Hope you're having a fantastic Monday, I have a Question coming from the perspective of a Professional Automotive Visualization Artist working for one of the Major OEM's.
Do you foresee any changes in how Blender works with Groups/parented objects? Ignoring the usual points about Groups in blender, one thing I have noticed is that child objects are not highlighted when the parent is selected, so other than the relationship lines (which become unreadable in big files), there are no visual clues about what is affected by your selection.
This becomes a big issue when working with large data structures such as the ones I would expect at work. A car data set would consist of thousands of parented objects in a big tree, many layers deep. if i try to walk up and down the tree without using the outliner, when selecting an empty that represents a group in other software packages, I am unable to see the children that it affects.
It's often not practical to rely solely on the outliner as the structure/object names don't necessarily give you any information about what they are.
Maya for example by default, highlights any object that is a child of the one selected, maybe we could do the same? with a new colour for child objects, or reusing the selected colour like Maya does.
This is one of a few major points that holds me back from suggesting Blender at work, The software is fantastic and it's been so much fun to watch it grow over the past decade, there are just a few sticking points in my area of work that stop it being a viable solution.
That being said, Keep up the good work and I hope you have a great week!
5
X
XanzulsCGAuthor
Quick question
Why does blender have a 10*10 UDIMs limit when in theory it shouldn't have any limits?
While selecting a gizmo, sometimes it's hard to see which one is being selected(x/y/z), especially with the blue one, maybe the color change while being selected could be a bit more significant and easier to see. (Like in other software it gets bright white or yellow like unreal)
I want to ask how to append compositing nodes setup from another .blend file? Just like any other content we append from other .blend files. There is no data block for compositing workspace like shader workspace.
2
j
jjcg.23
Hola Pablo,
As you where working on Themes and were talking about exposure of options the other week-
Why is there no way of distinguishing between curves and meshes-wires in the viewport?
It would be so great if you could define a custom color for Curves in the themes!
I often use Curves coming from my Nurbs modeling software, and I use them as a modeling-guide for my meshes in Blender...
And its very hard to tell a meshwire from a curve, which can get frustrating in more complex models- I imagine it would be "quite" easy for blender developers to expose an option for curve color in the Themes, as blender already has so much customisable entities there, right?
All the best-
OH wait, also it would be sooo benefitial for my/many workflows, if geometry that is sitting in a colored Collection, would inherit that collections color for the Meshwires/Curves.
similar to the objects color in wireframe mode, but way easyier to manage!
Thank, J. Cruz
2
s
scopelma
Hey Pablo!
I have two questions (or actually, some feedback and a question) about the n-panel:
with the new theme, the n-panel almost completely blends with the background, and it becomes difficult to distinguish. Is this intentional or is it going to change?
on the same topic, over time, I've come to rely on many addons in my Blender setup. However, this means that the n-panel labels have become completely unreadable. They just show the few first letters of the addons. I think it's really bad for usability. Do you think this will change in the future? Even showing the labels with a horizontal orientation would help.
Thank you so much and have a good evening :)
1
m
matcho0
Hello Pablo,
it will be great to have the blender console integrated within blender for addons developments as an Editor same as the python console to preview output and errors easily ,Cheers.
1
v
velu
Good Morning :)
Last week someone asked about baking improvements, I highly recommend trying Bake wrangler on Blender market. Very affordable. It adds a workspace and a set of baking and output nodes to let you set up bakes in an elegant functional manner.
It's a perfect example of how Baking in Blender could be improved 1000% with the addition of just a few nodes.
1
T
The_Kalaakaar
When we have multiple uv maps for use in geometry nodes, it is extremely inconvenient to expose the values for selecting the needed map. Can something be done about that?
1
B
BarfGarbage
Yo, Pabz! How come Blender on my pc called "blender" with a lowercase "b"?
1
m
moueza
Hi @PabloVazquez_. In AO, I can see POF of no lamp scenes under Cycles, but none in pure Eevee. Could you demo a basic AO scene in Eevee without a lamp, please?
