EEVEE Next - Blender Today LIVE #239
BlenderToday LIVE #239
Changelog
293 commits in total, of which 81 are fixes and 56 cleanup.
Anim
- Anim: make bone colors library-overridable - Sybren A. Stüvel
BKE_reports
- BKE_reports: make the API thread-safe. - Bastien Montagne
BLI
- BLI: Math Vector: Add reduce_min/max/add and average function - Clément Foucault
BLI_fileops
- BLI_fileops: Add 'BLI_read' wrapper to ensure the requested data is read - Campbell Barton
- BLI_fileops: set the errno if read returns an invalid value - Campbell Barton
BLI_mmap
- BLI_mmap: open now checks for seek failing & exists early - Campbell Barton
Batch rename
- Batch rename: add brush and scene data types - Iyad Ahmed
Clang-format
- Clang-format - Falk David
Cleanup
- Cleanup: Access mesh bounds more directly - Hans Goudey
- Cleanup: Move BKE_object.hh to C++ - Hans Goudey
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: Remove unnecessary struct keyword in BKE_object.hh - Hans Goudey
- Cleanup: add BLI_mmap_get_length, remove duplicate file size access - Campbell Barton
- Cleanup: Access mesh bounds directly - Hans Goudey
- Cleanup: add comment for why lazy threading hint is send - Jacques Lucke
- Cleanup: Draw: max_orphan_cycles clarification - Miguel Pozo
- Cleanup: comment for release configuration, quote-style & remove parens - Campbell Barton
- Cleanup: don't use DOXYGEN blocks for inline comments - Campbell Barton
- Cleanup: move panel runtime data out of dna header - Jacques Lucke
- Cleanup: remove padding in runtime data - Jacques Lucke
- Cleanup: use C++ struct for panel runtime data - Jacques Lucke
- Cleanup: quite warning for function only used in debug build - Jacques Lucke
- Cleanup: remove accidentally committed asserts - Jacques Lucke
- Cleanup: GPv3: Use Drawing wrapper class - Falk David
- Cleanup: Make format - Harley Acheson
- Cleanup: Make format - Harley Acheson
- Cleanup: use doxygen doc-strings, spelling in comments - Campbell Barton
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: replace OpenGL references with GPU in BLF - Campbell Barton
-
Cleanup: EEVEE-Next: Use references for
bind_resources- Clément Foucault -
Cleanup: Missing
BKE_grease_pencil.hhheader - Falk David - Cleanup: Return PBVH node vertex indices with span instead of pointer - Hans Goudey
- Cleanup: Simplify sculpt faces mask undo loop - Hans Goudey
- Cleanup: Use const pbvh node pointers for some accessor functions - Hans Goudey
- Cleanup: remove redundant call to BLI_freelistN - Campbell Barton
- Cleanup: Make format - Harley Acheson
- Cleanup: Make format - Harley Acheson
- Cleanup: Make format - Harley Acheson
- Cleanup: typos, duplicate words - Campbell Barton
- Cleanup: use early returns in wm_window_title - Campbell Barton
- Cleanup: move AudaSpace members into their own struct - Campbell Barton
- Cleanup: add "_data" suffix to wm_keymap_item_free - Campbell Barton
- Cleanup: add "_data" suffix to wm_keymap_item_free - Campbell Barton
- Cleanup: Make format - Jeroen Bakker
- Cleanup: Use C++ arrays for SculptUndoNode - Hans Goudey
- Cleanup: Comment for Assert in UI_text_clip_middle_ex - Harley Acheson
- Cleanup: EEVEE-Next: Remove some TODOs - Clément Foucault
- Cleanup: Calm Warning in Interface_region_tooltip - Harley Acheson
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: simplify animation player argument handling - Campbell Barton
- Cleanup: comments, reduce variable scope - Campbell Barton
- Cleanup: reduce indentation for the animation player argument parsing - Campbell Barton
- Cleanup: move PlayAnimPict from a global into PlayState - Campbell Barton
