NEW HAIR SHADER - Blender Today LIVE #234
BlenderToday LIVE
Changelog
183 commits in total, of which 31 are fixes and 1 cleanup.
AUTHORS
- AUTHORS: regenerate to remove duplicates - Campbell Barton
- AUTHORS: add new developers - Campbell Barton
Animation
- Animation: Match Slope slider - Christoph Lendenfeld
Authors Script
- Authors Script: add script to generate individual contributors - Campbell Barton
- Authors Script: support excluding authors via GLOB expressions - Campbell Barton
BLI
- BLI: Add 2D transformation matrix decomposition - Omar Emara
- BLI: Add square function - Omar Emara
Build
- Build: update SDL to 2.28.2 - Brecht Van Lommel
- Build: fix OpenVDB Metal patch not applying cleanly - Brecht Van Lommel
- Build: keep SDL haptics disabled on macOS x86_64 - Brecht Van Lommel
- Build: fix Xcode warnings related to integer conversion - Brecht Van Lommel
CMake
- CMake: correct WITH_X11_XF86VMODE include path - Campbell Barton
- CMake: quiet case sensitivity warning for Boost_DIR - Campbell Barton
- CMake: use more conventional checks that libraries were found - Campbell Barton
- CMake: remove unknown variable LEVEL_ZERO_INCLUDE_PARENT_DIR - Campbell Barton
- CMake: remove reference to unused OPENIMAGEIO_DEFINITIONS - Campbell Barton
- CMake: quiet uninitialized warnings - Campbell Barton
- CMake: always define BROTLI_LIBRARIES - Campbell Barton
- CMake: quiet AUDASPACE warning setting an old minimum_version - Campbell Barton
- CMake: resolve undefined PROJECT_VERSION warning for quadriflow/lemon - Campbell Barton
- CMake: revert use of cmake_language as it's unavailable in v3.10 - Campbell Barton
- CMake: enable comma-subscript GCC warning - Campbell Barton
- CMake: blender_lite no longer caches values for other platforms - Campbell Barton
CMake/MSVC
- CMake/MSVC: Only generate/install stripped PDB for release builds - Ray Molenkamp
- CMake/MSVC: Use /debug:fastlink for debug builds - Ray Molenkamp
Change packed_float3 to internal float3 for HIP
- Change packed_float3 to internal float3 for HIP - Brian Savery (AMD)
Cleanup
- Cleanup: remove unnecessary constraint code in pose base expand() - Almaz-Shinbay
-
Cleanup: GPv3: Move inline
Drawingmethods - Falk David - Cleanup: minor changes to credits_git_gen.py - Campbell Barton
- Cleanup: use type checking for credits_git_gen.py & git_log.py - Campbell Barton
- Cleanup: Code formatting - Jeroen Bakker
- Cleanup: Remove 'read_data' code from Scene's paint 'link_lib' code. - Bastien Montagne
- Cleanup: fewer iostreams related includes in Cycles - Aras Pranckevicius
- Cleanup: Move Compositor versioning code from Scene's 'lib_link' to actual versioning code. - Bastien Montagne
- Cleanup: Calm Warning - Harley Acheson
- Cleanup: fewer iostreams related includes from BLI/BKE headers - Aras Pranckevicius
- Cleanup: fewer BLI_color.hh et al includes - Aras Pranckevicius
-
Cleanup: GPv3: Refactor usage of
TreeNode- Falk David - Cleanup: Make format - Harley Acheson
- Cleanup: Deduplicate code - Germano Cavalcante
- Cleanup: use lowercase cmake commands - Campbell Barton
- Cleanup: quiet redefined warning in GLOG - Campbell Barton
- Cleanup: quiet GCC's -Wsuggest-attribute=format warning - Campbell Barton
- Cleanup: Make format - Jeroen Bakker
- Cleanup: move internal data handling from Screen 'lib_link' to 'read_data' code. - Bastien Montagne
- Cleanup: move internal data handling from ScreenArea 'lib_link' to 'read_data' code. - Bastien Montagne
- Cleanup: Strict compiler warning - Sergey Sharybin
-
Cleanup: Remove unused
parallax_obObject pointer from LigthPrope data. - Bastien Montagne -
Cleanup: Remove unused
