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  • Published 21 Sep 2020

Q&A #120 | Blender.Today LIVE

pablovazquez
21 Sep 2020

74 Comments

bruno.ortolland

Hi Pablo,

Thank you for bringing every new feature of Blender to our knowledge !

Do you know if light linking for Cycles will be on the roadmap soon?

Also, please everyone send some love to this task: developer.blender.org/T68915

The world needs this!

5
mortas_may

if blender wants to be feature film ready, Light Linking should be in by version 3.0?

christianclavet

* @mortas_may * How the studios made films 10, 20, 30 years ago?! 😊 It's a desirable feature sure, but not at this point.

mortas_may

* @Christian Clavet * ..they made them the harder and slower way 😉

bruno.ortolland

* @Christian Clavet * I recall using light linking 15 years ago, Cycles didn't exist then. It's not a new concept, as Pablo said, it was in Blender internal.

It just has not been implemented for Cycles, it seems to be hard work, but that's definitely not a gadget feature. It is greatly missed, and has a cost on my current production.

mortas_may

* @bruno.ortolland * exactly and feature films are not cheap too make, time is the cost

christianclavet

* @mortas_may * Ok. Looked more in the details of what exactly the light linking was about and indeed it would improve rendering speed in complex scenes (but lighting would not be 100% accurate). The other DCCs have them and it's bad that nobody from the core developers seem to be assigned to it:
developer.blender.org/T68915

Since there is nobody assigned to it, the task is waiting for someone...

1
Zineddine

Hi, Pablo I hope you guys put some focus on rigging tools especially facial rigging & shapekeys, Blender require the mesh topology to be the same & there is no live editing between the source mesh & it's duplicates, it needs to ignore topology check & only take vertex order into count, so we don't have to duplicate thousands of meshes but only the facial parts so the scene becomes light, it's important for FACS based rigging. We need shapekeys editor 2.0 ;)

4
3dddan

* @Zineddine * For thousands of shape keys it'd be also neat to have a cuda option, like heavy blendshape based production rigs in maya. The terminology though, FACS, reordered vert IDs for blending between head and body... am I right in the assumption that you're in VFX? May I ask which company? Great to see another facial artist!

3dddan

* @Jorge Zombie * Do you have a link for that? I tried it a bunch of times but couldn't establish a live connection. Asked here as well back a year ago - blenderartists.org/t/rigging-head-separate-from-body-live-blendshapes/1131911/6

christsdude

Good morning Pablo! (It’s 10am for me, don’t know what it is for you)

Is there any chance that Cycles could receive an option to be unbiased? I recently learned how to use Maya in a college class and found that the images rendered with Arnold looked more beautiful than what I’ve achieved in Blender Cycles, and I after some research I found that the reason is because Arnold is one of several “unbiased” render engines, while Cycles is a “biased” engine. LuxCore is unbiased, but it’s an entirely different interface and it doesn’t feel as fully implemented/maintained (so, of course, big shoutout to the amazing people who keep Blender so slick and smooth!)

4
boris.wilson

* @christsdude * Sorry to be that guy, but avoid using other software names in the Blender websites in general, please, it may bring some copyright problems and stuff.

macumoto

* @christsdude * Hello! Cycles is unbiased. And it is very similar to render you mentioned. It uses the same algorithm. I think you need more practice and you'll improve your renders. LuxCore (which is free and opensource) is also unbiased and render algorithm is the same as in Cycles. The difference is mostly becouse it is spectral render which gives you dispersion and other effects imposible in other renders either biased or unbiased. Sorry for my english

juangea

* @christsdude * with all due respect, Cycles is as unbiased as Arnold, I know both, and Cycles and Arnold are like cousins, just Arnold has some more shaders/AOV's, but internally they are basically the same, the counterpart of Arnold is that it's way slower than Cycles.

You should try what you learned in Arnold and apply it to Cycles, you should get as good result as in Arnold, so whoever told you that Cycles is biased and Arnold unbiased does not know what it's talking about... (BTW both are "partially" biased... or "partially" unbiased, but that' s a talk for a different time :) )

2
christsdude

* @Boris Wilson * I'm aware of that policy, but I figured it wouldn't really apply here because it's not like I'm stealing an original idea from either Arnold or Maya, because it's not an original feature unique to them; and really, I was just mentioning them as part of the background of my question. (Of course, I see all the replies here and I watched the stream, so I know now that my impression from the research was incorrect anyway.)

matterform3d

Since there isn't a comprehensive list online, does the dev team have a spreadsheet of all the keybinds so I can fix the mess that happens when don't have a number pad, and yes I do know about the simulate number pad but it screws up other keys binds?

