Hi! Hope you're doing well! Do you think matrix nodes could be coming to geometry nodes? These would be really useful for custom deformers.
3
j
jablaya
Hi pablo! hope you're doing well :)
I had a question regarding the curve nodes (float curve/RGB curves, ect...) :
With the geometry nodes popularity and the realtime compositor on the way, it seems like they would need an overhaul.
It would be great to have the curve graph as an output sockets for geo nodes.
It would also be awesome if, when we move the curves points with the mouse, the updating of whatever it controls was done in real time, not only when we release the button.
I hope you have a great day :)
3
j
jurgkrebs
Maybe a separate Node: Curves RT?
W
Warkarma
Hi, you can adjust multiple settings by holding ALT, but in the shader editor, you can't change multiple texture settings at the same time. Am I missing something or is it just not implemented yet?
Example, drag and drop few textures to the shader editor and try setting them all to non-color
1
b
blendcreator
Hi Pablo,
i have a short question about geometry nodes. Will there be something like a set action node, with which you can change the actions of an armature for example?
1
d
davidmani159
hi pablo!
is there any plan to add bone rig or shape key to new hair object, and can we get bones or controller insider Geometry node in the future. thanks
1
S
Shadbolt001
Hello Pablo, I hope you're having a great day!
I'm somewhat confused about the long-term plan for the everything nodes project. With the integration of more and more nodes for various systems in Blender, what does the ideal finalized system look like? Is it one panel with a ton of nodes in it that interact with all areas of Blender, or is it a Blender with like 15 different node workspaces?
Thanks for all you do!
1
B
BarfGarbage
👋
Brother I tell you that I am vexed for yestarday I wanted to make a cheeky lil animation, but when I linked in the character collection the
rig_UI.py
file that rigify uses to generate custom properties for the rig did not get linked and I had to manually go look for it like some sort of neanderthal.
Since materials and textures are included when linking a character shouldn't it be expected for scripts to be included too?
🤙
1
g
g3ntile
One trick you can use to include the script with the character is:
include in one of your character's
materials
a Script Node. It's used for OSL, but it lets you include any script in your blend file. Put the rig ui there and it will get imported with your char ;-)
You'll have to execute it manually of course, but it will be there :-)
e
ed3
Is there will be USDZ export?
F
FreeMind
I have a GUI papercut: Active tool properties have a lot of properties that have absolutely nothing to do with the active tool.
I have made a devtalk post about it, and made a detailed explanation of what the problem is and how it can be solved (Just how to organize it better), but it was locked and hidden by a moderator as a "Feature request". ? huh?...
How weird is that? What are your thoughts on that? i did not ask for new features, but rather gave suggestions on how to organize features that are already there...
devtalk.blender.org/t/active-tool-settings-gui-papercuts/27405
e
eleftheria
I'm not sure if this has been asked before as I'm a fairly new Blender user but: Does Blender team work on an integrated re-topology tool?
It would be awesome if Blender came with a powerful re-topology toolset by default instead of relying on external plugins.
d
drmaheshboyapati
how to create branches to a curve like in arteries and veins in geometry nodes.. i am struggling.. please do help
n
nubnubbud
Oi, Pablo, how are you?
What would you consider the best way to implement a simulator, going forward? I understand geometry nodes is the main implementation going forward, but is there any lost performance in doing so? I think it's worth it if nodes are easy to implement...
F
FreeMind
I hope they just rip out the current simulation system and make it completely node based.
I can very easily imagine a cloth solver node, placed in the simulation loop, in geonodes.
n
nubnubbud
You should try the simulation nodes branch of blender! it has exactly that, if in a kind of neonatal stage of development. There are three schools of thought- basically:
1- make the new simulations like the old ones, but easier to append and add multiple solvers.
2- make the new simulations basically an uber-node in geometry nodes. This would be like porting the current black-box solvers into a node.
3- make the new geometry nodes a fully procedural system, a frame of nodes that get looped and recalculated based on previous data.
it looks, now, that we are getting both 2 and 3. you can make your own solver with nodes, but it's easier and more stable and predictable (and faster) to have nodes that do common things, like fire, smoke, liquids, and cloth, very well, with a very user friendly option set.
m
markuszeller
Sometimes it is hard to see if I am in edit mode or object mode. A better indicator would be really nice.
A
AliBlendArt
Hello Pablo
The Blender 2023 roadmap looks amazing and promising.
Especially in the simulation section,
I have a question, will Mentaflow bugs be fixed in Blender 3.5?
m
markuszeller
I would like the compositor to have linear and gradient texture nodes for images with alpha background.
s
softyoda
Hello everyone.
Question relating to geometry-nodes.
