Geometry Nodes MENUS! - Blender Today LIVE #247
Changelog
205 commits in total, of which 29 are fixes and 67 cleanup.
Anim
- Anim: armature edit mode undo now also handles bone collection root count - Sybren A. Stüvel
- Anim: add operator to remove unused bone collections - Sybren A. Stüvel
- Anim: copy bone collection parenting and visibility in armature join. - Alexander Gavrilov
- Anim: Reorganize items in 'View' menus in animation and video editors - Nika Kutsniashvili
- Anim: Add hotkey for keying set operators - Christoph Lendenfeld
- Anim: bone collections, add 'solo' flag - Sybren A. Stüvel
- Anim: remove 'Solo Visibility' bone collections operator - Sybren A. Stüvel
- Anim: bone collections, add 'un-solo all' operator - Sybren A. Stüvel
- Anim: refresh 'solo active' on armature after removing bone collection - Sybren A. Stüvel
- Anim: avoid moving/assigning bones to a linked bone collection - Sybren A. Stüvel
Attributes
BKE
BLI
Build
- Build: don't write pycache files into lib folder for make commands - Brecht Van Lommel
- Build: improve make icons detection of Inkscape and Blender on macOS - Brecht Van Lommel
- Build: Fix some excessive Visual Studio compile times - Pierrick Bouvier
CMake
- CMake: always mark CMAKE_BUILD_TYPE_INIT as advanced - Campbell Barton
- CMake: mark freetype & tiff directories as advanced - Campbell Barton
CPPCheck
- CPPCheck: exclude large lookup table in checks - Campbell Barton
Cleanup
- Cleanup: OpenGL program creation and linking - Jeroen Bakker
- Cleanup: Replace MIN/MAX macros with C++ functions - Hans Goudey
- Cleanup: fix indent in anim.py - Sybren A. Stüvel
- Cleanup: Avoid unnecessary .c_str() call - Hans Goudey
- Cleanup: Store UI button drawstr with std::string - Hans Goudey
- Cleanup: extract low level dna array utilities to separate file - Jacques Lucke
- Cleanup: Remove unnecessary use of mutable linked list iteration - Hans Goudey
- Cleanup: replace incorrect use of UUID with UID in bmesh_region_match - Campbell Barton
- Cleanup: reserve "r_" prefix for return arguments - Campbell Barton
- Cleanup: move bl_description to doc-strings - Campbell Barton
- Cleanup: remove redundant iface_ call - Campbell Barton
- Cleanup: quiet warnings when reloading scripts - Campbell Barton
- Cleanup: rename uuid to uid for local-view functionality - Campbell Barton
- Cleanup: rename ImBuf anim & anim_index structs - Campbell Barton
- Cleanup: Make format - Hans Goudey
- Cleanup: cmake warning in make deps - Brecht Van Lommel
- Cleanup: Replace some CLAMP macros with C++ functions - Hans Goudey
- Cleanup: make format - Thomas Dinges
- Cleanup: GPv3: Use consistent modifier RNA names - YimingWu
- Cleanup: Move BKE_layer.hh to C++ - Hans Goudey
- Cleanup: Move uvedit_intern.h to C++ - Hans Goudey
- Cleanup: Move mesh_intern.hh to C++ - Hans Goudey
- Cleanup: Move armature_intern.h to C++ - Hans Goudey
- Cleanup: Move metaball BKE headers to C++ - Hans Goudey
- Cleanup: Remove unnecessary keywords in C++ headers - Hans Goudey
- Cleanup: Return Vector for View Layer objects and bases retrieval - Hans Goudey
- Cleanup: Make format - Hans Goudey
- Cleanup: Remove unused include - Hans Goudey
- Cleanup: Move curves sculpt poll functions to C++ namespace - Hans Goudey
- Cleanup: Cycles: rename some legacy names to new ones - Brecht Van Lommel
- Cleanup: Cycles: use one fewer object struct member for motion data - Brecht Van Lommel
- Cleanup: Pass some non-nullptr pointers by reference - Germano Cavalcante
- Cleanup: Use CLOG instead of iostream for USD logging - Jesse Yurkovich
- Cleanup: minor simplification to icon scripts inkscape detection - Campbell Barton
- Cleanup: include release/datafiles/ to "make check_mypy" - Campbell Barton
- Cleanup: force wrapping all uses of PyDoc_STRVAR - Campbell Barton
- Cleanup: assign a variable for the extension module with a trailing "." - Campbell Barton
- Cleanup: assign variables for items in the add-ons UI - Campbell Barton
