GREASE PENCIL SMOOTHNESS | Blender.Today LIVE #168
Ask questions about blender to Pablo here for the live show!
d
daniellapalme
6 Sep 2021
16 Comments
n
nubnubbud
Oi Pablo!
what's going on with texture nodes and the like? textures are used everywhere in sims, and in sculpting and would no doubt be useful for other future features, seeing as it can produce 3D textures, which can be used perfectly in place of 3D noise.
sculpting workflows and particle/spawn workflows -I know it's being replaced by geo nodes- use it a lot, so having easier access and clearer access to 3D texture creation would be great.
will it be merged with shaders? is it getting a replacement, or could it somehow be the impetus for a general 2D viewport, not unlike a 3D viewport? I'm just spitballing here, but having such a big feature deprecated is a bit crippling for sims and various odd workflows that use 3D noise, like a few of the vertex paint or still standard sim workflows!
2
T
The_Kalaakaar
In object properties we have a transform panel space or whatever it's called. Here we can see the scale of the object. But in the side panel in the viewport we can see the dimensions of the object. why do we not have such an option in the object properties panel?
1
L
LMF
Hello Pablo,
I don't see anything about color management in the 3.0 roadmap/annoucement.
nothing about OCIO v2 update or ACES native integration...Do you know if anything is planned ? with the rewrite of Cycles and eevee isn't it the good momentum?
Laurent.
1
M
Mille_Porte
** Usability + GN **
Hi Pablo!
Every time I do a transformation (rotate, scale and move) on an object I have to worry about apply or not that transformation so would be useful an option to apply it automatically.
Another improvement for usability would be an option to make the grid snapping sticky on the ground.
Actually the option "abosolute grid snapping" force the movement to follow a grid that expand in all directions, but to use the grid like a true reference we need to stay on the ground!
In Geometry Node to instance objects we need to spawn them trough another object.
I think would be nice to manage list of objects in a more programmatic fashion and place them in the viewport through a matrix node or similar.. what do you think?
Thank you!
bye!
1
k
koko_ze
Do it in edit mode.
x
Yes how else would you do it? You need a defined area where you spawn things
d
daniellapalmeAuthor
Hey Pablo, how you doing?
I was looking at the discussion about sockets and noodles for GN fields. I love your idea of making the data path noodles green. The separation of data flow from function flow is something that I had always advocated because of my time in Houdini, which keeps all function flows on a “lower level”, keeping the trees more linear. Blender is having both flows out in the open, which is fine, but that’s specifically why I love your idea of making the data flow noodles green. It’s a great way to distinguish “main operations” from “the math that is driving them”.
I also saw you had some dashed lines perhaps in mind for function flows. I’m quite sold on the green line, but not sure about the dashed line. That might be very busy in larger trees. Kind of hard to tell at the moment until we get builds, but I understand the idea behind it of course.
I was curious about what you thought of making such things an overlay? If you could turn on the green noodles, dashed lines, and any other styles from an overlay menu that would be quite convenient, and help people make their own decisions about how they prefer to read their trees. I suppose it could be in preferences too, but, sometimes the preferences talk can be a bit of a meme. I feel like it would fit nicely in overlays, what do you think?
1
G
Glen-in-Japan
I know there is a line tool in the addons but it doesn't close shapes sometimes. I'm happy to use any line tool to draw and close shapes even if Grease Pencil can do it. Can you check the line tool and fix it so it closes properly shapes properly so 3D shapes can be rendered?
t
theemeraldshield
hey plabo
will blender get a faster way to render with cycles because once i renderd something and it was 11 it was done at 2 am
L
LloydAlmeida
Hi Pablo, Thanks for the show.
Whenever you have the time could you please have a look at
developer.blender.org/D6505
regarding better scrollbars ( Last comment in the thread )
d
davebulow
Hi Pablo! Thanks for another great show! Great news on the compositor improvements!
I'm wondering if there are any plans on incorporating ACES workflow into Blender, as an alternative to the current system, either as a project or scene option perhaps? It feels like it might be something that could be implemented reasonably easily.
I know it's possible to add ACES to Blender already, but through a special download, but if you do it that way it has to replace the current colour management system completely, so you either need to have 2 installs of Blender (which is what I do) or to swap out the files every time you load Blender and want to swap between the two. I feel that including ACES could be of great interest to those in the movie industry who might be interested in including Blender more in their work.
Thanks and keep up the great work!
D
DirkTeucher
Hi Pablo
I have been testing the new experimental Universal Scene Description branch that Sybren and NVIDIA engineers are working on. It is already pretty awesome!! But I have found some bugs in the Blender to Unreal engine workflow, should I report these bugs at this early stage of development? And if yes then do I do that through the normal bug reporting chanel
wiki.blender.org/wiki/Process/Bug_Reports
or somewhere else?
n
nicknes
Hi Pablo!
With the update that let's us pick the input socket type, how about expanding it to support ALL the inputs already available in Blender, instead of just a select few.
Last week I left a comment about pre-selection highlighting for Loop and Ring selection in order to speed up these operations and avoid multiple tryouts by selecting the wrong loop. You asked, if the user can't find the correct loop immediately, how Blender could? This is a link to a video (20 seconds long) showing you what I mean and the benefit of having pre selection for loop and ring:
youtu.be/J6W4FN5fE24
I don't think that the "flickering" is that a problem as you mentioned, as this feature is present in many other software, and can save tons of hours in editing. Thanks!
F
Facu
Hi Pablo! Hope you are doing great!
What is the status of this?:
developer.blender.org/D7644
.