3
puffertron

Hi Pablo, Is there any update on the status of the fracture modifier build and other physics features like full interactivity (cloth + rigidbody + softbody + particles)? Would all that be implemented in everything nodes in the future? Thanks!

3
boris.wilson

* @puffertron * is there a Fracture Modifier build??? How didn't I knew about that? lol Any links?

* @Boris Wilson *

blender.community/c/graphicall/Qbbbbc/

* @Boris Wilson *

btw.. it is super nice and powerful :) sad it is that less in focus.

finalflasher

Hey Pablo 😍😘♥️ Thanks for the awesome eevee motion blur... Any updates about faster or realtime viewport compositor... I love compositor already... Also have you saw 3080 benchmarks? Thank you and take care ♥️ {attachment Screenshot_20200916_201000jpg}{attachment Screenshot_20200916_200837jpg}

3
Helge

* @ton's fan * Regarding an Android-Version of Blender: Let me try to predict the answer to that question:

youtu.be/9V8csSkODmQ

Actually, you asked it before . :-)

1
finalflasher

* @Helge * thank you so much... damn i missed it... really sorry...

Helge

* @ton's fan * Don't be sorry. It is an interesting question. And there was a nice, detailed answer. :-)

1
finalflasher

* @Helge * You are such a nice guy, really appreciated

1
SciVfx

Hey, could you please share some recent info about these upcoming modules:

  • Particle & Physics Nodes
  • New Vertex Paint (in the Sculpt)

Esp. when will they arrive (production, not beta)?

With the new and fast vertex paint, it could be possible to use it instead of textures and UV mapping. However, for smaller details, it would be an overkill having dense geo.
Does or will feature Dynotopo and Multires?
Do you plan Ptex integration?

3
funkfabrik

Sup Pablo! Is it true that particle nodes may be released in the summer with blender 3.0? When will it be production ready?

3
christianclavet

* @Hamza * The planned release date of Blender 3.0 would be in august 2021. But there could be changes, and the date would be updated. If the particle nodes are ready to be used it would surely be integrated (perhaps even before it reach 3.0)

Check the link there for the planning of releases: code.blender.org/2020/02/release-planning-2020-2025/

DARSO

Hi pablo

Recently a really interesting add-on was released to eevee, the screen space global illumination add-on. I've been using it ever since and its pretty good, however it is still not a proper solution for GI in many scenes. My question is if there is any plan to implement proper GI on eevee other than irradiance volumes.

Thanks.

2
amalbubble

* @Darso * In my experience Screen Space GI works good on rough surfaces/environments. I think Implementing Lightmap baking for eevee would be great as it works better than the irradiance volume like its in Unreal Engine.

ajocastillo

* @Darso * Hopefully Nvidia do us the favor to implement their new voxel GI, not sure if it's compatible tho

olepost1

Hey Pablo! I have two questions:

  1. Will you ever do a lighting tutorial? I believe you told in a previous Q&A that you do lighting for the Blender Animation Studio and I am really interested in how this goes
  2. When will Bevel Node and Ambient occlusion node be added to optix? I made an addon that uses these, and it has some compatibility issues because of this optix issue
1
macumoto

Hello! What is the future of dyntopo? Will it be improved or will it be removed?

1
boris.wilson

Hey, Pablo! How is it going? First of all, thank you so much for your great work you've been doing with thr Blender Today livestreams. I've never felt so close to a software community before and never saw anything like these livestreams. I saw recently that Godot is doing some livestreams too, and, probably (in my opinion), it may have had some Blender influence on this. Thanks again, you are breathtaking! ❤

My question is: speaking of community, will the next blender.community website version have more supported redirectional links such as blender.today? Here are some ideas for links:

blender.hoy

blender.hoje

blender.oggi

blender.actu

blender.simera

blender.graphicall

blender.rcs

blender.npr

blender.vse

blender.jobs

blender.events

blender.addons (for the new addons community(?))

As always, cheers from Brazil. Felicidades. :]

1
WIMTOFI

Heo, Pablo. Any upcoming update about Evee render? Thank you so much.