- Cleanup: move animation globals into a struct - Campbell Barton
- Cleanup: use full sentences for comments in playanim - Campbell Barton
- Cleanup: use C++ style casts in for the animation player - Campbell Barton
- Cleanup: move node declaration code out of header - Jacques Lucke
- Cleanup: EEVEE-Next: Volume AABB - Clément Foucault
- Cleanup: Compilation Error in wm_playanim.cc - Harley Acheson
- Cleanup: Make format - Harley Acheson
- Cleanup: Make format - Harley Acheson
- Cleanup: Make format - Jeroen Bakker
- Cleanup: Move compositor headers to c++ - Omar Emara
- Cleanup: Remove unecesary includes - Dalai Felinto
Compositor
- Compositor: Allow variable size Kuwahara - Omar Emara
Cycles
- Cycles: Update Glass BSDF to generalized_schlick - Alaska
- Cycles: oneAPI: update windows ocloc to 101.4723 - Xavier Hallade
- Cycles: oneAPI: rename target intel arch cmake setting - Xavier Hallade
- Cycles: oneAPI: query graphics compiler for supported targets - Xavier Hallade
- Cycles: oneAPI: generate binaries for Meteor Lake iGPUs - Xavier Hallade
- Cycles: Add option to control smoothing when using bump map - Sergey Sharybin
- Cycles: oneAPI: query graphics compiler for supported targets - Xavier Hallade
- Cycles: oneAPI: generate binaries for Meteor Lake iGPUs - Xavier Hallade
DRW
- DRW: Simplify Selection Engine - Germano Cavalcante
EEVEE
- EEVEE: Fix Compilation Errors - Jeroen Bakker
- EEVEE: Fix Fallback Shader Shadow Page Tile Store - Jeroen Bakker
EEVEE Next
- EEVEE Next: Optional surfel backface culling - Miguel Pozo
EEVEE-Next
- EEVEE-Next: Ray-Tracing: Add Planar Tracing - Clément Foucault
- EEVEE-Next: Scene Reflection Probe Resolution - Jeroen Bakker
- EEVEE-Next: Rename light probes - Miguel Pozo
- EEVEE-Next: Add back lightprobe influence - Clément Foucault
- EEVEE-Next: UI cleanup of render settings panel - Clément Foucault
- EEVEE-Next: Move out of experimental options - Clément Foucault
- EEVEE-Next: Sphere Probe: Allow evaluation of volume probe - Clément Foucault
- EEVEE-Next: Make renderpass lib mandatory for nodetree evaluation - Clément Foucault
- EEVEE-Next: Remove common lib usage - Clément Foucault
Fix
- Fix: GPv3 draw tool sometimes draws a cyclic curve - Falk David
- Fix: GPv3 sometimes crashes when drawing - Falk David
- Fix: EEVEE-Next: Bake regression - Miguel Pozo
- Fix: EEVEE-Next: Handle ObjectKey padding bytes - Miguel Pozo
- Fix: Sculpt dynamic topology doesn't draw active/render color attribute - Hans Goudey
- Fix: GPv3: Crash when drawing new stroke - Falk David
- Fix: copying panels in regions did not handle runtime data - Jacques Lucke
- Fix: properties search crash - Jacques Lucke
- Fix: Set selection node crashes with attributes on the wrong domain - Hans Goudey
- Fix: GPU Compositor rotation transposes the image - Omar Emara
- Fix: GPv3: Reorder layers missing update - Falk David
- Fix: UI: Scale list item highlight with zoom - Leon Schittek
- Fix: Node Editor: Improve info panel drawing - Leon Schittek
- Fix: Geometry Nodes: Create instance attribute of the right type - Iliya Katueshenock
- Fix: Python node_utils.connect_sockets broken after API change - Damien Picard
- Fix: Workbench: Volume compositing - Miguel Pozo
- Fix #101058: Allow Cryptomatte Picking Between Windows - Harley Acheson
- Fix #107523: Cursor not cleared when panning stops - Campbell Barton
- Fix #109968: Allow Warping on Actual Mouse Bounds - Harley Acheson
- Fix #110524: Use correct typed API to retrieve python GPU buffer sizes - Jesse Yurkovich
- Fix #111553: Double IK constraint not working - Christoph Lendenfeld
