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25 Nov 2019
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82 Comments
Pssssst Pablo?... any updates on Asset Manager? ;-D
Some time ago, Pablo Dobarro had worked on Texture Painting improvements, that included adding properties to the Paint Brush, like opacity, flow, density, etc. Is the Blender 2.82 release going to include these improvements?
Here is the developer post, stating these changes in more detail:
developer.blender.org/D5697
Hi Pablo! Please can devs show some love to shadowcatcher for 2.82? Catching indirect incoming light (not only grayscale shadow) is so essential for VFX. Thank you! devtalk.blender.org/t/lets-finally-fix-the-shadowcatcher/691
Hi Pablo! I was wondering, will particle nodes also replace the old hair system?
* @Lapis Sea * as far as I know, a new hair system is needed
* @Lapis Sea * I always thought that grooming and working with hair is not much developed now because of the fact that first they're need to finish particle nodes or something.
* @Lapis Sea * Yes will be replaced there is also already a task for it.. developer.blender.org/T68981
Pablo.
2.81 completely changed my mind. My congratulations for the release. Thanks to this version, I will become a gold membership. It's a process, write it down. Tchau.
* @Claudio Chalusse * Out of curiosity: What exactly changed your mind?
* @Deep Blender * sometime we need to be pushed to go ahead... This version inspired me to keep dreaming and work/practice more and more... Salute Blender... Long life.
Any Upadte aboutthe option to change the colors in the face oriantation, Will you add 2 color editors in the User Preferences?
Blender 2.82 is not too far from having CAD Modeling features. With a little improving, blender already has snapping, coordinates, units and measuring. All is really needed now is a pencil to draw closed shaped polylines that can be extruded, almost similar to the way you have spline editing. With simple polyline with the option to close and extrude and BAM - Blender CAD.
I commend you Pablo for 'Blender Live'. You set the trend for other open source apps for better collaboration and development of their apps with shows like yours.
PS
I have seen the other entrees of CAD ideas with lots of bells and whistles, and that is fine but for starters, Blender is not far from CAD Modeling. Not everybody can draw like an artist, but with coordinates and a pencil, the project can quickly get done. Blender can then can begin to dominate the 3D Modeling Industry in every aspect. Hats off to you Ton Roosendaal for the vision.
* @Johnny Lassiter * Try discussing this in here: devtalk.blender.org/t/making-an-add-on-for-precision-modelling-cad-tools/8637/198
* @14arianuddin * Thanks, I just left a comment. - byJOHNNY.
Any luck with the Animation 2020? i feel rigging & Animation are the parts that Blender lacks the most & the Animation Editors are not as easy as in other Animation Softwares, i requested few features but i think it will tak a very long time if there is no plan for a big project, you guys have to put your eyes on that so Blender can be a great alternative to the most popular ones , Thanks.
Hello Pablo, last week I posted a question and you said the answer may be on the blender manual.
I checked and found nothing about the meaning of Watt for light power used in Blender (just "Power of the light in Watts. Higher values increase the intensity of the light."). docs.blender.org/manual/en/latest/render/lights/light_object.html
Can you explain how Blender simulate light power and the meaning of Watts for lights in Blender ? Is Watt equilavent to a Bulb light, a LED light or an other type of light power ? How can I convert Lumen in Watts unit used in Blender ? I'm aiming to simultate a real scene with lights in Lumen and I'm searching a way to precisely model the scene in Blender. Thanks :){attachment lightpng}
* @XDroid *
en.m.wikipedia.org/wiki/Lumen_(unit )
* @maciej.morgas * thanks. So for a 20000 Lumens LED lamp, it means only a 30 W lamp ? It appears to be too dark.
In other words, the default light in Blender with 1000W of power is equivalent to a 683000 Lumens light ? I think this convertion it's not correct for a light in Blender.
* @XDroid * Check out this discussion: devtalk.blender.org/t/why-watt-as-light-value/5658/10
btw. by default point lamp in Blender has 10W
* @maciej.morgas * thanks for the reply but i don't understand. 683 is for Green but how I can found/calculate the value for an other color just like White ?
My defaut point lamp in Blender has 1000W... and it could not be as bright as 683000 Lumens or even 300000 Lumens (for a supposed white color value).
