I am the first time here at the new Blender Community and it's so beautiful. It's even more beautiful than your beautiful face. So beautifuller! What does Ton Rosendaal think about the new Blender Community page? Did he created a profile here?
Just saw that someone is working on Rigging Nodes. It looks so good and it has potential to kill Autodesk Maya at some point. What does Jaques Luecke think about the rigging nodes? And what does Jaques Luecke think about Sorcar?
2
J
Josephbburg
hey Momotron! I haven't caught many Blender Today's or come back here in a while either. Real life has been too busy.
Anyhow, where'd you ehar about Rigging Nodes? I have been working on something like that...
Hi Pablo !
Is your work on the interface still relevant for the blender 3.0 series :
ui.pablovazquez.art/
Thanks =)
2
X
XanzulsCGAuthor
Hey Pablo, hope you are having a great day.
First of all, massive thanks to the developers for the constant updates, and for that, we can’t be thankful enough. And can’t wait for the upcoming features like node-based particle systems and physics. But also in my humble opinion, underlying core problems and missing features should get attention and improvements as well. (Really appreciate the mesh editing optimizations, it’s night and day).
*Scroll bar in the outliner??
For example, working with high res PBR textures. I hope it’s just not me or my PC, but working with high res textures makes blender very unstable and it goes to “not responding” mode frequently, and when I have all maps connected it straight up takes 16GB ram so easily. So, will working with high res PBR textures get any improvements and maybe get better optimization in the future (like maybe creating proxy textures). Don’t rush guys, take your time.
And, Groups. At this point, I’ve seen at least 100000000s of people complaining about lack of groups and some weirdness of Blender’s hierarchy. Please for god's sake put groups in Blender. It’s almost a deal-breaker (sometimes is) for pros switching to blender and a no 1 priority even if they like Blender. There are workarounds but it doesn’t translate well to other programs and doesn’t have all the functionalities as the grouping of the “industry standard” software has which are necessary. Sometimes artists just have to use other softwares just so things work well down the line. And the artist I’m talking about is this guy -
artstation.com/artwork/mqBmXy
(he made this transformer in the movie).
Massive thanks for everything man! Can’t wait for the future!
as usual a productions oriented question/proposal:
"As we all know, blender VSE can take scenes as strips and render them out BUT the settings of those scenes are the one of the scene we are using VSE in. wouldn't it be cool if we could have a checkbox for using the scenes/strips render and output settings? it shouldn't be that hard i guess (probably some stuff like transitions ect should be disabled or maybe it should be able to export only image formats) but it would be incredibly nice to have an integrated render manager"
The other option would be having a new workspace dedicated to the render managment, but hey, why not starting from what we already have? :)
1
a
alex123
Hi Pablo.
I'm sure you know about the grouping request, however I keep hearing people giving this reasoning that Blender collections allow objects to be into many collections at the same time but none has explained how that's beneficial for modeling or rendering or anything else.
And I haven't seen any video explain or use this "feature".
Personally I think it makes the outliner more confusing so maybe it's not bad to turn collections into real groups and drop this excuse of having objects in different collections that's not practical at all.
Hey there, Pablo. Are there any news regarding the asset pipeline project?
Seems after the initial announce post not much has been shared\developed
Also, I don't understand why Asset Browser should support Poses in "Animation" tab, but doesn't support Actions. It is a very backwards way to prioritize things to develop since poses only work with armatures and are only useful for a certain workflow, while whole actions are useful for any animation
1
a
alexisb38
Hello Pablo,
There is an issue I raised on devTalk (in CyclesX) but it was flagged as off-topic, I'm not sure where I should post this, RCS didn't really pick it up, and I think Blender 3 is a good time to solve this :
Whenever you add keyframes to some nodes (shader or geometry nodes), the name of the channel in the dopesheet is "Default value". So if you animated a couple of values in your node tree, you get all channels in the timeline/dopesheet with the same name. It would be much clearer if the name was the name of the node instead. What do you think ?
1
M
Mille_Porte
** Destructive Extrude **
Hi Pablo!
Many times you said about how the code in Blender has to be well tested before it is released, then mantained and so on..
but unlucky a well known buggy operator still come with Blender, the "Extrude Manifold":
as you can see it doesn't erase the geometry as intended.
Here is a breaf explanation about all the issues this operator causes:
Collections actually do have an origin. The odd thing is that info is manipulated through the object properties of ANY object within the collection instead of the collection itself.
M
Migelowsky
Pleaase. a thumbnail or preview on map and shader nodes. It's something essential that exists since 25 years ago in most 3D packages. Saludos Pablo =)
t
thinsoldier
HI PABLO!
Most proposals involving Collections fail to take into consideration that an object can exist in multiple collections. Do you think Blender needs a separate concept of "groups" that does not involve collections instead of everyone's suggestions that Collections become "groups" without explaining how an object in multiple groups is supposed to work?
Good to see you every Monday happily sharing blender updates,
Thank-you for all update and news you share with us
I have question about new hair system
when we can expect team will start work on it?
