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  • Published 21 Aug 2023

NEW HAIR SHADER - Blender Today LIVE #234

BlenderToday LIVE


Changelog

183 commits in total, of which 31 are fixes and 1 cleanup.

AUTHORS

Animation

Authors Script

BLI

Build

CMake

CMake/MSVC

Change packed_float3 to internal float3 for HIP

Cleanup

Cleanup/Fix

Cleanup/Fix VSE readfile code, fully deprecate SEQ_TYPE_SOUND_HD .

Color management

Core

Credit Script

Credits Script

Cycles

DRW

Doc

EEVEE-Next

Fix

GPU

GPv3

Gitea

Hydra

I18N

LibOverride

License Headers

License headers

Makefile

Markers

Mem

Metal

Nodes

Outliner

Prevent crash when color management is turned off

PyAPI Docs

Realtime Compositor

Refactor

Render

Revert

Shaders

Theme

Tools

UI

USD

USD import

Vulkan

Windows

Workaround failing hair test on Linux/Windows

datatoc

pablovazquez
21 Aug 2023

19 Comments

nubnubbud

Oi, Pablo! it was great seeing you at Siggraph!

I was curious, thought about it after Siggraph- simulation nodes are going to be THE way to transfer data from one simulation to another... but also to have simulations affect materials and surface data. All things considered, textures are a very good way to store object surface data- Is anything being done to use textures as an interchange format, perhaps baking image sequences to textures in geo nodes? texture paint, geo nodes version! we're gonna need all the data interchange methods for sim nodes to truly become omnipotent!

2
som_render

Hi Pablo! 👋

Hope you're doing good! I've got a question. Is it possible to drag and drop materials into the geo node just like we do with objects? I posted this on Right-Click Select, but it didn't get much attention. Can you check it out and see if it's a good idea?

blender.community/c/rightclickselect/N0q2/

1
glenrowell

Hi Pablo and thank you for talking about my comment last week. I'll put an image of the new draw mode tool pallet which would include grease pencil, lines, shapes, and the mesh line in Right-Click Select. It would also be nice if shapes drawn from the new draw menu tool pallet were inserted when we click where we want on the grid instead of just dropping shapes in the middle of the screen as they do now as we always have to move them.

Also can I use ChatGTP to make code for this: blender.community/c/rightclickselect/6B0V/ Also any good prompts we can use to create Blender source code? Are you using AI to write code?

1
nubnubbud

there's a chat room and devtalk just for questions like these! you'll get a lot of responses there I think. that, and chatGPT probably doesn't format code to blender's format. there's an important set of rules to keep it tidy and uniform.

1
glenrowell

Thanks for the advice @nubnubbud Do you have a link to the group?

nubnubbud

oh I mean it's just the blender chat. y'know. like before you needed a reference or exception or had to be let into a chatroom to chat. blender.chat/

FynnG

Hey Pablo, you mentioned the smooth modifieres a few weeks ago, have you looked at this projects.blender.org/blender/blender/pulls/110584 have a great day

1
cooreets

Can we get a search bar in Add Modifier?

Marek-Hanzelka

Hi Pablo! Are there any plans to improve the Weight Paint workflow? Like making the brushes a UI buttons like in Sculting mode?

Marek-Hanzelka

Are there any plans to improve the Weight Paint workflow? Like making the brushes a UI buttons like in Sculting mode?

dawestlund

Hi Pablo! I urealy enjoy your shows! I have a question About this Bug: projects.blender.org/blender/blender/issues/74517 Its been for years and nothing happens. My workarround is to only use displacement. Is there any news on this?

Best Daniel

maxd1

Hi Pablo! Any hope to see sculpting/texturing updates in near future?

renatogangemi

Hello Pablo. I noticed that Falk is currently on vacation. Is the development of GP 3.0 still in progress, or has it been temporarily halted during this period?

gwetell

Hey Pablo, another monday and another Blender today, always nice to see :)

I'm a bit curious how it works with bug reports and priorities? For example there is this bug with bevel that destroys UV (in short some UV faces gets moved to other shells where it doesn't belong, some edges get split and slightly moved and might overlap, and edges that have been tagged as UV seams get's split and moved to the "outer" part of the bevel making a quick and easy UV unwrap fix impossible) which makes this powerful bevel modifier not very powerful at all since you have to apply the modifier and spend a long time fixing what the bug have done. I personally found this bug a couple of months ago at work and then made a bug report ( projects.blender.org/blender/blender/issues/109101 ) but it got closed and referenced to a three year old bug report (but doesn't contain everything in my report) that haven't barely been touched at all. Yes I know that bevel is getting an overhaul sometime soon maybe by someone that's not working fulltime, but this is just an example of one among other bugs I've both done and seen that is really breaking but doesn't get any attention for years, to me this is quite frustrating so I'm just curious how and why some bugs might get attention and fixed quite fast while other don't? :)

Prince_Of_Sloth

Hola Pablo,

I love you and I love the Blender Foundation. That is all.

Ciao

dandibot

hello pablo . Is there any news regarding the modeling tools ? I feel that compared to other 3d packages there are certain tools that need to be improved and others that need to be implemented because they are so convenient. Example of these is multicut tool (c4d). youtube.com/watch

Any news regarding the development of more robust retopology tools?

ocular.evolution

Isn't the multicut tool just the knife tool? Going by the video you shared, the knife tool (keyboard shortcut 'K' in edit mode) in blender does just that. As for the edge loop function, that's just the Loop Cut and Slide (keyboard shortcut 'Ctrl + R' in edit mode).

As for the retopology question, you might find this interesting - devtalk.blender.org/t/retopology-min-deviation-flow-in-bi-directed-graphs-for-t-mesh-quantization/30763

zadek

Hi pablo, hope you are having nice day, I may ask what is the status with the layered textures design?

(Link related) code.blender.org/2022/02/layered-textures-design/

Hi, Pablo!

Regarding Blender Fund, what do you think about selling subscriptions on Steam? Of course Blender itself would still be free to download, but I think you can sell subscription regardless of that. (There are multiple games, especially MMOs, doing that. Look up Hearts of Iron IV and Elder Scrolls Online there if you want to see how they're doing it.) Maybe one-time donation "DLC" would work too.

Yes, Valve takes 30% of it but it's more approachable and discoverable to some people since Steam is Steam and it handles variety of global/local payment methods around the world. I think it could be a good additional source of donations.

You can also consider providing Steam trading cards/badges as a thank you, similar to the Blender Fund badges.