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  • Published 4 Dec 2023

We SURVIVED! - Blender Today LIVE #242

Changelog

416 commits in total, of which 73 are fixes and 128 cleanup.

Anim

Assets

BKE

BLF

BLI

Build

CMake

Cleanup

Collection

Color management

Compositor

Core

Cycles

EEVEE Next

Externals

Fix

Fullframe compositor

GHOST/Wayland

GPU

Grease Pencil 3

Geometry Nodes

Hydra

I18n

Liboverride

License headers

Mesh

Metal

Nodes

OpenGL

Overlay

PBVH

PyAPI

RNA

Realtime Compositor

Refactor

Revert...

Sculpt

Selection

Subdiv

Suppress warnings by removing unused properties from keymaps

Text Editor

UI

USD

Unbreak build with Vulkan+Wayland+X11

Unbreak building with Vulkan & WITH_GHOST_X11=OFF

VSE

Vulkan

install_linux_packages

Miscellaneous

dfelinto
4 Dec 2023

11 Comments

riki

Greetings,

I have a request to make the dropdown list bigger [like actions, materials, nla clips]. Or show it fully like the search menu. The current size is too small. Its better if the user have the same type of action and need to add a little detail at the end of the name. No need to hover each time.

Also, is there any way to reorder 'Quick Favourites' or least a way to access the list using python.

Thank you & the Blender Team for your hardwork. Have a nice day.

1
cheesecake

hi Agx just got added, so can we expect ACES in blender natively anytime soon pretty please?

I know we can install it ourselves but it's complicated at least for me (╥﹏╥) i just want clicky click switching bim bam and done! 🙏

1
Silas

Thats nice, thanks for the stream!

daniellapalme

Hi Pablo! How you doing?

I was wondering what the reason for the new rotation nodes that were introduced. So now nodes like instance on points have a rotation socket. Is it because they are quaternions and that will have some benefit? Would love to know!

blendcreator

Good evening,

i´d have two question about geometry nodes. Will there ever be something like a programming language to create custom geometry nodes? In Houdini for example, it´s used for very custom stuff and would definitly support to create very individual or very complicated and profesional nodes. Maybe even editing existing modifiers? And besides that, i wonder what erindale would do with that🤔.

The next question would be, if it was possible to have a one week internship at the blender studio? Have a great day,

Blend Creator

Hello Dalai, excellent stream , you were understandably like a deer in the headlights for the first two minutes, but after that solid gold. Great to have the views of someone with in-depth technical knowledge.

I have a question regarding VR. Does the python API provide sufficient functions and properties to draw and map operators to VR controllers, or would it need to be done via C++ in the Blender source?

I used to like the controls and UX of the oculus medium sculpting application, and was considering building an addon to give Blender a similar VR sculpting experience.

dfelinto Author

The problem you will run into is that you need to map a 3D input to the sculpting (which takes a 2D mouse position at the moment). It is not something you can do with an add-on alone I believe.

Check Daniel Lara's talk on Blender conference about his work on grease pencil VR. He highlights some of the difficulties there and shares his progress.

1

Thanks 👍

nubnubbud

Oi, Dalai!~

customization is massive!... and it's a bit of an issue. We need a "basic customization" menu, to go with the super granular one. a number of things in blender are the same color by default. they should be grouped in a simplified theme editor by default.

other than that, we still need nodes with vector curves in their ui to use correct math for geo nodes (and material) accuracy projects.blender.org/blender/blender/issues/113455 ... I'm not sure who might handle that, but if you know, feel free to bug them about it! it seems small, but accuracy is key for math-based workflows!

FreeMind

Hey :) Question about the user interface. Why are there still global transform settings among Active tool settings? Seems very misplaced. Seems like a no-brainer to put these next to the other transform settings, no?

Image from devtalk: devtalk.blender.org/uploads/default/original/3X/4/d/4db78b239437ddbe525e332a84cb08965d60c3d8.png

There's also stuff like "Workspace" settings in the active tools tab, which makes no sense either... Another image from devtalk: devtalk.blender.org/uploads/default/original/3X/a/f/af8f3822a0b15c464a3d663577cc46082e3682c6.png

XanzulsCG

Hey Dalai, hope you are doing well.

Why importing the openVDB is under 'add>volume>import openVDB' and not under 'File>Import>OpenVDB'? What's the logic/technical reason behind it, considering it's just a format to store volume data like Alembic, USD, and FBX are for geo? IMO it makes no sense to have the import openVDB be under the ADD menu/Shift + A because in that menu everything that can be created is part of Blender where the openVDB files are external files being imported.

And this is also one of my small pet peeves with Blender UX, it's something you do get used to after some time in Blender but for new users, it's an illogical solution. That's the placement for the camera lock button in Blender. IMO, instead of it being hidden somewhere in the N-panel I think it should be visible somewhere on the UI when you are looking through the camera. There could be other controls that can be added alongside the camera lock button as well for adjusting the Focal length, DOF picker which is already in the right-click menu. Also adding something like a camera target by default (giving an option to turn it off in the camera settings as well) instead of workarounds like manually adding an empty and then adding a track to constraint would improve the UX so much in Blender.

Same thing with the compositor UI, having nodes on top of the render is pretty odd and most people just rearrange the panels even tho the node-specific gizmos don't work with the image viewer. A new UI for the compositor would also be nice.