Last time I saw better solution for hair, form Daniel Bystedt on
blender.today
only (HAIR for AAA GAMES #129) can't find more detail about it.
Thank you all blender developers and creators.
d
derhardy
Hello Pablo & Blender Team!
Thanks for all the updates and patches ... there is one question regarding all the updates to the Asset Browser.
Are there any infos available when the material override for linked assets will be available at all?
Overriding the same mesh with different materials would make a dream come true and there was not any update in the Thread on
code.blender.org
for that task for a long long while.
Thanks you!
t
the_matriks
hi pablo, till now i couldn't find a way to rotate and scale an edge loop with an edge constraint.
lets say, rotating an edge loop from a cone without changing the shape.
and also there is no way to save a selection of a checker pattern... group vertex can't do that. hope there were a tool for doing it.
j
jordanthecadby
hi
great show!
I have a quick question... is there any way of rendering points for particles. I actually got something going with instancing a vertex and using grease pencil... but it was not very efficient. Otherwise, i end up instacing the simpliest 4 vertex shape (3 sided pyramid) which is also not very efficient. Ive googled around and tried different renderers but i have yet to find a solution.
thanks
j
c
carrapaz
hi! I really love geometry nodes, and every day I'm digging some more use case scenarios.
also, something I cannot wait for is the possibility to instance geometry in nodes instead of making a separate object.
I've seen that there are plans to have all the modifiers to be available in nodes.
can we have an estimate on when the most basic ones like mirrors and such will be avaiable?
thanks for your work and everyone at blender team!
f
felipemorelatto
Pablo, love the streams. Keep up the good work!
I have a question, do you know if will we get the principaled hair node working in some form on EEVEE anytime soon?
T
Tim
Hey Pablo,
Happy Monday! I don't know if the Blender institute is aware of Nvidia's physics engine "Physx" but it went open source a couple of years ago. Can we expect Blender to upgrate to this physics engine for the solvers in geometry nodes?
24 Comments
Hello Pablo,
I am the first time here at the new Blender Community and it's so beautiful. It's even more beautiful than your beautiful face. So beautifuller! What does Ton Rosendaal think about the new Blender Community page? Did he created a profile here?
Just saw that someone is working on Rigging Nodes. It looks so good and it has potential to kill Autodesk Maya at some point. What does Jaques Luecke think about the rigging nodes? And what does Jaques Luecke think about Sorcar?
hey Momotron! I haven't caught many Blender Today's or come back here in a while either. Real life has been too busy. Anyhow, where'd you ehar about Rigging Nodes? I have been working on something like that...
look at this example lesterbanks.com/2021/07/how-to-create-a-foot-roll-with-blender-rigging-nodes/
Hi Pablo ! Is your work on the interface still relevant for the blender 3.0 series : ui.pablovazquez.art/ Thanks =)
Hey Pablo, hope you are having a great day.
First of all, massive thanks to the developers for the constant updates, and for that, we can’t be thankful enough. And can’t wait for the upcoming features like node-based particle systems and physics. But also in my humble opinion, underlying core problems and missing features should get attention and improvements as well. (Really appreciate the mesh editing optimizations, it’s night and day).
*Scroll bar in the outliner??
For example, working with high res PBR textures. I hope it’s just not me or my PC, but working with high res textures makes blender very unstable and it goes to “not responding” mode frequently, and when I have all maps connected it straight up takes 16GB ram so easily. So, will working with high res PBR textures get any improvements and maybe get better optimization in the future (like maybe creating proxy textures). Don’t rush guys, take your time.
And, Groups. At this point, I’ve seen at least 100000000s of people complaining about lack of groups and some weirdness of Blender’s hierarchy. Please for god's sake put groups in Blender. It’s almost a deal-breaker (sometimes is) for pros switching to blender and a no 1 priority even if they like Blender. There are workarounds but it doesn’t translate well to other programs and doesn’t have all the functionalities as the grouping of the “industry standard” software has which are necessary. Sometimes artists just have to use other softwares just so things work well down the line. And the artist I’m talking about is this guy - artstation.com/artwork/mqBmXy (he made this transformer in the movie).
Massive thanks for everything man! Can’t wait for the future!
Hi again, Pablo!
Quick question (already posted in RCS blender.community/c/rightclickselect/NO9p/ but i'd be happy to hear your opinion.)
as usual a productions oriented question/proposal:
"As we all know, blender VSE can take scenes as strips and render them out BUT the settings of those scenes are the one of the scene we are using VSE in. wouldn't it be cool if we could have a checkbox for using the scenes/strips render and output settings? it shouldn't be that hard i guess (probably some stuff like transitions ect should be disabled or maybe it should be able to export only image formats) but it would be incredibly nice to have an integrated render manager"
The other option would be having a new workspace dedicated to the render managment, but hey, why not starting from what we already have? :)
Hi Pablo. I'm sure you know about the grouping request, however I keep hearing people giving this reasoning that Blender collections allow objects to be into many collections at the same time but none has explained how that's beneficial for modeling or rendering or anything else.