1
H
Hexbob6
Hey Pablo,
I asked last week about the possibility of a multi-line string node. Sorry for the bad description but I think you thought I meant a node that outputs multiple lines of text (which can already be done), but what I actually meant was something more like this rough edit:
prnt.sc/1wmgucl
. Essentially it's a string node that allows you to view multiple lines in the node editor, rather than trying to fit the whole string into a small box.
I know it's not necessarily the Blender-way of doing things, but feel like it would massively improve the UX for working with text - what do you think? :)
1
m
matsuk.vasil
Can users code their own "geometry nodes" and share them with the community (like the addons)?
1
p
paul3
Hi Pablo is there any news about hair dynamics
1
j
jendabek
Hi Pablo,
I would like to ask you about these 2:
GN: realizing instances (by RI node or Apply modifier) clears all the mesh data like UVs, Vertex Colors etc. From the user perspective this looks like a bug and it limits the overall usability of GNs especially for game artists. As we have all the data accessible using Attributes, isn't it "only" about assigning that data back to their original "data type"? Can we expect this to be implemented?
Vertex / Weight Paint is very slow with higher poly meshes (Vertex Paint is even slower than in 2.79
youtube.com/watch
). I thinks such essential features deserve some care and Sculpt Paint confirms there is a big room for optimizations. Are there any improvements planned in this regard?
Hello Pablo,
Will the extrude (faces?) node be returning? Is there a workaround?
Thank you in advance?
D
DJgytis231
Hi Pablo! On the main
Blender.org
site the last Google Summer of Code article has the wrong article link !!!
s
sqeee
Hi Pablo, new apple silicon processors today :) Any news about full official support ?
t
thecharacterhero
Hi, Pablo!
Apple joins the Blender Development Fund, but why isn't their logo on
fund.blender.org
?
r
ryptun
Any plans on improving creating/editing UV maps? Better UV packer would be useful and maybe some procedural modifiers for UV maps? UV maps editing didn't changed much in a long time
Also I believe there is no way to edit UV maps in Geometry nodes, unless there's something new I don't know about
c
crantisz
Hello, Pablo! I have a little question about Geometry Nodes. Then we can expect support From Instancer UV option in instances generated by GN?
n
nuzzar
Pablo, are there any plan to use the asset browser to save some simple scripts? I think it will be cool if we can drag and drop a script to run it on a given area. This way we don't need to create classes etc to detect an area. So it kinda work like a shelf on other software.
23 Comments
Hello Pablo!
Hope you're having a fantastic Monday, I have a Question coming from the perspective of a Professional Automotive Visualization Artist working for one of the Major OEM's.
Do you foresee any changes in how Blender works with Groups/parented objects? Ignoring the usual points about Groups in blender, one thing I have noticed is that child objects are not highlighted when the parent is selected, so other than the relationship lines (which become unreadable in big files), there are no visual clues about what is affected by your selection.
This becomes a big issue when working with large data structures such as the ones I would expect at work. A car data set would consist of thousands of parented objects in a big tree, many layers deep. if i try to walk up and down the tree without using the outliner, when selecting an empty that represents a group in other software packages, I am unable to see the children that it affects.
It's often not practical to rely solely on the outliner as the structure/object names don't necessarily give you any information about what they are.
Maya for example by default, highlights any object that is a child of the one selected, maybe we could do the same? with a new colour for child objects, or reusing the selected colour like Maya does.
This is one of a few major points that holds me back from suggesting Blender at work, The software is fantastic and it's been so much fun to watch it grow over the past decade, there are just a few sticking points in my area of work that stop it being a viable solution.
That being said, Keep up the good work and I hope you have a great week!
Quick question
Why does blender have a 10*10 UDIMs limit when in theory it shouldn't have any limits?
While selecting a gizmo, sometimes it's hard to see which one is being selected(x/y/z), especially with the blue one, maybe the color change while being selected could be a bit more significant and easier to see. (Like in other software it gets bright white or yellow like unreal)
That's all. Looking forward to 3.0.
Hi, Pablo Please see this suggestion. Would be interesting to hear what do you think about it as Blender UI team member: blender.community/c/rightclickselect/nRmP/
Hello Handsome Pablo, how are you?