imageImage pointer from LigthPrope data. - Bastien Montagne - Cleanup: move internal data handling from Mesh 'lib_link' to 'read_data' code. - Bastien Montagne
- Cleanup: format - Campbell Barton
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: Move Workspace's internal data handling from 'lib_link' to 'read_data' code. - Bastien Montagne
- Cleanup: Comment in liboverride hierarchy handling code. - Bastien Montagne
- Cleanup: Move FCurve's internal data hanlding from 'lib_lkink' to 'read_data' code. - Bastien Montagne
- Cleanup: GPv3: Constructors and destructors - Falk David
- Cleanup: Move Object' FluidModifier internal data handling from 'lib_link' into 'read_data' code. - Bastien Montagne
- Cleanup: Update copyright to the new format - Ray Molenkamp
- Cleanup: spelling, use C-style in GLSL - Campbell Barton
- Cleanup: move GLSL comments to the file start - Campbell Barton
- Cleanup: spelling (correct correction), update dictionary - Campbell Barton
- Cleanup: format - Campbell Barton
- Cleanup: various non-functional C++ changes - Campbell Barton
- Cleanup: Subdiv: Replace "stack or buffer" storage with C++ classes - Hans Goudey
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: de-duplicate comments & expand on why UV's are clipped - Campbell Barton
- Cleanup: replace strcpy with BLI_strncpy - Campbell Barton
Cleanup/Fix
Cleanup/Fix VSE readfile code, fully deprecate
SEQ_TYPE_SOUND_HD
.
-
Cleanup/Fix VSE readfile code, fully deprecate
SEQ_TYPE_SOUND_HD. - Bastien Montagne
Color management
- Color management: Validate Look on View Transform changes - Sergey Sharybin
- Color management: Validate look is compatible with view on load - Sergey Sharybin
- Color management: Tweak compatible look check - Sergey Sharybin
Core
- Core: foreach_id: Tweak handling of scene collection in LayerCollection. - Bastien Montagne
Credit Script
- Credit Script: use multi-processing, add --jobs command line argument - Campbell Barton
Credits Script
- Credits Script: improve author de-duplication - Campbell Barton
Cycles
- Cycles: enable HIP for integrated graphics of Ryzen 7000 CPUs - bsavery
- Cycles: new Principled Hair BSDF variant with elliptical cross-section support - Weizhen Huang
DRW
- DRW: Guard debug lib using defines - Clément Foucault
Doc
- Doc: correct code-comment - Campbell Barton
EEVEE-Next
- EEVEE-Next: Shadow Rendering Refactor - Clément Foucault
Fix
- Fix: Vulkan Use Resource After Free - Jeroen Bakker
- Fix: Memory Reserve Issue in Vulkan/Std140 - Jeroen Bakker
- Fix: GPv3 layer renaming when name is unchanged - Pratik Borhade
- Fix: Compilation Error When Compiling with Vulkan - Jeroen Bakker
- Fix: GPv3: Crash because of missing null check - Falk David
-
Fix: GPv3:
TreeNode::is_locked()function - Falk David - Fix: crash in liboverride hierarchy ensure - RedMser
- Fix: Number input on slider - Christoph Lendenfeld
- Fix: Missing PDB on windows - Ray Molenkamp
- Fix: DRW: Broken debug decimal display - Clément Foucault
- Fix #109081: Ensure NLA swap strips do not overlap each other. - Guillermo
- Fix #109403: GP doesn't render selection outline - Falk David
- Fix #110053: Crash on linked animation data with drivers - Christoph Lendenfeld
- Fix #110635: VSE: strip color multiplication affecting alpha channel - Hannes Loeschke
- Fix #110950: USD import: Crash calling import_asset(). - Michael Kowalski
- Fix #111086: Ignore Scroller Zones in Invisible Regions - Harley Acheson
- Fix #111142: bl_static_type is empty for node groups and custom nodes - Iliya Katueshenock
- Fix #111156: Principled BSDF transmission not rendering in OSL - Alaska
- Fix #111165: Regression: Blender Crashes On Scene Switch - Sergey Sharybin
