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24 Feb 2020
momotron2000
youtube.com momotron2000
Alumx
Drawingistmusashi
RodDavis92
Xdragon5502
arcanejustice
christianclavet
dcb.creative
filibis
frostcrackstudio
n.joshi007
ostapblender
pablovazquez
pipeliner
printerkiller
urkokul
zinogg
71 Comments
Hi, Pablo! I want to ask when will the camera tracking and solving be improved? And what's the possibility of adding camera matching like fSpy or SketchUp?
Hi Pablo, how are you? And I am creating a tool to create Batch Renders (renders by line commands), with it it will be possible to have a visual interface of the process, render the Custon Output Files, cameras, scenes, layers and even choose which frames will be rendered. It is being hard work, but soon I believe that I finish the Release version. Thanks from Brazil! <3 {attachment Print-1PNG} {attachment Print-2PNG}{attachment Print-3PNG}
* @vfxonfire * nice! did you ever try OpenCue?
* @vfxonfire * Looks great! Is it available on Github?
* @Johan Aantjes * yes: github.com/AcademySoftwareFoundation/OpenCue
* @momotron2000 * Hello guys, I know OpenCue, but I want something focused on Blender, that accepts the main settings like cameras, scenes, layers and even the custom file output, all of this in a quick way, with few clicks.
* @momotron2000 * Thanks, but i was asking for a link for the batch render creator that * @vfxonfire * was talking about :)
* @Johan Aantjes * hi man :D, I have now launched the first version: gumroad.com/l/FqlYNw
* @vfxonfire * Thanks a lot, this looks much better then my own version!
Hey Pablo! Love seeing you every week!
A few months ago I bugged you a lot about baking being added back to Blender (specifically ambient occlusion baking to vertex colours -- not Dirty Vertex Colours). Any news on that?? The devs said this would be relatively easy to do, but we haven't heard anything about it! When will we get baking back?
Someone made an addon for vertex occlusion baking but it takes forever because it's written in python...! We need native support!
(addon here: blendermarket.com/products/vertex-oven )
Thanks Pablo!
Hey Pablo, mirror editing options don't work for all tools like extrude, bevel..etc but for armatures it does work, this is a standard in other applications, is there a reason why Blender is different?
Would it be possible to add the Cavity overlay from the shaded viewport to EEVEE as well? It's a blazingly fast overlay for cavities and edges, something EEVEE is really missing. Of course it would be even better as an actual node in the shader editor.
(I'm not talking about the pointiness, since that only works on a vertex-level and requires a strongly subdivided mesh. Cavity works on low-poly geometry as well.)
Hello Pablo! Do you know what happened to the themes from the theme contest?
If I want to ask for a new feature or tool in Blender, where is the best place to ask?
* @DeadDragon * look if it isn't already here: blender.community/c/rightclickselect/
Heeeeellooooo Pablo! Love the show and find it invaluable for staying up to date with Blender's ever changing features and improvements.
I have a request: A few weeks ago I heard you read the list for priority fixes and features for 2020; to my surprise, motion blur for EEVEE wasn't on that list. My request is to ask you to lobby for EEVEE motion blur, object and deformation, to be added to 2020 priority list.
I also heard you mention the developer of EEVEE (Clement?) was working on something, but wasn't really making it a priority.
EEVEE is extremely capable, as you know, and motion blur isn't just a "nice thing to have", but a must when working with animation.
Thanks again and love the show! Tim
***For now I've been using the EEVEE motion blur add-on hack but it has some major drawbacks, like time of renders. If six samples is used to blur, it will require the render time to take 6 times as long, and so on. Also it seems to not allow for renders to use "filmic's" color depth or dynamic range.
Hi Pablo, I hope you have a great day.
Any news for the Blender assets manager?
And Will you add snow to Mantaflow?
* @frostcrackstudio * Try looking at developer.blender.org/project/profile/79/
* @rodgerdaledavis * That link is for BAT - a tool for tracing and packing all the dependencies of a .blend file. The asset manager project is here: developer.blender.org/T73366
* @Scaredyfish * Lol, I misread the BAM project page. For some reason I thought superseded was suspended. developer.blender.org/project/view/55/
Thank you for posting the right link
helloo! question here, how does eevee work, is it dependant on the cpu or the gpu? because my pc can handle games with very good graphics but eevee is tryna barely live on some scenes sometimes.
and also, is the Principled hair shader coming to eevee anytime soon? its just so easy to shade it the right way in cycles
Hi Pablo, I feel like there's no attention from developers to community channel about features requests aka "Right-Click Select". It looks like there's no mod or somone to moderate all propositions (for example proposal for Remove Doubles modifier is not checked as Done and many others), removing duplicates, answering what is possible and what not. Right now it looks little bit like a mess with houndreds of propositions with 1-3 points.