- Fix #112448: Leading deform modifiers skip adding original coordinates - Hans Goudey
- Fix #112883: GPU compositor crops viewed image - Omar Emara
- Fix #112935: Wrong window order handling on macOS 14 - Sergey Sharybin
- Fix #113008: VIEW3D Header Overlap With No Transparency - Harley Acheson
- Fix #113201: Assets in same folder as current file ignored in All library - Julian Eisel
- Fix #113255: LineStyle modifiers cannot be accessed by name anymore - Philipp Oeser
- Fix #113258: Sound crossfade not working in meta strips - Richard Antalik
- Fix #113273: Status bar not refreshed when canceling the operation - Campbell Barton
- Fix #113285: Mesh analysis not updating all multi-object-editing objects - Philipp Oeser
- Fix #113287: Industry Compatible Keymap: Node Editor Search missing - Philipp Oeser
- Fix #113309: Broken key-map after "Reload Scripts" - Campbell Barton
- Fix #113309: Broken key-map after "Reload Scripts" - Campbell Barton
- Fix #113310: Python gpu.state.scissor_test_set Not Updating State - Jeroen Bakker
- Fix #113323: Paint Secondary color not working in the Image Editor - Philipp Oeser
- Fix #113328: Wrong startup window size with fractional scale on Wayland - Campbell Barton
- Fix #113346: Append/Link fails if no name is specified - Philipp Oeser
- Fix #113352: UI: Round Pen When Subpixel AA is Off - Harley Acheson
- Fix #113386: separating by loose parts removes attribute data - Jacques Lucke
- Fix #113400: USD transform cache crash on invalid prim. - Michael Kowalski
- Fix #113429: Dirty evaluated curve - Iliya Katueshenock
- Fix #113433: Avoid calling registered custom node function - Lukas Tönne
- Fix #113461: Cycles subsurface artifacts with volume interior - Brecht Van Lommel
- Fix #113463: VSE Hold-Split has no visual indication anymore - Philipp Oeser
- Fix #113470: EEVEE-Next doesn't stop sampling - Jeroen Bakker
- Fix #113486: Crash snapping with clipping borders - Germano Cavalcante
- Fix #113496: Crash in sculpt mode when Float2 attributes used on Vertices - Sergey Sharybin
- Fix #113511: Win32 Warping Needs Screen Edge Margin - Harley Acheson
- Fix #113527: Cycles OSL crash with empty closure for layering - Brecht Van Lommel
- Fix #113545: crash when trying to create panel with unknown type - Jacques Lucke
- Fix #113563: prioritize main group length in string search - Jacques Lucke
- Fix #113580: Workbench: Always setup in_front_depth_tx - Miguel Pozo
- Fix #113619: Incorrect nested group assets in compositor add menu - Hans Goudey
- Fix #113650: Vertex Creasing is using Mirror - Germano Cavalcante
- Fix #113682: Improved Text Caret Position - Harley Acheson
- Fix #113689: Improved BLF_width_to_strlen Measurement - Harley Acheson
- Fix #113691: crash when Interpolate Curves input has zero curves - Jacques Lucke
- Fix #113697: Fix timer leak from panel drag/animate processing - Jesse Yurkovich
- Fix #113735: Space Characters in UI Text Entry - Harley Acheson
- Fix #113735: Space Characters in UI Text Entry #113749 - Harley Acheson
- Fix #113736: Add modifier menu broken for surface objects - Hans Goudey
- Fix #113737: Missing UI text for geometry nodes handle type properties - Hans Goudey
- Fix #113741: Workbench: Reset TAA on overlay toggle - Miguel Pozo
- Fix 'Transform Extend' not identifying the correct transformation side - Germano Cavalcante
- Fix (studio-reported) liboverride: hierarchy root ensure fails in some cases. - Bastien Montagne
- Fix (unreported) liboverride: Hierarchy corruption when making some override local. - Bastien Montagne
- Fix Cycles OSL geometry node point cloud inconsistency - Alaska