- Fix #111165: Regression: Blender Crashes On Scene Switch - Sergey Sharybin
- Fix #111180: crash adding AOV/light output node with shader node previews - Brecht Van Lommel
- Fix #111186: Crash backtrace missing on Linux - Campbell Barton
- Fix #111278: UI Text Extension of Selection - Harley Acheson
- Fix #89479: Unable to select hierarchies of multiple objects from outliner - Pratik Borhade
- Fix #93685: Allow Outliner Drag to Other Windows - Harley Acheson
- Fix (unreported) LineStyle foreach_id callback skipping some NULL ID pointers. - Bastien Montagne
- Fix (unreported) Scene foreach_id callback skipping some NULL ID pointers. - Bastien Montagne
-
Fix (unreported) WM 'foreach_id' code skipping
unpinned_scenepointer. - Bastien Montagne - Fix (unreported) improper handling of camera's baground image IDs in foreach_id callback. - Bastien Montagne
- Fix (unreported) memleak in Particle lib_link code. - Bastien Montagne
-
Fix (unreported) missing
texuserhandling in SpaceProperties' foreach_id code. - Bastien Montagne - Fix (unreported) missing handling of Maks' spline parent ID pointer in foreach_id code. - Bastien Montagne
- Fix (unreported) missing handling of plane tracks' image ID pointer in MovieClip foreach_id code. - Bastien Montagne
- Fix Cycles hair orientation test failing on Linux/Windows - Weizhen Huang
- Fix GradingPrimaryTransform OCIO transform in Metal - Sergey Sharybin
- Fix Incorrect Merge GPencil/Overlay shaders - Jeroen Bakker
- Fix Shader::print_log not handling warnings - Campbell Barton
- Fix compilation error after recent commits to color management - Sergey Sharybin
- Fix potential buffer overflow & un-terminated strings on macOS - Campbell Barton
- Fix potential leaks using SHGetKnownFolderPath - Guillermo Venegas
- Fix replacement of "Blender Foundation" in recent header change - Campbell Barton
- Fix typo in blender_theme_as_c.py - Pablo Vazquez
GPU
- GPU: Add Dummy Backend For Unsupported Platforms - Jeroen Bakker
GPv3
- GPv3: Initial outliner support - Falk David
-
GPv3: Python: Rename
groupstolayer_groups- Falk David - GPv3: Re-evaluate on frame change - Falk David
- GPv3: Select box grease pencil frames - Chao Li
- GPv3: Display layer groups in grease pencil dopesheet - Amelie Fondevilla
Gitea
- Gitea: add note that developers must opt-out of inclusion in AUTHORS - Campbell Barton
Hydra
- Hydra: saving changed to unpacking for packed images - georgiy.m.markelov@gmail.com
I18N
- I18N: Updated UI translations from SVN trunk (r6668). - Bastien Montagne
LibOverride
License Headers
- License Headers: Set copyright to "Blender Authors", add AUTHORS - Campbell Barton
License headers
- License headers: add SPDX copyright entries for MSL files - Campbell Barton
Makefile
- Makefile: remove "make authors" - Campbell Barton
Markers
- Markers: Use double-click to rename - Pablo Vazquez
Mem
- Mem: avoid offsetting nullptr - Sybren A. Stüvel
Metal
- Metal: Fix incorrect texture 2D array read - Clément Foucault
Nodes
Outliner
- Outliner: Show same warning for all fixed name tree element types - Julian Eisel
- Outliner: Reword warnings when element renaming is not possible - Julian Eisel
- Outliner: Port linked object elements to new tree-element code design - Almaz-Shinbay
- Outliner: Port modifier elements to new tree-element code design - Almaz-Shinbay
Prevent crash when color management is turned off
- Prevent crash when color management is turned off - Sybren A. Stüvel
PyAPI Docs
- PyAPI Docs: Fix generation after recent node RNA changes - Aaron Carlisle
- PyAPI Docs: Update Sphinx and theme - Aaron Carlisle
Realtime Compositor
- Realtime Compositor: Implement Anisotropic Kuwahara - Omar Emara