* @maciej.morgas * THings is Cycles does not have a setting for lm/w so its kinda hard to set it properly. But i guess you could use some basic convert tool. But im not sure you actually apply this because you kinda need the lm/w for what ive seen
* @XDroid * If you use this link, rapidtables.com/calc/light/lumen-to-watt-calculator.html
you'll get 222.222 but again you cant really say if its properly working cycles because we miss lm/w settings
Also there are not proper camera settings, like iso, f-stop and shutterspeed. So its basically eye-balling in Blender
* @XDroid * Watts is a unit of power. The value in Blender is watts of power output as light. This is different from the wattage of a lightbulb, which is the amount of electrical power it uses.
Lumens is a unit of percieved brightness. It's based on how human beings percieve light, and as such it's different for different frequencies of light.
* @maciej.morgas * I always thought that those watts are in fact watts/m2 (watts per squared meter) a unit of irradiance. Modo used that unit too (sort of, it's w/s/m in fact). But I may be mistaken. The final word is for the dev who wrote it. Maybe this shed some light on the matter (yes, pun intended). en.wikipedia.org/wiki/Irradiance
* @Scaredyfish * yes, I understand that but I think there is an issue because my defaut point lamp in Blender has 1000W and it could not be as bright as 683000 Lumens for green light.
Furthermore, I don't know how to convert this value to white light...
Here devtalk.blender.org/t/why-watt-as-light-value/5658/10 it says that "White light is less visible than green so it would have bit higher watts."
So let's say Green is 6 times less visible than White (so 1 Watt = 114 Lumens of White Light), I think the defaut point lamp in Blender (1000W) could not be as bright as 114000 Lumens...
* @Pablo Gentile * I don't know and apparently nobody knows the meaning of Watt in Blender... Today it's a real mystery....
* @XDroid * It's true that without some sort of "real" camera model that simulates speed and aperture of exposure these unit are somewhat meaningless. So it's eyeballing for now.
* @romboutv *
I agree with you, It seems to be close to reality if we set a light power in Blender with this calculator with lightbulb.
But seemingly it's not a power input because in Blender there is no way to define the sort of light source (lightbulb, LED, ...).
* @Pablo Gentile * I think the pressets of default camera or viewport could be the human eyes. Are we sure that Watt in Blender means a unit of power ? Who can confirm this (who is the dev who wrote it) ?
* @XDroid * I think it's still W/m2 not plain watts
Hi Pablo! I try to make patch to the sourcecode to implement custom face orientation color. I almost solve this conundrum, but still, how do we pass parameters to the overlay shader? What is the best place to ask the developers about the details?
And the second question: why "Remesh" modifier still doesnt have a "Voxel mode" option?
* @damian winnichenko * About the remesh modifier having a voxel remesh option, you can find a build that has that in Graphicall, in the Theory Studio Build :),
also there is already a patch for the custom face orientation in here: developer.blender.org/D6262
* @damian winnichenko * Here is the right place to ask the devs. devtalk.blender.org/
can we get something which make text tool in 3d view work better
With the object scatter are become a built in addon in blender, can we get a proper integration with the object scatter become a blender tools (left side tool panel), and more function (scatter objects, or collection) and improved UI?
Hi Pablo is it true that you guys switching to 6 months release cycle? i don't mind it if it means more polished features, also is it time yet to give more love to the input Editor? :)
It's possible to add an option for random rotation and random scale on the array modifier. There is a turn arround for that but a random rotation and random scale option will help a lot.
Hi Pablo i have 3 quick questions if you don't mind.
Hi, Will the fracture modifire in 2.82?
Is there any plans for adding upscale super-resolution AI for blender?
Hi Pablo and <insert_name> ;-)
Love the live shows and all the work you all put in to make Blender great! Also a shout out to all the great community who help others. Thank you all!
My question is relating to the view and camera clipping. Will this get fixed to a global setting? At the moment the setting is per window, so if you change which window you are using (view port, shader etc) you have to change it again. Maybe it should be linked to the camera setting and it's default setting could be stored in the preferences.
Oh one more thing, the Node Wrangler. Isn't it about time this was turned On by default?
