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  • Published 16 Oct 2023

EEVEE Next - Blender Today LIVE #239

BlenderToday LIVE #239


Changelog

293 commits in total, of which 81 are fixes and 56 cleanup.

Anim

BKE_reports

BLI

BLI_fileops

BLI_mmap

Batch rename

Clang-format

Cleanup

Compositor

Cycles

DRW

EEVEE

EEVEE Next

EEVEE-Next

Fix

FontBLF

GHOST/Wayland

GL

GPU

GPv3

Geometry Nodes

I18N

I18n

Merge commit '2d703e9200985122b4b953be67b452f7679bf113'

Metal

Nodes

PlayAnim

RNA

Realtime Compositor

Refactor

Revert

Revert "Cycles

Revert "Fix #113201

Revert "Metal

Revert "Splash screen for Blender 4.0"

Revert "UI

Sculpt

Shaders

Splash screen for Blender 4.0

UI

Update drawtype when forcefield is added to empty object

Use BLI_read instead of read to avoid issues with large files

Vulkan

Workbench

pablovazquez
16 Oct 2023

20 Comments

slowk1d

Hola Pablo!

Wanted to bring the attention to a request I made some time ago, for always opening a blend file in solid mode: blender.community/c/rightclickselect/gn9j/ . This because if you close a Blender file with the shading mode set to Material Preview, once you re-open it the shading mode is still set this way. In the case of complex scenes with lots of materials and textures, depending on your hardware this can freeze the entire interface for a long time. This can be tedious and I think that even if you closed the file with Material Preview, Blender should always switch to Solid shading when you re-open it, leaving to the user the decision to visualize the materials immediately after opening the file.

Thanks!

2
nubnubbud

I don't quite think this is a fix. even blender cloud files get very heavy in that view. The best solution will always be the file developer making it lighter to display. Whether it's slow, is often a sign of whether your computer is capable of handling that file in the first place. As well, startup requires loading things into memory and sometimes cache. this can take some real time.

romboutv

It could basically be a very simple addon doing this. Just add a load_post method for setting the shade_method back to solid after opening a file. If you want I can make that for you

romboutv

I made a little addon for you. You can find it in the popover menu in solid shading in the 3d viewport github.com/schroef/Default-Solid-Shading

slowk1d

Hey Thank you! I installed it but if I go to the shading pop-over at the top-right I can't find it.

1
romboutv

It only shows when you are in solid mode. then, go to the popover. See this image; user-images.githubusercontent.com/6923008/275971983-39201a2a-0f91-4a71-b5ee-2ae8824f5641.png

slowk1d

nope... imgur.com/a/mphPa3c Maybe I should specify that I'm on Windows, as on the github page you say it's not tested for it.

1
romboutv

@slowk1d Ill try to test at home tonight. Ive got a windows laptop there. I guess its due to newer blender changed API for those parts. Ill check if i see errors in the console

romboutv

@slowk1d Found he issue. Was due to the method i used to check for the preference of the file and using lower caps for folder name. Should be fixed now with v0.0.2

github.com/schroef/Default-Solid-Shading

1
slowk1d

Man, thank you so much for your work!!! Maybe you could get in touch with the devs for having this implemented, when I asked this on Blender today Pablo seemed to agree with this behavior!

1
romboutv

Yeah would be nice indeed. I made more of these small addon things which makes live easier. I also made a bug report tool just before they implemented it. Was same idea i had, but didnt copy paste all system specs automatically. User had to do it manually. I was tired of looking up this info all the time. Pretty weird they never implemented this earlier. But glad its here now.

Ive also got another nice addon quick switch. Have a look, it a tool which has many handy menu. Easier switching workspaces. Much eaier starting a render and more

1
sickmonkeydub

Good evening Pablo!

Couple of years ago (??) you had Francesco at Blender Today where he presented channels in VSE. And he talked about some design work planned for Video Sequenser, like splitting channels onto audio and video channels and more. But since then there were plentty small amount of changes at this topic.

Since animation is high prio now, including GPencil, any chance we'll get some VSE improvements in term of scene management, storyboarding, caching and overall perfomance and maybe redesign? Any plans here?

Thanks!

1
romboutv

I believe the car has actually a lot of improvements. There was a Twitter account showing all kinds of updates. Not sure why Pablo didn't mention them.

If you Google vse improvements, you'll also see quite some videos and articles about it. Perhaps I'm wrong, but there has been done some good stuff there

sickmonkeydub

New features are features. Kudos to devs. But my question was mainly about revision of VSE for internal data managment and if new data architecture is developed with VSE incorrporation in mind.

We can't copy or share bpy.types.SequenceEditor between scenes. It's bound deadly to its own scene. Scene strips are kindda unstable. Sometimes they do not refresh properly. We do not have prefetch caching for it. Performance is pretty poor for scenes: scene itself can play full fps, but in VSE it drops until it fully cached.

And it's just on top. Features like retiming and EQ are super cool. But what about dealing with scene keyframes from VSE? How cool would be that? For storyboard and layout artists when you work with multiple scenes, when you have to match continuity for camera speed or character position that would be neat.

For animation editing is the start point, the end point and every defining point.

So I hope that new data architecture for Animation and GPencil will push VSE development. Maybe even geonodes internal clock could help with scene prefetch, huh?

1
daniellapalme

Hey Pablo how are you! In 4.1 I noticed in the shader editors material output there is "thickness" now. But I can't find any documentation on this. Do you know anything about this?

1
romboutv

My guess it's for the new implementation of clear coating. They have added option of thickness so it will show color shifts Ng effect. If so, I wonder why this settings is in the material output. But then again. A clear coat is also at the top of a material and thus it would make sense to put it there

Pranay-Vaidya

Blender is spreading like a Wildfire in India we all want to donate to Blender development fund it would be great if you start upi payment for donation it will be very easy for us to donate to blender development fund

Even Wikipedia started taking donations using upi

1
Beryesa

Hi Pablo!

Do you know any interest in maintaining a flatpak for blender / releasing an official flatpak? (perhaps when the non-nvidia GPGPU stuff is even more streamlined)
Thanks!

I know Canonical (snap) sponsors Blender but they don't limit you, right?

nubnubbud

Oi, Pablo!

at what level are semi-breaking changes considered for 4.1? I made a bug report on the UI issues with spline tangents, I was told the UI results directly affected the node output and thought you might want to look at it, (with fancy pictures) projects.blender.org/blender/blender/issues/113455

but the TL;DR is- remember when a new keyframe between two others in the graph editor changed animation curves? That still happens in every node with a curve, even new ones. It shouldn't be a hard fix, as there are no handles to worry about, but I do think it should be considered for 4.0 or 4.1, as it isn't quite a breaking change, but it would change the results of existing geometry nodes, material nodes, and ye olde texture nodes setups, even.

At least now I know why my atmosphere shaders never had smooth edges- the ramp resolution and vector curves never gave smooth curves!

nubnubbud

by "shouldn't be hard" I mean more that there's already a working model in the graph editor. in that case, changing the handles breaks the tangent preserving functionality. The nodes do not have to catch the event where you move handles, and simply have to use that tangent preserving shape at all times. (even though it's never that simple.)