- Fix EEVE-Next: Broken Parallax - Clément Foucault
- Fix EEVEE-Next: Compilation on Metal - Clément Foucault
- Fix EEVEE-Next: Forward Pipeline: Missing resource binds - Clément Foucault
- Fix EEVEE-Next: Broken Barycentric on Metal - Clément Foucault
- Fix EEVEE-Next: Broken Ambient Occlusion - Clément Foucault
- Fix EEVEE-Next: Inverted world coordinates - Clément Foucault
- Fix EEVEE-Next: Linking error cause by closure_to_rgba - Clément Foucault
- Fix Hydra MaterialX error with default materials - georgiy.m.markelov@gmail.com
- Fix Hydra Storm border rendering being wrong in the viewport - Bogdan Nagirniak
- Fix OpenEXR leak, failure to close a file when BLI_mmap_open fails - Campbell Barton
- Fix Snap to Face ignoring back Clip Planes - Germano Cavalcante
- Fix UB issue calculating the frame duration for images with FFMPEG - Campbell Barton
- Fix USD Export crash with complex scenes, due to race condition during depsgraph building. - Bastien Montagne
- Fix animation player failing to play back JPEG 2000 image sequences - Campbell Barton
- Fix animation player scrubbing with multiple file arguments - Campbell Barton
- Fix broken inheritance hierarchy for light linking UI - Julian Eisel
- Fix build error Windows with ssize_t not being defined - Campbell Barton
- Fix build error on Windows after BLI_read changes - Brecht Van Lommel
- Fix clipped text with the animation player - Campbell Barton
- Fix compile error due to conversion to 'long unsigned int' from 'int' - Germano Cavalcante
- Fix crash dragging images into the animation player - Campbell Barton
- Fix crash dragging images into the animation player - Campbell Barton
- Fix crash in the animation player when a video file fails to load - Campbell Barton
- Fix crash on startup with large images in the animation player - Campbell Barton
- Fix crash when canceling Vertex Crease with Mirror - Germano Cavalcante
- Fix crash when the animation player fails to create a texture - Campbell Barton
- Fix drag & drop crash when dragging over window decorations on Wayland - Campbell Barton
- Fix failure to check the error value for file-size access - Campbell Barton
- Fix incorrect screen-size under Wayland with transformed outputs - Campbell Barton
- Fix incorrect window decoration size with Wayland & libdecor on startup - Campbell Barton
- Fix integer overflow in ED_draw_imbuf_method - Campbell Barton
- Fix memory leak in the animation player when videos have no duration - Campbell Barton
- Fix memory leak with Wayland drag & drop - Campbell Barton
- Fix playing back image files over 2gb in the animation player - Campbell Barton
- Fix some complex Principled BSDF setups not working correctly - Alaska
- Fix spreadsheet tree-view icons too close to collapse icon - Julian Eisel
- Fix subtle path handling bugs caused by recent changes to the title - Campbell Barton
- Fix tag used for Grease Pencil Resample Curve - Dalai Felinto
FontBLF
- FontBLF: Store Sizes, Styles, and Other Metrics - Harley Acheson
GHOST/Wayland
- GHOST/Wayland: disable assert which can happen during debugging - Campbell Barton
- GHOST/Wayland: don't preempt new windows buffer fractional scale - Campbell Barton
GL
- GL: Silence null dispatch error - Clément Foucault
GPU
- GPU: Add GPU_max_storage_buffer_size - Miguel Pozo
- GPU: Force Workarounds Viewport Layer Array - Jeroen Bakker
- GPU: Skip Validating Transform Feedback Shaders When Not Supported - Jeroen Bakker
GPv3
- GPv3: Initial Geometry Nodes support - Falk David
- GPv3: Assign correct GP material - Pratik Borhade
- GPv3: Separate Components node - Dalai Felinto