Will there be another loop node (different from simulation node, independent on scene frames compute) ?
Will there be geometry fields ?
Will there be geometry-output (for workflow specif, to export obj for example from nodetree like in houdini)
o
ocular.evolution
Hi Pablo! Hope you're having a splendid day :)
I'd like to raise a concern about something relating to the message you keep telling us when we ask for more attention to be paid towards simulation and physics related matters, and that is - for us to apply to Blender Foundation because you guys could use more developers in that area. Here is an example of a person who did just that and got rejected -
devtalk.blender.org/t/realtime-gpu-smoke-simulation/13142/361
Please read the highlighted message by michal1000w. I don't know this person and am only a fan of his work, but if you check the level of work he's put into creating a realtime GPU smoke simulator to be integrated into Blender to replace the existing one, the quality speaks for itself. Here's someone who can really contribute to Blender and was rejected. I'd like to know why BF considered him inexperienced?
Have a great rest of the day and week Pablo! :)
i
ilirbeqiri
Hi Pablo!
I've got two questions regarding rendering Geometry Node curves. Curve to Mesh is great but there should be an easier way to render curves directly. When applied to a Hair object, Geometry Nodes curves can be rendered as Rouned Ribbons or 3D Curve in Cycles, but why do the rendered curves always have auto-smooth handles, even when the splines in Geonodes have other interpolations? And second, when can we finally render curves as Grease Penil Strokes? That should be even better. Thank you!
b
blenderinferno
Hello :)
M
Metrons
Hi Pablo, thank you for all you do!
Just curious if you know anything about topology tools update or displaying overlapping uvs?
You're the best! Cheers Pablo!
M
Mille_Porte
Hi Pablo !!
A brief question about texturing: when painting in the viewport, unlike what happens in sculpting, the strokes are screen projected..
The strokes painted on the surface normals are implemented in the other areas of Blender, why during painting it is not the same?
Just for curiosity: Pablo Dobarro, is he still in the crew?
M
Mille_Porte
MODELING
Hi Pablo!!
Many areas in a 3D package are important: texturing, rigging, animation and so on.
But to texture, animate, render, light or rig something first of all we need at least some geometry, right?
Blender is an
authoring
tool and as such, I think its core functionality should be the modeling task.
Unlikely, is just this task one of the most (maybe the most) neglected module in Blender.
Blender lacks proper, unique modeling tools, to improve or ease the modeling or prototyping of new concept and design. Some major task needs
native support
. For example, the ability to access the
output geometry
of a modifier (GeoNodes included), cannot be solved by an addon.
Another one of the most annoying problem that should have native support is
bevels after boolean
(that forces to manually clean the geometry, a very tedious e time consuming task). Solving this problem is a real
game changer
(like GN) and could lead Blender tremendous ahead respect any other 3D package and attract many new users (and supporters).
Lastly, some tool are bugged or inconsistent like "destructive extrude" (it should be another great tool to design new concept).
So the question is: do you know if Blender Foundation, sooner or later, will provide significant attention and resources to modeling?
n
nubnubbud
blender is a tool for many uses! I use it primarily for VFX!
its core functionality is modeling and animation. everything inside works in service of those two.
the most neglected module in blender is texture nodes. it has gotten no real update in over a decade, and the only modules that do use it, are, themselves, orphaned, dead end modules.
That said, it's also open source. the line between native and addon is quite thin, as there are also addons by devs and patches/improvements by addon developers.
The things you are requesting are something that essentially no program currently can provide in a realtime setting. CAD solves it by
being entirely modifiers that you cannot access the end geometry of
for example.
If you can provide these things, please do! we've been trying to figure out how for decades.
M
Mille_Porte
houdini and 3dsmax allow to access the geometry produced by modifiers.
Texture module in blender certainly needs a lot of updates, but first you have some geometry to texture!
It is in this sense that modeling module is the core functionality. Fast prototyping could be a great improvement for those artists who use Blender.
F
FynnG
Hi Pablo, hope you're having a great monday!
Odd question, is there any web api to get the current Blender version/download link?
n
nubnubbud
There must be, as there's a moment during startup where it allows addons to search online for updates
X
XanzulsCGAuthor
Hey Pablo, hope you're having a great day!
*This isn't really about Blender itself but more about the community aspect of it. You should check out SpeedChar on YT. He's an professional character artist who switched to Blender for sculpting for production after using Zbrush for over a decade. He not only using Blender for work but also he streams on YT and sculpts production level characters in Blender in 1-2 hours. Here he's sculpting a stylized version of Kratos from God of war;
youtu.be/9syPZYANZCE
*The Blender 2023 roadmap seems amazing and hopefully we'll get most of it before the end of this year. But there was no mention of Node based layered texturing which was the part of 2022 roadmap, is there any news about it?
