties also apply for cloth and soft body?
hey pablo
I hope blender adds the ability for addons to have their own systems and engines like unwrapping addons having their own uv unwrapping engine or sculpting addons having their own sculpting engine or cad addons having their own nurbs and cad system for freeform surface modeling . these super addons when activated will have their own window like retopoflow. do you agree that addons should be given this power boost
Hey Pablo, love your updates! Just two questions.:
Who is the leading expert when it comes to baking normals in your opinion? or where would you go for better help in that area?
What is your advice for first-time visitors to Amsterdam? (I'm very excited for October!)
Hi Pablo
if one puts Panels back in the Toolbar area on the left, how does one control the panel header limit going past the region end?
imgur.com/a/5I4QR90
Been playing around in the source code but if I adjust panel setting limits it does all of them, not just the ones in the Toolbar area.
Cheers.
hey pablo when will blender add better nurbs modeling tools . i would love to see free form surface modeling in blender blender.community/c/rightclickselect/5RnX/
Hey Pablo! If you read this question before my other question, hope you're doing well lol!
I am fairly new to coding and only know a little bit of Java and Python, but I would like to try working on patches to submit to Blender. What would be the first steps for me to take? Some guidance and preparation along the way from the other developers such as Hans, Brecht, Jacque, etc would be great, but I understand if they're too busy.
Thanks for the show!