Maybe making something similar like CodeQuest but for TOP50 ideas from RCS? I think the best would be splitting top requests for two categories: big and small features. There's many small features, probably fast to deliver - for example "Isolate selected" in Object Types Visibility blender.community/c/rightclickselect/0mfbbc/
I'm aware that right now most of dev team is fixing bugs but would be great for community that even they can't code they have practical impact for Blender devlop (besides donates). Some devs even has option for donate for specific features (LuxCore developers).
Many thanks for you and all people who makes Blender better and better!
* @matt881 * I agree a link between proposals and development is needed
Hi pablo and thanks for your live streams ! Do you have an idea of the date of merging for the grease pencil refactoring patch ? I'm currently using it and it would be great to take advantage of all the new features ! cheers from paris !
* @tonton * goal is 2.83 (in around 3 months)
How about an add-on channel here on blender.community? For the benefit of the Blender users, free add-ons needs an organized place for easy search.
What's the outcome of dyntopo, Pablo made a conterversial proposal.
* @Cobra * R.I.P. dyntopo
* @momotron2000 * There are still 2 other scenarios .
I'm voting for 2 and/or 3. developer.blender.org/T73934
Can you make a blenders own inbuilt character creator? /2
* @atomizer1001 * please no
Any plans for big fat lens flares in Eevee, so there would be no need in post-processing whatsoever?
Hi Pablo! Every day I discover something new in Blender. Last week I learned NLA. It rocks!!!
Two questions today:
As a bonus, I have noticed some inconsistency in Falloff menus. They are different in Edit mode and Sculpt Mode. The latter needs one extra click, which is odd. (see the screenshot){attachment tmpjpg}
* @damian winnichenko * Sculpt mode's Falloff will change pretty soon with the Hardness brush property. developer.blender.org/D6902 Just throwing that out there :D
Hi Pablo! When pressing the tilde key for the popup wheel for views (top, right etc) what are the numbers for? They don't match the shortcut keys. Should they?
Hi Pablo! Any reason why any of the tabs in the Properties Editor don't have a search bar at the top? Like this:
Sometimes there's to many Properties to sift through.
* @cooreets * good idea
Can you make a blenders own inbuilt character creator?
* @atomizer1001 * please not
Hi Pablo! Thank you for this live show! A UI Question - Can there be an option to reload a proxy within the View layer? Right now to reload an object we have to go and find its source in the Blender File, and not stay in the same place in the Outliner. Or is it planned only for the Asset manager in the far future?
Hey Pablo... is there any way to create lightning fx or electric fx in blender...
* @visualworld420 * this kinda thing is much easier to find with a search somewhere, try this one twitter.com/Eavin7/status/1115429792747278341
Can we have this feature added ? blender.community/c/rightclickselect/4qfbbc/
* @Pascal 0 * there is a thing called " HEAVYPOLY config scripts " that do the exact thing you described. I'm not sure about MACHIN3tools addon does or not.
but, I'm definitely sure HEAVYPOLY config scripts do this.
hope this helps.
* @n.joshi007 * it's not the same, this is just hover and switch ...HEAVYPOLY config changes Blender's config too much for me, i want just this particular feature.
* @Pascal 0 * My addon UOZA ProductionPies does that, it differs from HEAVYPOLY in that you don't need to select the object before entering Edit Mode, just like Maya.
Hi Pablo, will be possible to setup sticky keys for actions any time soon? ( especialy snapping on/off/setup, edit pivot... again and again is driving me kill myself ) And, what about some kind of warning shortcut collision? I mess my keymap pretty often.
Enable Masking Feature to Edit & Object mode and add python api of that.
Pablo Dobarro created an awesome mask brush for sculpting mode. But, mask brush should be available to other modes as well. By enabling masking feature to edit mode and object mode would open the door for creativity with freedom. Example: creating terrain with more control over it. like, with one same plane we can create a canyon-like terrain on the specific part of the plane and one the other hand we can create other types of terrains on that plane. we will achieve that by masking some specific part of that plane. and we can create some detailed work on that terrain by making and messing around with it. and if we create the python API to know the masked part of the geometry with specific id allocated to that masked part of the geometry. we can build an awesome python script or add-on for terrain building that currently available scripts or addon lake of some feature like this. of course, there are many ways to use the masking feature. but, at time of writing this, I've only terrain building idea. I think it's an easy task. because masking feature is already available in sculpt mode.
