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  • Published 13 Mar 2023

Blender Today LIVE #221

Changelog

Total: 94 commits, of which 46 are fixes.

Add a mechanism to abort a blend file reading on critical error.

Animation

Armature drawing

Assets

BLI

BLI; Math

BLI_array_store

Blenlib

Cleanup

Curves

Cycles

Docs

Drivers

EEVEE Next

Eevee

Eevee-next

Extern

Fix

GHOST

GPU

GPencil

Gitea

Gizmo

I18n

IO

Ignore build files for VS and VS Code

LibOverride

MSVC

Mesh

Overlay

Pass BitVector by reference in lambda

PyAPI

PyAPI Docs

Realtime Compositor

Refactor

Revert "Fix for NaN values resulting from curve editing with collision"

Sculpt

Sequencer

Texture Painting

Transform

UI

Updated translations from SVN trunk (r6369).

Updated translations from svn trunk (r6385).

VSE

Viewport

Vulkan

cmake/win32

const_cast no longer needed for ntreeIsRegistered.

pablovazquez
13 Mar 2023

8 Comments

luciano

Hey Pablo, I'd love to know what module takes care of linking and library overrides, and if there is an article or tutorial with best practices. And also reconnecting stuff when things break.

As I've been having issues with linking lately (as in linking, saving, opening and finding things broken) and I dont want things to break down the line in my shortfilm.

Also is there a way to add shapekeys to sculpt on top of character that is linked? (i'd love to be able to sculpt on a shot by shot basis)

1
sooroojdeen

Hola Pablo, 3 questions related to geometry nodes,

  1. Heavy Node Processing

Inside of geometry nodes when blender is processing a particularly heavy set of nodes the entire application hangs putting it in a state where it is prone to crashing (clicking on it makes it "stop responding" on Windows for instance), compared to Houdini when a heavy node is being processed the application doesn't freeze and you are also allowed to cancel the node processing by hitting 'escape', would it be possible to have something similar to this in Blender?

  1. Attribute Visualization

Currently visualizing attributes is currently very limited, it would be nice if you can visualize vectors with arrows instead of point colors for instance, I am aware that their are some community made node groups that allow this functionality but it should probably be a feature that ships with blender.

  1. Node Based Exporting

Exporting stuff from geometry nodes is a bit of a mess I think it would be cool to have dedicated export nodes inside of the node tree, for instance you would have a VDB export node for volumes and alembic export for deforming meshes.

1
latticeid

*Hey Pablo *I'm sorry to bother you, but I insist that you ask the blender programmers to develop Lattice deform for volume, because you can't make a quality deform with geometry nodes like you can with lattice deform. *Will blender soon remove surface objects like hemi lamp removed (looks like it might when mesh hard surface modeling is already progressing) surface objects are not upgraded (as a feature)? *what about this experimental notable: projects.blender.org/blender/blender/pulls/104883 ? Thank you!

1
leonard7e

Hi Pablo. Do you know if there are plans for multiple OpenVDB grids (interpolation) for a single volume object in Blender?

BarfGarbage

Hello! Last week you mentioned that 4.0 is the time to "break muscle memory" and make big changes. Do you have any juicy inside info on what those changes could be? Any big things that were too ambitious to be released earlier? You can trust me with secerets, I won't tell anyone.

Mille_Porte

Hi Pablo!

Where Is In Time Pablo Dobarro!? Seriuosly, will he be part of Blender team?

Just two other questions.

Some times ago you mentioned the idea from Blender team, to develop a way (I don't remember too much, maybe somekind of node) to make available the geometry obtained by a modifier (or only by gn), building something like a point or node where to save geometry to access back lately.. but i don't remember clearly.

Any news about that?

A last question: did I missed some option, because in texture paint the brush is always projected by screen view:

paint issue

Snudl

About the texture projection question: It's not possible in the Texture Paint mode as far as I'm aware, but painting on image textures with proper 3D brush falloff is now integrated in Sculpt Mode in recent Blender 3.6 builds.

It's still an experimental option, so to use it you first have to go into the Blender Preferences and under Interface enable Developer Extras, then a new category called Experimental appears where you can enable Sculpt Texture Paint.

Now when take any object into Sculpt Mode and select the Paint brush tool, you should be able to paint on an image texture by opening the Canvas dropdown menu in the top-right, choosing the Mode Material or Image (instead of Color Attribute for vertex colors) and selecting the texture to paint on. Also make sure to set the display to Texture in the Viewport Shading dropdown menu, otherwise it won't show the texture.

Mille_Porte

thank you , you have been comprehensive and precise!

I noticed that option in sculpt mode, but Blender is used so much and for so long that it felt weird to me that the brushes in texture paint were not projected along the surface normal.

When the new texture system will be released, I hope this issue will be solved.

1