*These are minor and major at the same time, is there any update about grouping and light linking? I found a 5-year-old post on RCS about grouping, it might not be the same thing but close;
blender.community/c/rightclickselect/Rcbbbc/
also there's a RCS post about light linking, there are a few but this one says under development but it's 2 years old;
blender.community/c/rightclickselect/5mfbbc/
31 Comments
Hi! Hope you're doing well! Do you think matrix nodes could be coming to geometry nodes? These would be really useful for custom deformers.
Hi pablo! hope you're doing well :)
I had a question regarding the curve nodes (float curve/RGB curves, ect...) : With the geometry nodes popularity and the realtime compositor on the way, it seems like they would need an overhaul. It would be great to have the curve graph as an output sockets for geo nodes. It would also be awesome if, when we move the curves points with the mouse, the updating of whatever it controls was done in real time, not only when we release the button.
I hope you have a great day :)
Maybe a separate Node: Curves RT?
Hi, you can adjust multiple settings by holding ALT, but in the shader editor, you can't change multiple texture settings at the same time. Am I missing something or is it just not implemented yet? Example, drag and drop few textures to the shader editor and try setting them all to non-color
Hi Pablo, i have a short question about geometry nodes. Will there be something like a set action node, with which you can change the actions of an armature for example?
hi pablo!
is there any plan to add bone rig or shape key to new hair object, and can we get bones or controller insider Geometry node in the future. thanks
Hello Pablo, I hope you're having a great day!
I'm somewhat confused about the long-term plan for the everything nodes project. With the integration of more and more nodes for various systems in Blender, what does the ideal finalized system look like? Is it one panel with a ton of nodes in it that interact with all areas of Blender, or is it a Blender with like 15 different node workspaces?
Thanks for all you do!
👋
Brother I tell you that I am vexed for yestarday I wanted to make a cheeky lil animation, but when I linked in the character collection the rig_UI.py file that rigify uses to generate custom properties for the rig did not get linked and I had to manually go look for it like some sort of neanderthal.
Since materials and textures are included when linking a character shouldn't it be expected for scripts to be included too?
🤙
One trick you can use to include the script with the character is: include in one of your character's materials a Script Node. It's used for OSL, but it lets you include any script in your blend file. Put the rig ui there and it will get imported with your char ;-) You'll have to execute it manually of course, but it will be there :-)
Is there will be USDZ export?
I have a GUI papercut: Active tool properties have a lot of properties that have absolutely nothing to do with the active tool. I have made a devtalk post about it, and made a detailed explanation of what the problem is and how it can be solved (Just how to organize it better), but it was locked and hidden by a moderator as a "Feature request". ? huh?... How weird is that? What are your thoughts on that? i did not ask for new features, but rather gave suggestions on how to organize features that are already there... devtalk.blender.org/t/active-tool-settings-gui-papercuts/27405
I'm not sure if this has been asked before as I'm a fairly new Blender user but: Does Blender team work on an integrated re-topology tool?
It would be awesome if Blender came with a powerful re-topology toolset by default instead of relying on external plugins.
how to create branches to a curve like in arteries and veins in geometry nodes.. i am struggling.. please do help
Oi, Pablo, how are you?
What would you consider the best way to implement a simulator, going forward? I understand geometry nodes is the main implementation going forward, but is there any lost performance in doing so? I think it's worth it if nodes are easy to implement...
I hope they just rip out the current simulation system and make it completely node based. I can very easily imagine a cloth solver node, placed in the simulation loop, in geonodes.
You should try the simulation nodes branch of blender! it has exactly that, if in a kind of neonatal stage of development. There are three schools of thought- basically: 1- make the new simulations like the old ones, but easier to append and add multiple solvers. 2- make the new simulations basically an uber-node in geometry nodes. This would be like porting the current black-box solvers into a node. 3- make the new geometry nodes a fully procedural system, a frame of nodes that get looped and recalculated based on previous data.
it looks, now, that we are getting both 2 and 3. you can make your own solver with nodes, but it's easier and more stable and predictable (and faster) to have nodes that do common things, like fire, smoke, liquids, and cloth, very well, with a very user friendly option set.
Sometimes it is hard to see if I am in edit mode or object mode. A better indicator would be really nice.
Hello Pablo The Blender 2023 roadmap looks amazing and promising. Especially in the simulation section, I have a question, will Mentaflow bugs be fixed in Blender 3.5?
I would like the compositor to have linear and gradient texture nodes for images with alpha background.
Hello everyone.
Question relating to geometry-nodes.
Will there be another loop node (different from simulation node, independent on scene frames compute) ?
Will there be geometry fields ?