* @n.joshi007 * Try painting a vertex group in weightpaint mode. Then use that vertex group as an influence in a displacement modifier.
* @rodgerdaledavis * I know that method. but, masking tool is more convenient and for the very high detailed work masking comes handy in compare to VG just mask the area and you're good to go when in VG method we have to carefully select the vertices and many more steps to do the same thing. no need to click here and there just open up brush, paint( mask ) the area and baamm..!!!!
* @rodgerdaledavis * and don't forget the inverse masking feature of the masking tool.
Any chance of getting the render regions to work properly within Eevee? It kind of defeats the purpose of using it to save resources on really high-resolution images when it still loads the entire thing into memory at the scene resolution. Which, if you're rendering at a high resolution, often just crashes the program. So forget 300dpi prints.
At most, all render regions does in Eevee is just crop the full resolution image (while rendering/drawing everything). Not even close to what cycles does where it ONLY renders what's in the region. Using the shift X/Y doesn't really solve the problem either.
Hello Pablo. Would be great to have Glow over alpha in eevee by default without current workarounds. Cheers!
Hey pablo! How to fix transmission ray with shadow catcher to disable diffuse ray and only catch the shadow on glass ray?
* @dwibas.tv * ask this in a foru and provide screenshots, it's not possible to help you in that way
Hi guys! Do you think Eevee is getting a working panorama camera anytime soon?
Hola Pablo! como estas? we need dynamic occlusion culling on eevee for better performence. is there any plan for this feature?
Hi, shoutout to Simon, really good work. Question: There is a known problem with animation nodes - they can't access splines that are deformed using modifiers (hooks as example). As I understood it's disabled in Blender code, but it would be super useful. Of course I don't know how much work that is or what that influences in other areas. Thank you!
we need dynamic occlusion culling on eevee! is there any plan for this feature?
Hi Pablo.
When will Eevee support Equirectangular/Fisheye camera?
Can you make a blenders own inbuilt character creator?
Buenas tardes, Pablo! I made a different thread because I didn't know if you would remember to make one. Sorry about that.
I have a few questions I would like to ask.
First, I am happy to see that there have been some improvements in cycles, but i have been wondering if we would ever get proper light path tracing, such as you do in LuxCore with bi-direction lighting or light path tracing.
Secondly, is there a way that we can use or change the image sequencer node so that we can have a specific image displayed at a time without having to use an offsent or scrolling through the timeline to find a certain frame? I would like to be able to use this in a similar fashion to how an MRI works to create a volumetric object that changes in color or images the deeper inside you go. Almost like giving it a Z or W slider to change between images.
Lastly, is there a way in blender to split vertex normals efficiently? Currently, I have to go through the ardous process of creating a duplicate mesh, splitting the edges, changing the face normals to affect the vertex normals and apply that to the original mesh.
Will it be possible to use a material output in the displacement modifier instead of just the texture input? There was a previous custom build of 2.79 that had that functionality at one time.
what's cheaper for instances - grace pencil or image with alpha clip... for grass
Hey pablo still enjoying 2.82, but it still needs a bit more ironing, 2 things we should have a select by similar name feature where objects of the same name can be quick selected
And does blender have any intentions of colaborating w casceduere
Hey Pablo, Is it a bug or an intended feature to have, ctrl, alt and shift depending on what side of the keyboard it is pressed? I use Alt M to merge but have to press left side alt and M now where in the past id slide my hand over and press right alt + M.
if its a feature how do you define left or right?
Hola Pablo,
I have a question - Is it possible (or will it be) to use a Vector Image (eg SVG or .AI) as a texture map that allows you to zoom in on it infinitely. It WAS something that 3ds Max did until it stopped working. It would be great to have in blender! So I can finally close the door on 3DS!
Blender is Awesome! Great Work!
Jordan
What's poppin' Pablo? What is the plan for the texture editor in the future? Wouldn't it be gnarly if took on a Substance Designer-type role for procedural 2D texture generation?
Delete
Hello, Pablo. Is there any plans for widget for stencil maps in texture paint and sculpt modes? For now it can be manipulated only by shortcuts. There even no menu items for it.
Hi! Is there a way to assign a shortcut to 'Object -> Convert To...' ?
I think I used Alt-C in 2.79, but I can't assign anything to it in 2.8. For converting between Curves/Meshes/GreasePencil