- Cleanup: reduce right shift in add-ons UI - Campbell Barton
- Cleanup: Clarify OBJ IO use of Span, Vector, and Array - Hans Goudey
- Cleanup: Use C++ math types in OBJ export - Hans Goudey
- Cleanup: rename BKE_pbvh_node_mark_normals_update - Pratik Borhade
- Cleanup: simplify naming of get_default_hash - Jacques Lucke
- Cleanup: GPv3: Default keymap definitions - Falk David
- Cleanup: GPv3: Move poll/keymap/macro definitions to grease_pencil_ops.cc - Falk David
-
Cleanup: GPv3: Add fixme comment to
_defs_paint_grease_pencil- Falk David - Cleanup: Fix unused function and variable in node RNA - Hans Goudey
- Cleanup: Use consistent camel case for test class names - Hans Goudey
- Cleanup: Use utility to fill index range in OBJ mesh export - Hans Goudey
- Cleanup: Update mesh naming in OBJ IO code - Hans Goudey
- Cleanup: Use C++ Array in OBJ import - Hans Goudey
- Cleanup: Use StringRef instead of const char * in OBJ export - Hans Goudey
- Cleanup: Remove remaining asset editor headers to C++ - Hans Goudey
- Cleanup: Remove unnecessary keywords from C++ headers - Hans Goudey
- Cleanup: Move AS_asset_library.h contents to C++ header - Hans Goudey
- Cleanup: Remove unnecessary AssetLibrary C wrapper type - Hans Goudey
- Cleanup: removed unused argument - Brecht Van Lommel
- Cleanup: Move remaining asset editors code to C++ namespace - Hans Goudey
- Cleanup: Use enum class and forward declaration for paint mode - Hans Goudey
- Cleanup: make format - Brecht Van Lommel
- Cleanup: Use const for enum item variables and arguments - Iliya Katueshenock
- Cleanup: Geometry Nodes: Unused function - Iliya Katueshenock
- Cleanup: Geometry Nodes: Use int instead of uint16_t - Iliya Katueshenock
- Cleanup: remove unused variables - Campbell Barton
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: correct doc-strings for GHOST_GetMilliSeconds - Campbell Barton
- Cleanup: remove references to start time in X11 - Campbell Barton
Compositor
- Compositor: make Flip node works in local space - Omar Emara
- Compositor: Align matte edge calculation to GPU implementation - Sergey Sharybin
Core
- Core: rename Session UUID to Session UID - Jacques Lucke
- Core: make BKE_appdir functions thread safe, using optional<string> - Brecht Van Lommel
Cycles
- Cycles: Use default CUDA context instead of creating a new one - Stefan Werner
- Cycles: Remove and update deprecated compiler options for HIP - salipourto
- Cycles: Adding OIDN support for CUDA and OptiX devices - Stefan Werner
- Cycles: Skip denoising during bake when pass does not support denoising - Sergey Sharybin
- Cycles: Improve handling of Principled BSDF Caustics settings - Alaska
- Cycles: Support Type-A IES files - Lukas Stockner
Cycles UI
Data Transfer
EEVEE
- EEVEE: Change UI Naming - Jeroen Bakker
- EEVEE: Update Render tests script - Jeroen Bakker
- EEVEE: HiZ Buffer Allocation - Jeroen Bakker
EEVEE Next
- EEVEE Next: Optimize HiZ with fast image load store routines - Jason Fielder
- EEVEE Next: Resolve motion blur intermittent rendering - Jason Fielder
Extensions
- Extensions: enable the package management add-on when enabled - Campbell Barton
- Extensions: support using a default local user directory - Campbell Barton
-
Extensions: use the TOML manifest as a source for extensions
bl_info- Campbell Barton
Fix
- Fix: Geometry Nodes: Wrong hash of Shortest Edge Path field - Iliya Katueshenock
- Fix: Typo in release notes script - Pablo Vazquez
- Fix: EEVEE-Next: Alpha Blended material pre-pass - Miguel Pozo
- Fix: Tonemap node has a wrong luminance scale - Omar Emara
- Fix: Compiling EEVEE test cases - Jeroen Bakker
- Fix: Compositor Texture node differ between CPU and GPU - Omar Emara
- Fix: Debug crash when translating more than 1024 verts - Pratik Borhade
- Fix: Add versioning for change in object info scale behavior - Hans Goudey
- Fix: 3D Viewport header missing update changing paintslots - Philipp Oeser