- Realtime Compositor: Support realization of transformations - Omar Emara
- Realtime Compositor: add regression tests - Habib Gahbiche
Refactor
- Refactor: Move 'local data' liboverride flag clearing from 'lib_link' to 'read_data' code. - Bastien Montagne
- Refactor: Properly formalize special versioning done after most of readfile code. - Bastien Montagne
- Refactor: resolution_scale in graph_draw.cc - Christoph Lendenfeld
- Refactor: Move Editors' 'foreach_id' code into a new SpaceType callback. - Bastien Montagne
Render
- Render: default roughness distribution to Multiscatter GGX - Weizhen Huang
Revert
-
Revert: GPv3: DNA rename of
name- Falk David
Shaders
Theme
- Theme: Set 3D Viewport background to single color - Pablo Vazquez
Tools
- Tools: set the renameLimit for git_log to avoid warnings - Campbell Barton
- Tools: improve progress output for credits & author generation - Campbell Barton
UI
- UI: Allow Eyedropper Outside of Blender - Harley Acheson
- UI: Windows "Quick Access" items to File Browser System List - RedMser
- UI: Increase Color Picker Size - Harley Acheson
- UI: Make View3D Header Overlapped - Harley Acheson
- UI: Add panel for Node Editor in Preferences - Rawalanche
- UI: Error Logging for Some Screen Operations - Harley Acheson
USD
- USD: Skeleton and blend shape import - Michael Kowalski
USD import
- USD import: remove unused variable. - Michael Kowalski
- USD import: improve unsupported type warning. - Michael Kowalski
Vulkan
- Vulkan: Set Geometry Shader Capability - Jeroen Bakker
- Vulkan: Report Incompatible Shaders - Jeroen Bakker
- Vulkan: Use Correct Interpolation Qualifier in Stage Interfaces - Jeroen Bakker
- Vulkan: Add Workaround for Mixed Interpolation Attributes - Jeroen Bakker
- Vulkan: Make Polyline Shaders Vulkan Compatible - Jeroen Bakker
- Vulkan: Convert Grease Pencil Shaders - Jeroen Bakker
- Vulkan: Convert Overlay Stage Interfaces - Jeroen Bakker
- Vulkan: Convert Workbench Stage Interfaces - Jeroen Bakker
- Vulkan: Convert Eevee(-next) Stage Interfaces - Jeroen Bakker
- Vulkan: Detect Vulkan Incompatibility When Running OpenGL/MTL - Jeroen Bakker
- Vulkan: Remove Unneeded Workaround for Shader Interfaces - Jeroen Bakker
- Vulkan: Indirect Drawing - Jeroen Bakker
Windows
Workaround failing hair test on Linux/Windows
- Workaround failing hair test on Linux/Windows - Weizhen Huang
datatoc
- datatoc: exclude the initial C-style comment from GLSL/MSL/Cuda files - Campbell Barton
19 Comments
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!
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/
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?
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.
Thanks for the advice @nubnubbud Do you have a link to the group?
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/
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
Can we get a search bar in Add Modifier?
Hi Pablo! Are there any plans to improve the Weight Paint workflow? Like making the brushes a UI buttons like in Sculting mode?
Are there any plans to improve the Weight Paint workflow? Like making the brushes a UI buttons like in Sculting mode?
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
Hi Pablo! Any hope to see sculpting/texturing updates in near future?
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?
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? :)
Hola Pablo,
I love you and I love the Blender Foundation. That is all.
Ciao
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?
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
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.