Thank you and much love
* @unleashed75 * I saw this question also last week and have code ready. First I wanted to make it a separate add-on, but I will add this to an existing one I have. I got the part working which adds a button which allows you to update all workspace 3dview. However I'm also experimenting with a revert option. I think that would be nice as well. Perhap I'll post the current working method for the time being this week. I'll let you know
* @unleashed75 * I took out the part which works for me. If you add this as a script in your file you get a sync button in the view settings of the viewport. Now you can sync all viewport but you can also reset them
I still need to work on a proper save method for if you have different settings per viewport and want to save those and perhaps revert back to them later.
For now this should work
I couldnt paste the code so here's a link to a file. filedropper.com/syncviewport
It will look like this
PS it should not be that hard to convert it to an addon. Just check one of the example templates and check the first one. replace almost all code except first part and last 2 parts replace the operator names with how register them. You would need to also add the 2 for unregister part
Hope this helps
Can Dr. Sybren do a video tutorial where he explains USD when 2.82 is out? As far as I know the code for the exporter is under review.
Pablo you look Very Nice! Keep it for as long as possible!
perhaps Blender Merch will keep us all young forever too hmmm
Thanks Pablo for saying Pablo Dobarro so many times today, it made my day!
How will the hair system work with the New node system in 2.8X?
Hi Pablo! Is there a way (in Blender 2.81) to configure the File Browser's floating window (change to thumbnails, unfilter the files, etc...) and save it so it always stays that way? Not only for the session, but when I close and reopen Blender again. Each time I open it, I have to redo everything...
Thanks.
Hi Pablo! Is there a way to Disable Xray(Shading) while in Edit Mode to select through your entire Mesh? I usually don't care whats behind my Mesh
Hi pablo love the show, and all of you dev's.
Just wondering if there is plans for the text (not ui text) in blender to get updated?, compared to others in terms of geometry it isn't has good (same text in 3ds max is a lot cleaner), among other things like features lacking.
Thanks, from down under!
Hey. Just wonder what's up with Linux Daily Build? Since 2.81 release there's is still same 2.82 build from 21st. For windows it's up to date.
If anyone else is wonder - the Linux daily build has been updated to the 26th version and already available for download at Daily Builds page.
Hi there Pablo, I wanted to ask if it is possible to have the <b>fallof of a brush in sculpt mode</b> accesible with the shortcut Shift + O , like how you can change the falloff of proportional editing in edit mode, I think this helps making the shortcuts a little more consistent, what do you think?
(By the way, I've been testing the <b>Theory build</b> features that speed up renders quite significantly and I think they are pretty much ready to be implemented into the main brach of Blender, any news about them?)
* @14arianuddin * THIS! I've always wondered why I can't use something like
shift-scroll_wheelto change the fall off type when proportional editing. That would be amazing!Any chance for ever 360 equirectangular render soon?
Hi Pablo thanks for your show, very instructive. Just a kind of feature rquest... Is it planned to get a realtime preview of freeline styles by LANPR ? on a kind of material preview with lines instead of trial ad error ? Thanks a lot for the better and better Blender!!!
Any idea if Howard Trickey's boolean rewrite will make it into 2.82?
Hi Pablo, congrats for the show and to Blender for the amazing progress. I am a new user and I am not sure if this is a bug or not but say you have a cube selected (active) and a sphere, not selected; now if you BOX select the sphere only it becomes selected, the box deselected, but the context menus don't update...they do if you CLICK select the sphere.
Thanks!!
Are there plans to push the development fund with more individual contributions?
Right now, the fund heavily relies on companies. When the economy isn't going that well, they are going to cut those kinds of expenses very quickly. That's why individual contributions are very important as a counterbalance in my opinion. As of now, I don't think it is strongly enough highlighted, that every contribution counts. If you see how much money is being collected per month, a small contribution is going to feel very insignificant.
Hello Pablo. Great to finally catch you live. (I'm from South Africa). Cómo estás? I would like to know about rendering in cycles. Are there any plans for bi-directional paths or even for path tracing in order to create realistic reflections from metallic and glossy objects as well as realistic refraction, where the light bends and creates proper caustics?