- Fix: String Offset Assert in Color Picker - Harley Acheson
- Fix: Obj crash exporting curve without modifier property - Pratik Borhade
- Fix: only use preserveInvariance for Z fighting when supported by macOS - Brecht Van Lommel
- Fix: make icons command fails on macOS due to not finding inkscape - Sean Kim
- Fix: build break - Jesse Yurkovich
- Fix: Consistency for appearing menu when applying keying sets - Christoph Lendenfeld
- Fix: Applying active keying set from menu not working - Christoph Lendenfeld
- Fix: Missing normals cache tag when clearing custom normals data - Hans Goudey
- Fix: Entering node group via icon after exiting it via ctrl+tab broken - Philipp Oeser
- Fix: Build error with asserts enabled - Hans Goudey
- Fix: Build error in debug build - Hans Goudey
- Fix: Tooltip memory leak - Hans Goudey
- Fix: suspicious time-stamp console warnings on macOS - Brecht Van Lommel
- Fix: Revert change to use operator description as title in dialogs - Brecht Van Lommel
- Fix: EEVEE-Next: Volumes - Miguel Pozo
- Fix #104982: Ensure view layer when baking line art. - YimingWu
- Fix #112423: Recover Autosave breaks library paths. - Bastien Montagne
- Fix #114028: Cycles displace splits faces with smooth and flat faces - Brecht Van Lommel
- Fix #115983: Skip writing output if no Composite node exists - Omar Emara
- Fix #116098: Change default texture mapping for brushes to View Plane - Sergey Sharybin
- Fix #117081: Wrong Roughness when baking Principled BSDF - Lukas Stockner
- Fix #117132: GPv3: Edit mode overlay memory leaks - Casey Bianco-Davis
- Fix #117169: Resolve crashing hair and curve tests in Metal - Jason Fielder
- Fix #117410: Corner normals cache not reset on geometry clear - Hans Goudey
- Fix #117411: In memory UDIMs fail to pack correctly - Jesse Yurkovich
- Fix #117422: Move undefined type removal behind after-linking-versioning - Lukas Tönne
- Fix #117423: Broken UI button float display after cleanup - Hans Goudey
- Fix #117424: Sculpt undo misses changes propagated to shape keys - Hans Goudey
- Fix #117459: Sharp shading from only edges ignored in edit mode - Hans Goudey
- Fix #117494: Crash when dropping collection - Pratik Borhade
- Fix #117520: Data Transfer modifier not working with Vertex Groups - Philipp Oeser
- Fix #117526: Crash when Changing Color Palette in Edit Mode - Philipp Oeser
- Fix #117620: Crash when moving bones to linked bone collection - Sybren A. Stüvel
- Fix #68436: External Particle Disk Cache Playback Is Broken - Philipp Oeser
- Fix (unreported) wrong logic in reports about unknown operators. - Bastien Montagne
- Fix blur processing in keyign node in GPU compositor - Sergey Sharybin
- Fix cryptomatte GPU compositor node on NVidia Linux - Sergey Sharybin
- Fix invalid assignment of a clamped color in paint - Sergey Sharybin
- Fix keying matte operation in GPU compositor - Sergey Sharybin
- Fix missing generation of alpha difference images in render tests - Sergey Sharybin
- Fix missing import in 9cc6ee75e7bad264c4bbcb274add5c71abf113d5 - Campbell Barton
- Fix slow toggling of scene tool settings - Sergey Sharybin
- Fix syntax error in workbench_render_tests - Campbell Barton
- Fix unreported: Avoid using unknown file types in dropboxes - Guillermo Venegas
GHOST/SDL
- GHOST/SDL: use SDL_GetTicks64 to prevent wrapping the 32 bit uint time - Campbell Barton
GHOST/X11
- GHOST/X11: remove start-time offset from getMilliSeconds - Campbell Barton
GPV3
- GPV3: Refactor the 'dna processing' code when reading/writing blendfile. - Bastien Montagne
GPv3
- GPv3: Smooth modifier - YimingWu
- GPv3: Add Catmull-Clark option in subdivide modifier - YimingWu
- GPv3: Offset modifier - Lukas Tönne
-
GPv3: Add poll function to
brush_strokeoperator - Falk David
Geometry Nodes
- Geometry Nodes: Menu Switch Node - Lukas Tönne
- Geometry Nodes: improve handling baked data after undo - Jacques Lucke
- Geometry Nodes: disable bake settings on linked object - Jacques Lucke
IMB