- GPv3: Set Curve Radius node - Dalai Felinto
- GPv3: Resample Curve node - Dalai Felinto
- GPv3: Subdivide Curve node - Dalai Felinto
- GPv3: Rename layer domain to just "Layer" - Falk David
- GPv3: Domain Size node - Falk David
- GPv3: Blur Attribute node - Dalai Felinto
- GPv3: Curve Length node - Dalai Felinto
- GPv3: Curve Trim node - Dalai Felinto
- GPv3: Transform Geometry node - Falk David
- GPv3: Support crazyspace in selection code - Falk David
- GPv3: Implement expanding of Grease Pencil component in the spreadsheet - Falk David
- GPv3: Curve Fill node - Dalai Felinto
- GPv3: Expose insert keyframe in menu - Pratik Borhade
- GPv3: Fix Curve Fill node - Dalai Felinto
- GPv3: Curve to Points node - Dalai Felinto
- GPv3: Curve to Mesh node - Dalai Felinto
- GPv3: Fix Field inputs that had no inputs - Hans Goudey
- GPv3: Set Curve Tilt - Dalai Felinto
- GPv3: Set Spline Cyclic - Dalai Felinto
- GPv3: Set Spline Resolution - Dalai Felinto
- GPv3: Set Curve Normal - Dalai Felinto
- GPv3: Fix Normal Field - Dalai Felinto
- GPv3: Reverse Curve node - Dalai Felinto
- GPv3: Delete Geometry node - Dalai Felinto
- GPv3: Add edit mode lines to overlay - casey bianco-davis
- GPv3: Fix problems related to insert/delete keys in edit mode - Pratik Borhade
- GPv3: Hide points overlay in stroke selection mode - Falk David
Geometry Nodes
- Geometry Nodes: Add default input option for node groups - Hans Goudey
- Geometry Nodes: Util function to propagate attributes - Dalai Felinto
I18N
- I18N: Add (enable) Khmer and Swahili languages. - Bastien Montagne
- I18N: Updated UI translations from git/weblate (61c02b1e7f0506c). - Bastien Montagne
I18n
- I18n: add label declaration to node sockets so they can be shortened - Damien Picard
- I18n: fix Vector Math and Mix node sockets search - Damien Picard
Merge commit '2d703e9200985122b4b953be67b452f7679bf113'
- Merge commit '2d703e9200985122b4b953be67b452f7679bf113' - Bastien Montagne
Metal
- Metal: Improve input latency management - Jason Fielder
- Metal: Re-enable workbench NEXT shadows - Jason Fielder
Nodes
- Nodes: Use index instead of reordering for draw order - Hans Goudey
- Nodes: add forward compatibility for dynamic node declarations - Jacques Lucke
- Nodes: unify static and dynamic declarations - Jacques Lucke
PlayAnim
- PlayAnim: don't expand sequences when passing in multiple files - Campbell Barton
- PlayAnim: support dropping multiple files at once - Campbell Barton
- PlayAnim: place the indicator closest to the mouse cursor - Campbell Barton
- PlayAnim: errors loading images are now shown in the UI - Campbell Barton
RNA
- RNA: speedup rna path creation in simple but common case - Jacques Lucke
Realtime Compositor
Refactor
- Refactor: Move keyframing code to animrig - Christoph Lendenfeld
- Refactor: remove bAction* parameter from ANIM_apply_keyingset - Christoph Lendenfeld
- Refactor: keyframing.cc - Christoph Lendenfeld
- Refactor: Move autokeyframing functions to animrig - Christoph Lendenfeld
- Refactor: Replace autokey macros with functions - Christoph Lendenfeld
- Refactor: remove ED_ prefix from autokeying functions - Christoph Lendenfeld
- Refactor: Store view item in the view item drop target - Julian Eisel
- Refactor: keyframing_auto.cc code cleanup - Christoph Lendenfeld
- Refactor: Make drop-box callbacks more general, not drawing specific - Julian Eisel
- Refactor: keyingsets.cc - Christoph Lendenfeld
- Refactor: convert ListBase of tRKS_DSource to Vector - Christoph Lendenfeld
- Refactor: remove argument from ANIM_builtin_keyingset_get_named - Christoph Lendenfeld
Revert