Will there be geometry-output (for workflow specif, to export obj for example from nodetree like in houdini)
Hi Pablo! Hope you're having a splendid day :)
I'd like to raise a concern about something relating to the message you keep telling us when we ask for more attention to be paid towards simulation and physics related matters, and that is - for us to apply to Blender Foundation because you guys could use more developers in that area. Here is an example of a person who did just that and got rejected - devtalk.blender.org/t/realtime-gpu-smoke-simulation/13142/361
Please read the highlighted message by michal1000w. I don't know this person and am only a fan of his work, but if you check the level of work he's put into creating a realtime GPU smoke simulator to be integrated into Blender to replace the existing one, the quality speaks for itself. Here's someone who can really contribute to Blender and was rejected. I'd like to know why BF considered him inexperienced?
Have a great rest of the day and week Pablo! :)
Hi Pablo! I've got two questions regarding rendering Geometry Node curves. Curve to Mesh is great but there should be an easier way to render curves directly. When applied to a Hair object, Geometry Nodes curves can be rendered as Rouned Ribbons or 3D Curve in Cycles, but why do the rendered curves always have auto-smooth handles, even when the splines in Geonodes have other interpolations? And second, when can we finally render curves as Grease Penil Strokes? That should be even better. Thank you!
Hello :)
Hi Pablo, thank you for all you do!
Just curious if you know anything about topology tools update or displaying overlapping uvs?
You're the best! Cheers Pablo!
Hi Pablo !!
A brief question about texturing: when painting in the viewport, unlike what happens in sculpting, the strokes are screen projected..
The strokes painted on the surface normals are implemented in the other areas of Blender, why during painting it is not the same?
Just for curiosity: Pablo Dobarro, is he still in the crew?
MODELING
Hi Pablo!!
Many areas in a 3D package are important: texturing, rigging, animation and so on. But to texture, animate, render, light or rig something first of all we need at least some geometry, right? Blender is an authoring tool and as such, I think its core functionality should be the modeling task.
Unlikely, is just this task one of the most (maybe the most) neglected module in Blender.
Blender lacks proper, unique modeling tools, to improve or ease the modeling or prototyping of new concept and design. Some major task needs native support . For example, the ability to access the output geometry of a modifier (GeoNodes included), cannot be solved by an addon.
Another one of the most annoying problem that should have native support is bevels after boolean (that forces to manually clean the geometry, a very tedious e time consuming task). Solving this problem is a real game changer (like GN) and could lead Blender tremendous ahead respect any other 3D package and attract many new users (and supporters).
Lastly, some tool are bugged or inconsistent like "destructive extrude" (it should be another great tool to design new concept).
So the question is: do you know if Blender Foundation, sooner or later, will provide significant attention and resources to modeling?
blender is a tool for many uses! I use it primarily for VFX! its core functionality is modeling and animation. everything inside works in service of those two.
the most neglected module in blender is texture nodes. it has gotten no real update in over a decade, and the only modules that do use it, are, themselves, orphaned, dead end modules.
That said, it's also open source. the line between native and addon is quite thin, as there are also addons by devs and patches/improvements by addon developers.
The things you are requesting are something that essentially no program currently can provide in a realtime setting. CAD solves it by being entirely modifiers that you cannot access the end geometry of for example.
If you can provide these things, please do! we've been trying to figure out how for decades.
houdini and 3dsmax allow to access the geometry produced by modifiers.
Texture module in blender certainly needs a lot of updates, but first you have some geometry to texture!
It is in this sense that modeling module is the core functionality. Fast prototyping could be a great improvement for those artists who use Blender.
Hi Pablo, hope you're having a great monday! Odd question, is there any web api to get the current Blender version/download link?
There must be, as there's a moment during startup where it allows addons to search online for updates
Hey Pablo, hope you're having a great day!
*This isn't really about Blender itself but more about the community aspect of it. You should check out SpeedChar on YT. He's an professional character artist who switched to Blender for sculpting for production after using Zbrush for over a decade. He not only using Blender for work but also he streams on YT and sculpts production level characters in Blender in 1-2 hours. Here he's sculpting a stylized version of Kratos from God of war; youtu.be/9syPZYANZCE
*The Blender 2023 roadmap seems amazing and hopefully we'll get most of it before the end of this year. But there was no mention of Node based layered texturing which was the part of 2022 roadmap, is there any news about it?
*These are minor and major at the same time, is there any update about grouping and light linking? I found a 5-year-old post on RCS about grouping, it might not be the same thing but close; blender.community/c/rightclickselect/Rcbbbc/ also there's a RCS post about light linking, there are a few but this one says under development but it's 2 years old; blender.community/c/rightclickselect/5mfbbc/