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17 Feb 2020
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44 Comments
Hi, Pablo. I'm generally active in the BNPR community, and despite the existence of Shader-to-RGB (which is reverse-engineering to get a result, rather than working from the ground-up, and therefore isn't stable or reliable for most situations), it often feels like non-photorealistic rendering is a second-class citizen (which wasn't wasn't the case when Blender Internal was around). Just recently I came across a discussion where someone mentioned that, upon trying to add a single node to Eevee to make an aspect of NPR easier, it was allegedly rejected because "that is not standard PBR feature". It's disheartening to hear that any contribution unrelated to PBR may not be welcome, and that could severely limit Blender's creative application.
Are there no plans to allow contributions of non-PBR related features and workflow in Eevee for the foreseeable future, despite the success of works like "I Lost My Body"? It'd be great to have a confirmation to fully assess what can and cannot be possible for any future productions with the use Blender or its features.
(I understand LANPR is under development, but I'm more concerned about the overall picture.)
* @Cyan Los * even if LANPR is in development there are no news for weeks
* @Cyan Los * I love Shader-To-RGB, I think it's a great way of working. But I'd like to see more specially designed NPR features, too.
Hi Pablo... Me and my team are working on medical visualizations and need to use the Boolean modifier dynamically and are all dismayed over the fact that it fails frequently, especially on coincident edges. The Boolean modifier needs to be reworked in order for us to be able to fulfill our production tasks. Are there any plans to port a "dynamically viable" Boolean modifier any time soon? Thanx.
* @Emir Sinan Gürlek * Ditto on the Boolean failure! Please divert as much time and effort on the Boolean Modifier, it needs a complete overhaul fast! Thank you.
* @Emir Sinan Gürlek * The Boolean modifier is currently being improved by Howard Trickey, who works in his free time (if I'm not mistaken). Some of the underlying functions have been added to Blender already, but the full implementation isn't finished yet.
Hi Pablo, do you know when and if this tool will be available? At the moment it is highly instable.
It is extremely useful to carve geometry (especially in archiviz for windows, door, holes ecc..) without any boolean operator and in a fast and intuitive way.
On the same subject: the knife tool should be enhanced to take in account vertex, global axis, ecc.. and a small note: its icon is very similar to the one above (loop tool) and similar also to the line tool, it is barely discernible.
Hi, have you guys thought about another code quest? not a big one but just a small one to finish all the low hanging fruits.
Hi Pablo I want to ask about this task Show gizmo while transforming
I made a propsal for something like that awhile ago so you guys may check it out, also i believe you already have the base for it with the Bisect tool ,so it's easy now to implement it! Improvements to the 3d Manipulators for better use
Way do Bledner not render what is on screen the left side of teh imag eshows eaht I want to render and the right side is what Bledenr can render. Way can't Blender render fire when you add it from the quick effect menu? Is this a bug?
{attachment Bugpng}
* @frostcrackstudio * I had this problem today too. But when I open the file up again it is gone. If you saved the file before you can close it down and open it up again and do another bake. I think this will be a difficult bug to fix as you can't send the blend file over when you log a bug so it is not easy to see the problem. I might do a video screen capture and see if I can catch it on video and submit that as a bug.
Good Evening Mr Pablo. Awesome work on 2.82!
Sorry to ask a negative question, but can you advise if low poly shading artefacts will ever be resolved? This was first reported back in 2013, and Cycles is now the only render engine to have not resolved it, which is unfortunate as it's often not possible to subdivide a mesh due to topology.
Please take a look at my balls below, can you imagine the shame of showing these in public? :D
Hi Pablo! Thank you for your work!
Will there be improvements in the curves? This would be very useful for archiviz, design and cad tasks.
* @Mikhail Zaytsev * we are still waiting for basic tools like extruding along a path, birail, loft ecc..
Hey Pablo thanks for an awesome show every week! Two question if I may ;-).
When will there be a Open VDB import export available in the 2.83 builds?
Would be great also if there was an easy way to create a volume from more than one image. For example an MRI scan contains many in some cases 100s of images used to describe the volume.