1
paul20

Hello Pablo, What is the status of the asset manager for Blender, will it be in the complete version of 291, also will there ever be a version of Blender that could be installed on a tablet running Android or ISO, I would love to be able to sculpt on a pen based tablet. Thank you Paolo from Canada

1
slowk1d

* @paul20 * 2.91 is already in bcon2, which it means that smaller features will be implemented from now, focusing more on stability and bug-fixing. Unfortunately, I think a project so big like Asset manager is far from being implemented in 2.91, also because there haven't been that many updates on this project in recent times. We can definitely hope for 2.92!!!!!!

Donnie

Hi Pablo, another question from me: I never used "Compress File" for .blend because I was afraid compression would make it more difficult to rescue a file in case of data corruption or something unexpected. Now with hundreds of blends, I think it would be better to use compression. What do you think, are you using it? How would I go about compressing all my blends - do I have to open each blend with the blender version it was created with or is there a better solution?

1
hector.rojo.cg

Hi Pablo! thanks for this live videos, are great!. Question, does the Material Override feature will be available in Blender 2.91? Thanks again!

1

Have you checked out the Compositor-up branch? blender.community/c/graphicall/jpbbbc/

Seems they are trying to tackle some of the same performance problems as are on the official roadmap as well as video sequencer integration. Does this complement the work the BF Devs are doing or conflict with it?

1

Hello Uncle Pablo.

I understand there was talk recently of going back to the drawing board regarding everything nodes. What do you know about this please?

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Image

1

Are we getting search for 'add modifier' dialogue? To add a shrinkwrap for example:

Click 'Add modifier'

Type "shri"

Hit Enter

dasmonkey

hello Pablo, I saw someone is working on Blender multi-monitor support, is there any updates on that? I got my graphic tablet as a secondary monitor and blender pop up windows always open in the main monitor, I tried to save default but it doesn't help. Thank you for the awesome work.

dasmonkey

* @dasmonkey * This was the task I saw developer.blender.org/T69819

ajocastillo

Hi are there any plans o even possibilities to add raytracing besides path tracing to get better caustics? We have Lux render for that but just curious

keesmoolenaarjr

Can i use my vr headset to record with the blender camera?

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

expert.rnarn

hey Pablo, i invited you to Hangouts Google, please approve it!

parkeramitrakshar

Hello, Uncle Pablo.... I have been trying to under How Color management in Blender Works

  • What Color Gamut/Chromaticity {eg:- bt.2020's Color Gamut) does Blender's Filmic Color Transformation Use? BLenderGuru Said Filmic Emulates ACES. Does it Use Full ACES Color Gamut?

* (I am Talking about That Filmic ColorManagement System Dev by Troy Sobotka and got added to blender as native Color Management System in 2.79) *

  • In 2012 When the "Color Management got added in Blender 2.64 (Because of making

TOS and Blender even greater, i suppose it was Added), There was that View Transformation called Film and RRT, How were they Different from Filmic, Were they like only Using sRGB Gamut?

(If You would Like, You can Tell me about how Linear ColorSpace Itself is implemented in Blender)

Thank You For All these Streams, Loooooooveeeee it!!!!

ostapblender

Any plans for cloth self-collision in Cloth Filter of Sculpting mode?

atomizer1001

When will quadremesher come in Blender 2.9X?

slayerdude93

Hey Pablo! I think I found NLA editor UI regression! Have a look please: Screenshot_13396b933b8d137fe.jpg

Jakob-leitner

Hi P, Any news on Particle Nodes ?

Naolito

Hola Pablo desde España! Any plans to make changes on the way shape keys work? Since they work before modifiers they're quite limiting and it would be really powerful to see shape keys as a modifier, especially for rigging and sculpting shape keys.

HowDot

Hello Pablo, Do you think other import options like pcf and stuff will come into blender in the future?

The 2nd thing is there going to be a feature where people can share and edit a single file together in real time? similair to google docs if you get the idea.

thanks and best of luck!

one_raw_artist

Hi pablo , the blender architect here , i just wanna thank everyone in this amazing community. i joing blender 4 months ago and now im working with tissue and sverchok, rendering in cycles and enjoying every moment ^^ thank you all <3 check my progress if you're interested: artstation.com/onerawartist

sanjay.lama2045

Hello Sir, is blender's cloth simulation good enough to do simulation at this level youtu.be/T0js8ivrq5E ?