And I haven't seen any video explain or use this "feature".
Personally I think it makes the outliner more confusing so maybe it's not bad to turn collections into real groups and drop this excuse of having objects in different collections that's not practical at all.
I'm watching the Blender.Today stream in front of the blender building! I'm visiting and I thought it would be fun. That's all. imgur.com/gallery/UfgaPMs
Hey there, Pablo. Are there any news regarding the asset pipeline project? Seems after the initial announce post not much has been shared\developed
Also, I don't understand why Asset Browser should support Poses in "Animation" tab, but doesn't support Actions. It is a very backwards way to prioritize things to develop since poses only work with armatures and are only useful for a certain workflow, while whole actions are useful for any animation
Hello Pablo,
There is an issue I raised on devTalk (in CyclesX) but it was flagged as off-topic, I'm not sure where I should post this, RCS didn't really pick it up, and I think Blender 3 is a good time to solve this : Whenever you add keyframes to some nodes (shader or geometry nodes), the name of the channel in the dopesheet is "Default value". So if you animated a couple of values in your node tree, you get all channels in the timeline/dopesheet with the same name. It would be much clearer if the name was the name of the node instead. What do you think ?
** Destructive Extrude **
Hi Pablo!
Many times you said about how the code in Blender has to be well tested before it is released, then mantained and so on.. but unlucky a well known buggy operator still come with Blender, the "Extrude Manifold":
as you can see it doesn't erase the geometry as intended.
Here is a breaf explanation about all the issues this operator causes:
youtu.be/aNS9V5ZWy14
Is there any particular reason why this operator is still present? Isn't that a violation of the quality standard?
In this thread a way better implementation seems to be coded but Germano Cavalcante explain why it hasn't been merged into Master:
developer.blender.org/D5336
some time ago he presented a new idea for this operator "to add and subtract prismatic volumes":
developer.blender.org/T75913
so any news about this feature?
Thanks for answering my question.
Collections actually do have an origin. The odd thing is that info is manipulated through the object properties of ANY object within the collection instead of the collection itself.
Pleaase. a thumbnail or preview on map and shader nodes. It's something essential that exists since 25 years ago in most 3D packages. Saludos Pablo =)
HI PABLO!
Most proposals involving Collections fail to take into consideration that an object can exist in multiple collections. Do you think Blender needs a separate concept of "groups" that does not involve collections instead of everyone's suggestions that Collections become "groups" without explaining how an object in multiple groups is supposed to work?
Hey Pablo, How can I make a progress bar in bpy? ( blenderartists.org/t/add-a-progress-bar-to-the-bottom-of-the-page-with-python/ ) I don't mean changing the cursor, I want a progress bar like in Cycles Rendering or the prefetch operator.
Hello, Pablo! Can we get some more love to Quick Favourites?
Being able to add Pivot Points, Workspaces and also being able to rearranging the list would be awesome.
There was a GSOC project last year for exactly that, sadly it wasnt developed further devtalk.blender.org/t/gsoc-2020-custom-menus-weekly-reports/13721
Hey Pablo,
Good to see you every Monday happily sharing blender updates, Thank-you for all update and news you share with us
I have question about new hair system when we can expect team will start work on it?
Last time I saw better solution for hair, form Daniel Bystedt on blender.today only (HAIR for AAA GAMES #129) can't find more detail about it.
Thank you all blender developers and creators.
Hello Pablo & Blender Team! Thanks for all the updates and patches ... there is one question regarding all the updates to the Asset Browser. Are there any infos available when the material override for linked assets will be available at all?
Overriding the same mesh with different materials would make a dream come true and there was not any update in the Thread on code.blender.org for that task for a long long while.
Thanks you!
hi pablo, till now i couldn't find a way to rotate and scale an edge loop with an edge constraint. lets say, rotating an edge loop from a cone without changing the shape. and also there is no way to save a selection of a checker pattern... group vertex can't do that. hope there were a tool for doing it.
hi
great show! I have a quick question... is there any way of rendering points for particles. I actually got something going with instancing a vertex and using grease pencil... but it was not very efficient. Otherwise, i end up instacing the simpliest 4 vertex shape (3 sided pyramid) which is also not very efficient. Ive googled around and tried different renderers but i have yet to find a solution.
thanks
j
hi! I really love geometry nodes, and every day I'm digging some more use case scenarios. also, something I cannot wait for is the possibility to instance geometry in nodes instead of making a separate object. I've seen that there are plans to have all the modifiers to be available in nodes. can we have an estimate on when the most basic ones like mirrors and such will be avaiable? thanks for your work and everyone at blender team!
Pablo, love the streams. Keep up the good work!
I have a question, do you know if will we get the principaled hair node working in some form on EEVEE anytime soon?
Hey Pablo,
Happy Monday! I don't know if the Blender institute is aware of Nvidia's physics engine "Physx" but it went open source a couple of years ago. Can we expect Blender to upgrate to this physics engine for the solvers in geometry nodes?
developer.nvidia.com/physx-sdk