Additionally, I was wondering paint layers when painting textures. Currently, the only ways to really do texture painting really well is by either using the paintlayers addon or by making a complex network of nodes to add / subtract / mix colors you are using. Is there anything planned for adding layers for painting and perhaps more brush tools for texture painting?
Can we get new themes for 2.82?
When will the tabs in Blender icons?
Hi! Sculpting is great, but what about painting? When it will be improve? Screen size cursor, normal align ets?
Pablo can you help get Pablo go rockstar on OpenXR support so we can sculpt and animate in VR with pen tablet input?
Hi Pablo! thanks for the show! Nvidia announced the discontinuation of CUDA on OS X and I'm in panic. I would be very happy to switch to linux but sadly I still rely on some softwares unavailable there. What will happen with Blender for mac when CUDA dies, have been any conversation about that?
* @Pablo Gentile * You can still use the versions already supported by cuda. I guess in the future its time to switch or apple will do something about it.
* @SilaS * Of course, I'm sticking to OSX 10.13 that still has all nvidia drivers and CUDA, but if the policy doesn't change it 'll be a sinking ship. One option would be that Blender starts supporting metal (there's no openCL under OSX either).
Your 1 time donation is hard to find, can you add it to Blender.org?
Pablo is a genius! Well, both of them are, still, but what about tutorials for new sculpting and GP features? I'm feeling that I'm using it all wrong and not to the full potential.
Any news regarding the much-discussed Blue-Noise Dithered Sobol Sampling? ( developer.blender.org/D2149 ) Also - Eevee object motion blur? :-)
any plans to improve the whole text workflow(mainly the font changing part)? it's super confusing for any beginner and with some improvements, I'm sure more people would use blender for motion graphics.
Hi, i want to ask about the themes, there was a call for content a while ago, what happened ?
Hello, quick question.. Any texture paint improvements in the near future?
Hi Pablo, why is Blender's Viewport & Render engines give "plastic" look unlike others like Marmoset,Unreal, Arnold..etc? even the viewport looks washed out, i know that's all about Color Management but it seems something is missing from the core not just tweaking settings, I have seen a lot of Blender examples that have this problem but no one talks about it.
* @sculptzed * Not mine though.. Maybe some wrong settings or can you show a picture of it?
Hi Pablo! Thank you and everyone who is involved in the development of the Blender. You are awesome! Do developers have plans to add a wireframe node with no tessellation or a toggle box that switched between tessellation (triangulation) and the pure geometry? I know that you can get a wireframe render using freestyle, but this takes longer than overwriting all the materials with one shader with wireframe node.
Will the new Library Overrides allow for a single material to be instanced and have individual parameters modified, so we can have one material with different values assigned?
In a similar vein, allowing a material to access custom parameters of the object it's assigned to would be great for material variation without having to have multiple clones of the same material.
So Pablo, How is the world of particle systems and everything nodes going?
Hi Pablo. Why not make presets for a particular node? For example, it is often necessary to change the colour of the ramp but as an option. And be able to go back to the past option.
Hello Pablo , thank you for doing this show, it is amazing. I found really weird problem with Cycles. if I want to import heavy obj , lets say photoscan, 1million verts and want to see how it looks with environment texture lighting, rendered mode suddenly eats a lot of ram when Cycles is updating lights, if i switch to GPU (nvidia 1050+cpu) it simply freezes my computer, f12 also turns into kill button, and nothing helps but hard reset. BUT if you import same model and same texture into 2.79 it works perfectly, if you save 2.79 file and open it in newer blender it works perfectly with no issues and uses less memory than 2.79. If you do the same in newer blender , save file ,close and open it won't kill my computer, but Cycles uses 1gb more memory. I reported this in June when 2.80 was relased (all rc beta had it as well) , and turns out fresh 2.81 still has this problem. Is there any chance delepoers can take solving this issue under consideration ? :) thank you
Yeah, I know I'm a bit late on this one.
The so called new decimate f-curves operator (which also works with 3dview curves) does the same thing as the old simplify curves addon, which must be at least ten years old.
In the 3Dview, the simplify addon creates a new curve, so I guess it still offers one benefit to keep it around.
One thing missing wih the new operator, is that it doesn't show in the dopesheet.