So to be able to import an image sequence of depth slices to create a volume. Hope that makes sence. This is how it can be done in Houdini as an example; youtu.be/IZ4Cv4Pkhuk . Love to be able to do this in Blender.
Thanks again for your awesome show.
* @hastaquando * There is an experimental VDB build here: blender.community/c/graphicall/jkbbbc/
EaryChow sorry to ask here, but what is VDBoops... here it is: OpenVDB (FAQ)* @hastaquando * This has been discussed on blender stack exchange (MRI to volume) blender.stackexchange.com/q/62110/11431
3D sculpting is such a fun, tangible way to work on a computer, and the Blender tools have gotten so good!
I'm wondering if Blender has plans to support multi-touch gestures on touchscreen like pinch to zoom, two fingers to rotate, etc? This would be cool when working with grease pencil and a stylus on a tablet pc to use fingers to zoom and pan!
Hi Pablo! My very congratulations with the release! Yaaaayyyy!!!!
To the 2.82 and beyond!!!
If any chance you will read it, 2 questions:
(motivation: Bisect if faster than Boolean and more precise in cutting geometry, also fewer clicks to set up appropriate plane orientation)
Hi, Pablo! I have a question about the Bevel Modifier. Can the vertext group be moved out from the "Limit Method" and just be there like how it is in Smooth Modifier and Solidify Modifier? When I need to use Angle limit method and vertex group at the same time, there just isn't a way to do it. I know I can easily do it by beveling it by hand, but I am into this modifier non-destructive concept, and unwilling to give up. This is just an example of why this might be needed. It doesn't really matter if this particular case has some other solutions, all I care is that if there is a possiblity of making vertex group in Bevel Modifier independent from other limit methods. See the below image, I only want to bevel the selected part (See Picture 1) {attachment Blender_Today_Bevel_Questionjpg} But when I use Vertext Group, it would bevel the middle parts as well. ( See Picture 2) I know I can just loop cut in the middle and re-assign the vertex group, but I just don't want to add a loop cut just for that. {attachment Blender_Today_Bevel_Question_2jpg} And if I use Angle Limit Method, it will also bevel the upper parts (See Picture 3) {attachment Blender_Today_Bevel_Question_3jpg} And below is the result I want, I just beveled it by hand. {attachment Blender_Today_Bevel_Question_4jpg} I believe that it can be done with modifier if I can use vertex group and angle limit method at the same time.
Just is it possible?
* @EaryChow *
Edge Mode, Enable this.....
* @sudoblenux * Oh thanks! But I think it's not so intuitive as it is not on the modifier stack, and it kind of feels like it would be troublesome to tweak.
* @EaryChow * edge group could help?
how to render what you see, and not what the camera see Like the OpenGL render in Blender 2.70?
Hi Pablo, Blender is getting more popular nowdays but it seems you guys are targeting small & indie Studios, it's the first thing that the user manual have.
Ton talked about "winning"and Blender becoming part of the CG Industry, so have any of them reached out & suggested what could be improved to make Blender more robust as a tool for their pipeline and what was your guys take on this? thank you.
Hi Pablo! Is it possible to add a feature to create something like UV map shape keys? As in, you could modify the UV map and it would lerp between different variations of them.
In order to deform textures in the way I want, I have to spend a lot of time messing around with vector math on UVs to arrive at a result I like. Feels like a very indirect and tedious way to do it and was wondering if there was a more direct approach.
The UV Warp modifier seems like it does something like that but reading the documentation for it only made me more confused on what it actually does :/
Hi Pablo! Any reason why properties panel doesn't have a search bar at the top? Like this:
Hi Pablo and Dalai! AMD will soon introduce new GPU with realtime raytracing support. Do they share any information for Blender developers to quickly implement support for new GPUs as soon as possible (raytracing acceleration/denoising)?
Nvidia already has advantage (Optix). Would AMD also have similar instruments inside Blender? Also what about realtime raytracing in EEVEE?
* @ponomarovmax * This would be really cool if the gtx 1080 (for example) could be close to the render speed of the more expensive RTX 2070 super models as they both have the same cuda core count but GTX is £300 cheaper.