I want to ask how to append compositing nodes setup from another .blend file? Just like any other content we append from other .blend files. There is no data block for compositing workspace like shader workspace.
Hola Pablo, As you where working on Themes and were talking about exposure of options the other week- Why is there no way of distinguishing between curves and meshes-wires in the viewport? It would be so great if you could define a custom color for Curves in the themes! I often use Curves coming from my Nurbs modeling software, and I use them as a modeling-guide for my meshes in Blender... And its very hard to tell a meshwire from a curve, which can get frustrating in more complex models- I imagine it would be "quite" easy for blender developers to expose an option for curve color in the Themes, as blender already has so much customisable entities there, right? All the best-
OH wait, also it would be sooo benefitial for my/many workflows, if geometry that is sitting in a colored Collection, would inherit that collections color for the Meshwires/Curves. similar to the objects color in wireframe mode, but way easyier to manage! Thank, J. Cruz
Hey Pablo! I have two questions (or actually, some feedback and a question) about the n-panel:
Thank you so much and have a good evening :)
Hello Pablo, it will be great to have the blender console integrated within blender for addons developments as an Editor same as the python console to preview output and errors easily ,Cheers.
Good Morning :)
Last week someone asked about baking improvements, I highly recommend trying Bake wrangler on Blender market. Very affordable. It adds a workspace and a set of baking and output nodes to let you set up bakes in an elegant functional manner.
It's a perfect example of how Baking in Blender could be improved 1000% with the addition of just a few nodes.
When we have multiple uv maps for use in geometry nodes, it is extremely inconvenient to expose the values for selecting the needed map. Can something be done about that?
Yo, Pabz! How come Blender on my pc called "blender" with a lowercase "b"?
Hi @PabloVazquez_. In AO, I can see POF of no lamp scenes under Cycles, but none in pure Eevee. Could you demo a basic AO scene in Eevee without a lamp, please?
Hey Pablo,
I asked last week about the possibility of a multi-line string node. Sorry for the bad description but I think you thought I meant a node that outputs multiple lines of text (which can already be done), but what I actually meant was something more like this rough edit: prnt.sc/1wmgucl . Essentially it's a string node that allows you to view multiple lines in the node editor, rather than trying to fit the whole string into a small box.
I know it's not necessarily the Blender-way of doing things, but feel like it would massively improve the UX for working with text - what do you think? :)
Can users code their own "geometry nodes" and share them with the community (like the addons)?
Hi Pablo is there any news about hair dynamics
Hi Pablo, I would like to ask you about these 2:
GN: realizing instances (by RI node or Apply modifier) clears all the mesh data like UVs, Vertex Colors etc. From the user perspective this looks like a bug and it limits the overall usability of GNs especially for game artists. As we have all the data accessible using Attributes, isn't it "only" about assigning that data back to their original "data type"? Can we expect this to be implemented?
Vertex / Weight Paint is very slow with higher poly meshes (Vertex Paint is even slower than in 2.79 youtube.com/watch ). I thinks such essential features deserve some care and Sculpt Paint confirms there is a big room for optimizations. Are there any improvements planned in this regard?
Thank you for all your work!
Hey Pablo!
As a UI developer how would you go about fixing this? blender.community/c/rightclickselect/z64O/
Hello Pablo, Will the extrude (faces?) node be returning? Is there a workaround? Thank you in advance?
Hi Pablo! On the main Blender.org site the last Google Summer of Code article has the wrong article link !!!
Hi Pablo, new apple silicon processors today :) Any news about full official support ?
Hi, Pablo! Apple joins the Blender Development Fund, but why isn't their logo on fund.blender.org ?
Any plans on improving creating/editing UV maps? Better UV packer would be useful and maybe some procedural modifiers for UV maps? UV maps editing didn't changed much in a long time
Also I believe there is no way to edit UV maps in Geometry nodes, unless there's something new I don't know about
Hello, Pablo! I have a little question about Geometry Nodes. Then we can expect support From Instancer UV option in instances generated by GN?
Pablo, are there any plan to use the asset browser to save some simple scripts? I think it will be cool if we can drag and drop a script to run it on a given area. This way we don't need to create classes etc to detect an area. So it kinda work like a shelf on other software.