- IMB: Add gif to list of movie extensions - Richard Antalik
IO
- IO: Add file handlers to c++ import operators - Guillermo Venegas
ImBuf
- ImBuf: Refactor pixel interpolation functions - Aras Pranckevicius
Mesh
- Mesh: Reduce memory allocations in corner normals calculation - Jesse Yurkovich
Metal
- Metal: Fix Z-fighting in EEVEE Next - Jason Fielder
OBJ
- OBJ: Combine global scale parameter into transform matrix - Hans Goudey
- OBJ: Use mesh normals domain properly for normals storage - Hans Goudey
OpenGL
- OpenGL: Fix Shader Linking Error - Jeroen Bakker
Outliner
- Outliner: Add option to apply object modifier - Hans Goudey
PyAPI
- PyAPI: remove checks for add-ons pre 2.8x - Campbell Barton
PyDoc
- PyDoc: remove unnecessary newlines which caused invalid syntax - Campbell Barton
RNA
- RNA: Use sdna for ByteIntAttributeValue.value - Thomas Barlow
Refactor
-
Refactor: Anim, rename
BoneCollection::is_visible_effectively()- Sybren A. Stüvel
Render Tests
- Render Tests: Separate difference of Color and Alpha - Sergey Sharybin
RenderTests
- RenderTests: Fix Incorrect Command in Report - Jeroen Bakker
- RenderTests: Disable Cycles Only Tests for other Engines - Jeroen Bakker
Sculpt
Tests
- Tests: make reports summary HTML work with relative links - Brecht Van Lommel
- Tests: add sequencer filter render tests - Aras Pranckevicius
UI
- UI: Increased Overlay Text Contrast - Harley Acheson
- UI: rename extension repositories panel and close by default - Campbell Barton
- UI: remove addons categories when extensions are enabled - Campbell Barton
- UI: More Defaults for Search Placeholders - Harley Acheson
- UI: TreeView Hierarchy Line with Region Zoom - Harley Acheson
- UI: Show user-oriented tooltip for extra options panel - Sun Kim
- UI: show the version as a string for extensions - Campbell Barton
- UI: Remove Unnecessary Confirmation Options - Harley Acheson
- UI: Confirmations Using Std::String - Harley Acheson
- UI: Add ability to configure the header row of layout panels - Jesse Yurkovich
- UI: Operator Props Dialog Changes - Harley Acheson
- UI: Use icon for curves surface UV map property - Hans Goudey
Unbreak build with freestyle from syntax error
- Unbreak build with freestyle from syntax error - Campbell Barton
VSE
- VSE: add Cubic Mitchell filtering, rename previous cubic to Cubic BSpline - Aras Pranckevicius
Versioning
Vulkan
- Vulkan: Bundle Calls in DrawList - Jeroen Bakker
deps_builder
- deps_builder: include all oiio tools for windows - Ray Molenkamp
19 Comments
Hi Pablo,
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.
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?
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
Just use the copy attributes addon that ships with Blender.
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.
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.
Great minds think alike! Anyways, this is such an obvious solution.
End of the stream? Are you joking or what?
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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...
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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.
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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.
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
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.
How Blender Today was started... (lol): youtube.com/watch
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.
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!
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!
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!
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.
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 :)
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?
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 ✌️
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.