I left a comment but nobody answered, and would really like this to be implemented.
c
chrisk
hey pablo how are you is there any news in grease pencil eevee integration ?Is there any plan to do livestream with gp team?
k
koko_ze
Hey Pablo!
I'm not sure I understand what Mantaflow is.
Is it a fluid simulator or is it a thing where people can code their fluid simulators inside of?
16 Comments
Oi Pablo!
what's going on with texture nodes and the like? textures are used everywhere in sims, and in sculpting and would no doubt be useful for other future features, seeing as it can produce 3D textures, which can be used perfectly in place of 3D noise.
sculpting workflows and particle/spawn workflows -I know it's being replaced by geo nodes- use it a lot, so having easier access and clearer access to 3D texture creation would be great.
will it be merged with shaders? is it getting a replacement, or could it somehow be the impetus for a general 2D viewport, not unlike a 3D viewport? I'm just spitballing here, but having such a big feature deprecated is a bit crippling for sims and various odd workflows that use 3D noise, like a few of the vertex paint or still standard sim workflows!
In object properties we have a transform panel space or whatever it's called. Here we can see the scale of the object. But in the side panel in the viewport we can see the dimensions of the object. why do we not have such an option in the object properties panel?
Hello Pablo,
I don't see anything about color management in the 3.0 roadmap/annoucement. nothing about OCIO v2 update or ACES native integration...Do you know if anything is planned ? with the rewrite of Cycles and eevee isn't it the good momentum?
Laurent.
** Usability + GN **
Hi Pablo!
Every time I do a transformation (rotate, scale and move) on an object I have to worry about apply or not that transformation so would be useful an option to apply it automatically.
Another improvement for usability would be an option to make the grid snapping sticky on the ground. Actually the option "abosolute grid snapping" force the movement to follow a grid that expand in all directions, but to use the grid like a true reference we need to stay on the ground!
In Geometry Node to instance objects we need to spawn them trough another object.
I think would be nice to manage list of objects in a more programmatic fashion and place them in the viewport through a matrix node or similar.. what do you think?
Thank you!
bye!
Hey Pablo, how you doing?
I was looking at the discussion about sockets and noodles for GN fields. I love your idea of making the data path noodles green. The separation of data flow from function flow is something that I had always advocated because of my time in Houdini, which keeps all function flows on a “lower level”, keeping the trees more linear. Blender is having both flows out in the open, which is fine, but that’s specifically why I love your idea of making the data flow noodles green. It’s a great way to distinguish “main operations” from “the math that is driving them”. I also saw you had some dashed lines perhaps in mind for function flows. I’m quite sold on the green line, but not sure about the dashed line. That might be very busy in larger trees. Kind of hard to tell at the moment until we get builds, but I understand the idea behind it of course.
I was curious about what you thought of making such things an overlay? If you could turn on the green noodles, dashed lines, and any other styles from an overlay menu that would be quite convenient, and help people make their own decisions about how they prefer to read their trees. I suppose it could be in preferences too, but, sometimes the preferences talk can be a bit of a meme. I feel like it would fit nicely in overlays, what do you think?
I know there is a line tool in the addons but it doesn't close shapes sometimes. I'm happy to use any line tool to draw and close shapes even if Grease Pencil can do it. Can you check the line tool and fix it so it closes properly shapes properly so 3D shapes can be rendered?
hey plabo
will blender get a faster way to render with cycles because once i renderd something and it was 11 it was done at 2 am
Hi Pablo, Thanks for the show. Whenever you have the time could you please have a look at developer.blender.org/D6505 regarding better scrollbars ( Last comment in the thread )
Hi Pablo! Thanks for another great show! Great news on the compositor improvements!
I'm wondering if there are any plans on incorporating ACES workflow into Blender, as an alternative to the current system, either as a project or scene option perhaps? It feels like it might be something that could be implemented reasonably easily.
I know it's possible to add ACES to Blender already, but through a special download, but if you do it that way it has to replace the current colour management system completely, so you either need to have 2 installs of Blender (which is what I do) or to swap out the files every time you load Blender and want to swap between the two. I feel that including ACES could be of great interest to those in the movie industry who might be interested in including Blender more in their work.
Thanks and keep up the great work!
Hi Pablo
I have been testing the new experimental Universal Scene Description branch that Sybren and NVIDIA engineers are working on. It is already pretty awesome!! But I have found some bugs in the Blender to Unreal engine workflow, should I report these bugs at this early stage of development? And if yes then do I do that through the normal bug reporting chanel wiki.blender.org/wiki/Process/Bug_Reports or somewhere else?
Hi Pablo!
With the update that let's us pick the input socket type, how about expanding it to support ALL the inputs already available in Blender, instead of just a select few.
Here's an image of what I mean: imgur.com/a/wH7dLgQ and I've opened a topic on this blender.community/c/rightclickselect/nxD5/
Hola Pablo!
Last week I left a comment about pre-selection highlighting for Loop and Ring selection in order to speed up these operations and avoid multiple tryouts by selecting the wrong loop. You asked, if the user can't find the correct loop immediately, how Blender could? This is a link to a video (20 seconds long) showing you what I mean and the benefit of having pre selection for loop and ring: youtu.be/J6W4FN5fE24 I don't think that the "flickering" is that a problem as you mentioned, as this feature is present in many other software, and can save tons of hours in editing. Thanks!
Hi Pablo! Hope you are doing great!
What is the status of this?: developer.blender.org/D7644 . I left a comment but nobody answered, and would really like this to be implemented.
hey pablo how are you is there any news in grease pencil eevee integration ?Is there any plan to do livestream with gp team?
Hey Pablo!
I'm not sure I understand what Mantaflow is. Is it a fluid simulator or is it a thing where people can code their fluid simulators inside of?