- Revert: Fix #111666: Hide Mouse in Redo Panel Inputs #113428 - Harley Acheson
Revert "Cycles
- Revert "Cycles: oneAPI: generate binaries for Meteor Lake iGPUs" - Xavier Hallade
- Revert "Cycles: oneAPI: query graphics compiler for supported targets" - Xavier Hallade
Revert "Fix #113201
- Revert "Fix #113201: Assets in same folder as current file ignored in All library" - Thomas Dinges
- Revert "Fix #113201: Assets in same folder as current file ignored in All library" - Thomas Dinges
Revert "Metal
- Revert "Metal: Re-enable workbench NEXT shadows" - Jeroen Bakker
Revert "Splash screen for Blender 4.0"
- Revert "Splash screen for Blender 4.0" - Thomas Dinges
Revert "UI
- Revert "UI: Input Placeholders" - Harley Acheson
Sculpt
- Sculpt: Support Float2 attributes for dynamic topology - Sergey Sharybin
Shaders
- Shaders: don't unnecessarily set subsurface scale to zero in old files - Brecht Van Lommel
Splash screen for Blender 4.0
- Splash screen for Blender 4.0 - Thomas Dinges
UI
- UI: Search All Menus with Space Bar - Harley Acheson
- UI: allocate panel runtime data separately - Jacques Lucke
- UI: Input Placeholders - Harley Acheson
- UI: Highlight Selected Item in View3D Mode Menu - Harley Acheson
- UI: Win32 Warp Margin Adjustment - Harley Acheson
- UI: Window Title Blender Path Changes - Harley Acheson
- UI: Type To Search And Space Bar Search - Harley Acheson
- UI: Input Placeholders - Harley Acheson
- UI: use dash and underscore as word separators in string search - Jacques Lucke
- UI: Improved Placeholder Defaults - Harley Acheson
- UI: Allow Tooltip Padding In Any Order - Harley Acheson
- UI: Never Show Unknown Type Placeholder - Harley Acheson
- UI: Remove Menu Search Console Warning - Harley Acheson
- UI: Fix Placeholder Bad String Comparison - Harley Acheson
Update drawtype when forcefield is added to empty object
- Update drawtype when forcefield is added to empty object - Pratik Borhade
Use BLI_read instead of read to avoid issues with large files
- Use BLI_read instead of read to avoid issues with large files - Campbell Barton
Vulkan
- Vulkan: Support for Framebuffer with Missing Attachments - Jeroen Bakker
- Vulkan: Bundle Immediate Mode Calls - Jeroen Bakker
- Vulkan: Fix Subpass Transition Compilation Errors - Jeroen Bakker
- Vulkan: Add Viewport Array/Layer Workarounds - Jeroen Bakker
- Vulkan: Reduce Console Flooding - Jeroen Bakker
- Vulkan: Remove Renderdoc Extension - Jeroen Bakker
- Vulkan: Image Editor Drawing - Jeroen Bakker
20 Comments
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!
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.
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
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
Hey Thank you! I installed it but if I go to the shading pop-over at the top-right I can't find it.
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
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.
@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
@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
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!
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
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!
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
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?
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?
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
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
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?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!
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.)