← Blender.Today
  • 4
  • Published 29 Jan 2024

Geometry Nodes MENUS! - Blender Today LIVE #247


Changelog

205 commits in total, of which 29 are fixes and 67 cleanup.

Anim

Attributes

BKE

BLI

Build

CMake

CPPCheck

Cleanup

Compositor

Core

Cycles

Cycles UI

Data Transfer

EEVEE

EEVEE Next

Extensions

Fix

GHOST/SDL

GHOST/X11

GPV3

GPv3

Geometry Nodes

IMB

IO

ImBuf

Mesh

Metal

OBJ

OpenGL

Outliner

PyAPI

PyDoc

RNA

Refactor

Render Tests

RenderTests

Sculpt

Tests

UI

Unbreak build with freestyle from syntax error

VSE

Versioning

Vulkan

deps_builder

pablovazquez
29 Jan 2024

19 Comments

dmitry4

Hi Pablo,

  1. It would be a great QoL improvement if we could just copy-paste modifiers by just selecting the modifier and Ctrl+C and Ctrl+V them on a selected object. Same principle would work great with materials too.

  2. To my previous question about text topology being an issue in Blender, and that they seem to have solved it long time ago in Cinema 4D. Can you ask the guys if introducing NURBS text tools would be a good idea?

2
zerodean

Copy/Paste would be great.

Here is a current option (no addons needed), use the modifier dropdown menu in the modifier stack.

mastodon.art/@zerodean/111819802480818739

Steve

Just use the copy attributes addon that ships with Blender.

dmitry4

I've been already using it, I just find it a bit inconvenient. The more intuitive copy-paste I was talking about would be better and will shave seconds off.

1
slowk1d

Been asking this for ages! blender.community/c/rightclickselect/k2jK/ Copy to selected and copy attributes menu are too unintuitive. Ctrl+c ctr+v just feels natural, fast and easy.

dmitry4

Great minds think alike! Anyways, this is such an obvious solution.

Aslan3D

End of the stream? Are you joking or what?
.
This is what the Blender distinguished from the other 3D programs among all communities that the official channel has a weekly 1 hour show about news and feedback. not everybody like to read from web page the news and have either no time for that, myself watch the show while working on my PC at the same time...
.
If it is expensive to Blender headquarter to offer salary of one person to do it one day per week full time, the solution is easy, Blender already sales sucks, t-shirts and flash memories to maintain developer so just by enable the advertisement in YouTube that would far more than enough to have a full team of daily streaming pros.
.
And if it is all about Pablo himself that is a professional person that UI and developer team needs him, it's more than OK, but the show must go on. new persons new team will do the show and ppl make decision to watch it and vote it or not.

1
rudram

is there any planning of deep render? Blender crashing after tree scattering, is there anything to solve? i tried geometry node also, but same problem there

juraj.mucha7

Hi Pablo! Thanks for making blender today!

I published right click select post regarding vertex groups display in outliner. (link here blender.community/c/rightclickselect/g2oD/ )

Is this something that is on radar or am I missing the point? Thanks again.

luckyrobster

How Blender Today was started... (lol): youtube.com/watch

FGPArthurVII

Hello Pablo, Another question: Any chance we see an option to toggle off the Lights/Lamps Gizmos visibility from the viewport without toggle the light itself off? Currently we can turn of "Extras" in the Viewport overlays but it disables other things too like background images and stuff.

Dangry

Hi Pablo! Hope you are doing great!

I was wondering, now that the drag and drop API exist in Blender, if drag and drop for addon installation would make sense to be added to Blender as well? This would match the behaviour of some other industry standard software and make it more convenient for users to install addons.

I made this addon as a protype and added a gif to show how it works, feels very natural to use and just makes sense. Would be super nice if something like this could be added by default :) blenderartists.org/t/drag-drop-to-install-addon/1512421

Also, big thanks to Guillermo Venegas and all other developers involde in creating the new drag and drop api, it feels super polished and is very easy to use!

nubnubbud

oi, Pablo!

People were asking for Solo in the outliner too! It would break some stuff having a setting that would change the toggle on everything unless you pressed shift or something, but hey. Maybe the Icon should be a bold " S "

Any news on the texture baking workflow? I feel some core workflow features should get a bi-yearly workflow health checkup to prevent orphans! (How morbid!)

Sorry about the last week, I was a bit confused and using a sorta recycled question- I mostly meant that the theme system has no way to bulk change identical values. I thought it would be nice to be able to change all instances of dark grey in the UI, or all white text color, or blue selection, etc. most of blender is 8-16 colors!

afternooncircus

Hi Pablo, hope your doing well, I noticed that there was some outdated information in the blender manual in the custom shape section for bones. I noticed it with Blender 3.5 but in Blender 4.0 Manual the information still is wrong. projects.blender.org/blender/blender-manual/issues/104405 I did a bug report but I was not too sure if I did it right. Would love to know if there is something that can be done since it might be a small thing. Cheers!

nubnubbud

that's its own project, alongside the main blender one- it's just as community editable, too!...moreso, because you don't need to know as much code.

1
gwetell

Love the new geo node menu switch, thank you for this! Have already started using it for both modifiers and tools ^^ A welcome addition would be if they could show and hide the new panels as well :)

Though that is not why I'm commenting here today, just wanted you to have a peak at this right click select idea, something probably small to implement but something I really crave for: blender.community/c/rightclickselect/M9wQ/ Tldr: having viewport overlays enabled clutters the rendered viewport, but more importantly can slow down or even kill the render in heavy scenes, so having the render status (such as Updating Meshes, render samples etc) down in the status bar would be a VERY welcome little thing :)

FGPArthurVII

Hi Pablo, How are you?

Know if in the new animation Layers workflow planned will work anything like actions for exportion? It is a common thing in games to use each action as an individual layer as It's own action (Idle, Walk, Run) so It goes, when importing into a game engine like Unity, Unreal, the engine understands this from the FBX and separate them into their own animations automatically, know if this will be possible in the next system?

Also, the shortcut (Shift + M) to switch bone layers from view for the rigging stopped working properly on 4.0, intead It's mimicing the send bone to layer shortcut (M) result. Know if there's any fix planned?

cheesecake

if at any point in time blender would allow to keyframe the viewport collection visibility to be keyframed it would be absolutely amazing. It would be really helpful in situations like switching rigs while maintaining good viewport playback and performance.

For whatever reason it can't be done in outliner for collection or objects. What's weird is that with object selected you can go into its Object Properties > Visibility and there is no problem with keyframing the "Show in Viewport" checkbox its just the Outliner that has a problem with it. So I just don't know if its a bug or what.

Also ACES color space pretty please ✌️

FreeMind

Here's something you could consider: You cannot keyframe the Show/hide of collections... However, you can do that for collection instances... So... basically... Always hide the collection, but show or hide a collection instance.