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  • Published 21 Jun 2021

NEW BLENDER COMMUNITY | Blender.Today LIVE #157

optimus
21 Jun 2021

14 Comments

optimus Author

Hi Pablo, i hope you are doing well! No questions from me today :) just wanted to make a shout out to Hans Goudey, Johnny Matthews, and everybody who are working on spline/curves things in Geometry nodes, thanks guys, you are awesome!

2
christsdude

Hello Pablo, hope you're doing well! Congrats on the new blender.community !

I remember the brief change that was proposed to create a new button for "Lock Camera to View" underneath the other navigation-related buttons, and it was eventually removed because it didn't make sense to have a per-camera button underneath those more universal buttons.

What do you think about having it right underneath the margin of the camera, near the bottom right corner?

1
Blender_Bob

Hi Pablo!

Do you think we are going to be able to use the compositor in a "stand alone" mode, meaning that we would not necessarily need to render a dummy scene if we just want to run the compositor? Cheers from Montréal.

1
XanzulsCG

Hi Pablo.

Love this awesome community website update!

This isn’t going to be any feature request or any complain about any features or anything. This is about the “asset creation pipeline design” blog post made by Pablo Dobarro. I don’t have any problem or concern with the new modes and I think those are gonna get ironed out later. But I’m way more concerned about the other topic that was mentioned very briefly in the blog post about the idea over Blender deciding to focus on interactivity rather than being able to handle high polygon workflows and the idea of this separate mode for high polygon workflows. I’ve left my massive comment under the blog post but I’ll say here briefly that I don’t have any problem with the real-time interactive Eevee workflow and I think it’s the future but if that means sacrificing with being able to work with high-poly meshes whether that’s model/sculpt/anim/sim then I don’t wanna fully support this direction Blender. It’s not just “some studios who have pipeline to handle large amount of polygon” but pretty much anyone using Blender can see the performance issues in Blender and that’s pretty much the only huge factor that holding people back to switch to blender completely and if blender can’t handle high-poly meshes in future then it would be an absolute waste of having super powerful node-based geometry/animation/physics and very limiting to create high end/large scale assets/highly detailed sculpt/animation. It’s very common for studios or pro freelancers to use a diff software for texture, so having real-time Eevee workflow would be kind of similar to having a fancy matcap with shadows and AO and GI etc. And after reading the whole blog post, it seemed like He wants to make Blender the best tool for concept and NPR cartoon creation tool which is cool for people who do that kind of stuff but for other people, not something robust to make high-end movie/game asset creation tool which was the purpose for many studios and freelancers to switch to blender after these awesome updates and powerful node system but without the performance improvement, it would be pretty limiting and disappointing. I support the real-time interactive workflow because it’s the future but future versions of Blender really needs many attention and improvements for high-poly workflow, maybe more than interactivity and I think that’s something more people would like to see as well. I was very hopeful for Blender becoming a very robust tool with powerful node based system for high-end production for game/VFX but the blog post says something completely opposite. I really like Blender and I don’t want to switch but this is not what I want to support, I’m sorry.

Cheers.

1
daniellapalme

I think the devs are working on performance though, code.blender.org/2021/05/mesh-editing-optimization-initial-steps/ This kind of thing, and doesn't one of the modes have better integration for rendering? Allowing bigger scenes?

1
shawnbecker4

Apologies Pablo I totally forgot to say hi. So Hey :D and thank you for the answer

Hi pablo, i hope you're doing well, and i wanted to ask a maybe unrelated question.. i was lurking in blender.chat and heard Phabricator may need to be replaced (sometime in the Future) ... and the alternative that was being considered was GitLab.... but i thought GitHub would have been the obvious choice... and of course if not .... am sure you guys have reasons... but i was wondering why.. so i'd appreciate it if you know the reasons

JayeAntony

cool new site bro! but can we expect point cloud and hair object type and some adaption of fracture modifer and light linking to be present anytime soon ? i know it wont be in 3.0

shawnbecker4

Will is be possible to take the output of a procedural material and use it in geometry nodes ? For example for mesh displacement etc

keithg1

I asked a question last week but missed the cut. I even followed on to Blender Hoy and asked it there via google translate. btw. that stream was over two hours long. You do such a good job. I think you answered my question (my Spanish isn't good) but I don't think you followed the link. It's the information contained here.. wiki.blender.org/wiki/Reference/Release_Notes with information updated for unreleased alpha versions that seems to be missing and not the release notes link at the top of the page.

juan.hernandez

Hey Pablo, how are you? hope you are doing great! Are there any news on light linking? any chance they could be supported in 3.0?

ocular.evolution

Yooo Pablo! Wassup? No questions, just wanna say congratulations on the new Blender Community site! :D My thanks to you and everyone in the Blender team for all that you guys do for us :')

BarfGarbage

Ooh, new site looking sharp!

You might not be the right person to answer this but I'm going to ask anyway: Every Linux user I hav met have a deep seated hatred for Nvidia, yet new Cycles features comes to nvidia first (not counting only CPU). What's up with that?

Ok thanks good show see you next week!

daniellapalme

Hey Pablo! Jab time soon?

I was wondering about the viewer node in geometry nodes. I tried the experimental branch, which is old now, and it updates what you see in the spreadsheet. Is this the only thing it will do? Will there be other functionality to the viewer node? I don't know much about it, could you inform us what that guy is about?