Would it be possible to add the Cavity overlay from the shaded viewport to EEVEE as well? It's a blazingly fast overlay for cavities and edges, something EEVEE is really missing. Of course it would be even better as an actual node in the shader editor.
Hi Pablo,
I was wondering why the Calculate to Frame in the rigid body World is grayed out. Is this missing functionality in 2.8? or a bug?
Thanks!
Dear UI team and Pablo.
How do we draw lines instead of planes in 3D? Can I ask for a new UI feature in Blender 2.83? The code is already in the program for drawing lines. I just wanna be able to draw 3D lines and snap easily. Kind of like in Illustrator. Or a program like SketchUp. Creating faces isn't super important in my situation. I think SketchUp has a patent on lines auto joining. You could just add a popup option that gets around the patent if needed or have a selection tool that can select edges that create faces. 3D lines are in most 3D programs and make modeling easy. Blender would be heaps easier to use with an Illustrator type line drawing menu.
Maybe I could use Blender to replace Illustrator in some situations now it has SVG support
Can someone also please update the SketchUp plugin? There is heaps of free content in the SketchUp Warehouse but we have to use the old version of Blender to load in SketchUp files currently. What happened in the new version that broke the old SketchUp plugin? It is easy to update? What type of changes need to be made?
Can lines from grease pencil create vector lines that are snappable? Or can the new primitive point cloud be used to draw lines that are connected? It would be cool if we could scan a point cloud then have lines generated or be able to select two points and connect them with a 3d line.
@Pablo Vazquez soon will be 100 episodes, are you preparing something special?
Hola Pablo!
It's great that Blender now supports RTX. I read that GTX cards could emulate RTX, so that they "work" with Optix , even if they don't have raytracing hardware and can't take advantage of RTX. I have two cards, one RTX and one GTX and have to use Cuda because, the two cards in Cuda are slightly faster that the single RTX. Any chance GTX could be supported in the OPTIX render mode?
Hi Pablo how are you? As a new Blender user just wanna say some of my current concerns.
It desperately needs the full feature of overrides, as a lighting and compositing artist I really miss the possibility of rendering separate layers with shader overrides on some of the collections or just having a different render setting per layer
More investment on Cycles, it needs to become more mature, at the moment for example the volume rendering is reaaaaaally noisy on the GPU, less noisy on the CPU but slow. Light AOVs is very important too.
Recently became more unstable, while 2.81 was being developed I didnt notice much issues, but with 2.82 and onwards for example with Mantaflow crashes a lot, and before with 2.81 wasnt crashing so much doing rendering now its more frequent, so its something really needs to be looked at, even though the tracker curfew pushed things, there are still some old bugs lingering that need fixing like developer.blender.org/T71055 for example
Cheers and keep up the good work
Hi Pablo,
Will the viewport denoiser will be available for non RTX Nvidia cards?. If so, any time soon?
Thank you!!
* @Fabian * Yes it already works nicely on my RTX 2070 super. But it is not a real time feature. It is a click and wait 10 seconds for the viewport to update feature (in latest 2.83 alpha).
* @Dirk Teucher * Sorry, I know it works on RTX cards, I was asking if in the future it will work on NON-RTX Cards.
Hi Pablo,
I have a question, Is there a plan to make Shader to RGB node work in cycles? Maybe in 2.84?
Thanks for this great show :D
Hi Pablo. Currently, Blender has nearly all the basic core functionality of Adobe Illustrator/Photoshop. I believe adding a workspace to Blender with a similar UI would be a relatively low-effort way to vastly increase the Blender user base and Dev Fund. The current alternatives are not quite as polished as Blender, and the community could easily reproduce the fancier features with python plugins. Please seriously consider this.
* @Karric * No. KRITA/GIMP and InkScape are the right choice for that, if you want FLOSS software alternatives. It's better for Blender to work in collaboration with other softwares.
Hi Pablo, does Blender have layers sculpting, I am not asking about the "Layer" brush, how to add layers of sculpting on the object and switching them on or off?
Hey pablo great 2.82 showcase video you did there looks amazing and very professional Any way I have a suggestion -Why not launch the assets manager with an assets store that only contains cc0 and cc-by assets just like the godot one