If yes then are there any reliable tutorial to learn it , coz YouTube videos are only basic. I have tried to play around the cloth simulation but during animation it acts really in wierd ways.

christsdude

What are some good resources for learning to write patches for Blender? I have so many ideas for new modifiers, textures, etc, but I get that the developers are constantly busy and have their hands full, so I would like to try writing patches for these features myself. My experience with coding is limited to 3 college courses on Java for business. My planned college degree (and probably career) is more in the animation field than the computer science field, so this will probably have to be a skill I develop on the side.
I’ve heard the suggestion that I get my feet wet by writing addons in Python, and I get that, but from looking at the tutorials, it looks like the Python API can only do so much, and I fail to see how it will help me learn how to work with Blender’s underlying C code and write actual patches for actual new features.

daniellapalme

Hey Pablo, this has come up in a couple different episodes, so thought it would be fun to solve the mystery of how to pronounce my name XD

It’s French, so it’s similar to Spanish the pronunciation you are using now, just the ending is different. Instead of “Lapalmei” it’s “Lapalm”. The name literally means “the hand” - “La palme” (almost the same in Spanish too right?).

Silliness aside, I actually do have a question! It’s 2.9 and 3.0 isn’t that far away, which is crazy. I heard that if there were a time to break long standing conventions for blender, something like 3.0 might be it. I was wondering if you were to break something in blender, for the better, what would it be? Personally, I think I might like to see vertex groups reworked to just generic “grouping”, allowing for vertex, edge and face groups to be made and used in every modifier.

slowk1d

Hola Pablo!

I wanted to ask you how much would be difficult to have the possibility to move, scale and rotate Collections? I understand that Collections are not exactly groups but more a layering/organizing system, and I don't know how much programming would require, but it feels such like a needed feature to just put a bunch of objects in a collection and move them all together, instead of parenting them to an empty. It feels weird especially because with instanced collections this thing is possible, why not with regular ones?

Thanks for the space and for improving Blender every day!

christianclavet

* @David Vernaglione * You could try to select the collection items from the outliner and then move/rotate them.

slowk1d

* @Christian Clavet * This is what I currently do, my point is exactly for avoiding this and make the process faster and less tedious, considering that generally one of the reasons of grouping is being able to manipulate a large number of objects without having to select them all.

Donnie

Hi Pablo, thanks for the great show, currently I need to know how much time my animations took to render: can you give this patch some love: developer.blender.org/D7761 or is there a better alternative?

Eban65

Hi Pablo!

I have so many questions, but I choose this collection of related questions; with my thoughts as statements interspersed.

Blender is a fantastic tool for 3d creation, and yes, sometimes also 2d creation, and the development goes so fast and I think in the right direction. Blender has such a wide range of possibilities and assets, but can it be a risk with a software that it’s too broad so that it loses its edge?

That sculpting in Blender does never reach up to the z-brush level, for example?

As an example, I have seen wishes that Blender should have functions such as Substance painter.

I'm sure there are also wishes for everything from image processing to 3d Production Management that should be embedded in Blender in the community!?!

But then I think that it might be better for Blender to support other open source projects and shape these to have a good connection to Blender and interfaces that a blender user recognizes.

Is this something you are discussing at the Blender Foundation; what limitations Blender need to have and to create partnerships with other open source initiatives?

Scope

Hey Pablo, do you think it's possible to implement an Ocean Texture node to use in shader editor?

Blender has an algorithm that can generate realistic oceans but only as a displacement via the modifier. So the maths and everything seems to be there but there's no way to use that data in the node editor directly.

That would be amazingly helpful for generating large scale bodies of water but the only workaround as of now is to bake normal maps and go through the process of making them usable. Plus, there's always a problem with tiling that wouldn't be there if there was an ocean texture node.

damian_winnichenko

Hi Pablo; hello highest honoured developers team; hello, the respectable community!

In the beginning, they had cut off blender game engine; then they were going to get rid of the particle system, later they kept their eye on the Texture node editor. And lastly, they have mentioned that the sculpting tools will be so well-developed in future that nobody would need anything else!

Allmighty developers, I beg you, please, do not remove mesh modelling!

(partly a joke)

christianclavet

* @damian winnichenko * Don't worry about this module being removed. This is an integral part of any DCC tool. 😊