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  • Published 7 Dec 2020

PERFORMANCE #130 | Blender.Today LIVE - YouTube

LapisSea
7 Dec 2020

37 Comments

Nago

Hi Pablo, could you please elaborate a bit on what will be the futur options regarding particle collisions ? Like will we be able to easily scatter pebbles on a plane without them intersecting with each other. So collisions like when using the Molecular Script addon. Thanks a lot for your time

7
progrunreal

Hi there ! I was wondering, could it be possible to have node with variable input numbers ?

For example the Join Geometry node, wouldn't it be amazing to be able to link more than only 2 inputs ? (that would also be super cool for shader nodes).

I think everyone would definitely love it if we could stop doing those nested ugly things : Image

5
vdovik44

hi Pablo! from Russia with love) is there any plans to implement destruction and fracturing in blender in the near future? Project "fracture modifier" is most likely dead, it remains to hope only for the native implementation of fracturing and destructions in the blender

5
leptonaray

* @vdovik44 * Cell fracture add-on does just that

vdovik44

* @leptonaray * cell fracture it is a toy, it cannot be used to make complex destruction :(

info20

* @vdovik44 * Yes, yes !!

jaroslaw.dzedzej

great show! just {attachment pablopng} did a quick doodle of Pablo in the latest Heavypaint alpha :) while watching...

3
ostapblender

Any news on autoretopo for sculpting? WIth all those amazing features it seems to be the biggest thing lacking in this workflow. Quadriflow is good, but maybe not for every case.

3
matthewkparsons

* @Bohdan Lvov * A draw brush for loop area selection would be a big help

Zeronid

Hi Pablo! Is there any plans to make displacement node to actually "displace" geometry in Eevee like it does in Cycles? Because now If I know right it works just like a normal bumping without ablilty to chage "displacement type".

3
Mr.Kleiner

Hello :D Is there any hope for Micropolygonal Displacement for Cycles to leave the "Experimental" state in Blender 3.0 ?

3
Mille_Porte

Modeling Issue - BAB (part 1)

Hi Pablo! A lot of tutorials try to explain any sort of workaround to get rid of a big problem in 3d design (in Blender and some other sw too): Bevel-After-Boolean (BAB).

All the effort behind those tutorials struggle against two main flaws in box modeling:

  1. the presence of extra edges inside NGon and the way they are added after a boolean
  2. the lack of a fillet operator: bevel is not fillet, and I will talk about it in another post

So here is the question: why those extra edges are needed?

At least I suggest to let the user choose the way they are added because adding them from corners in many cases invalidates any next bevel operator and produces deformed or wrong geometry as showed here:

to apply a correct bevel the extra edges need to be perpendicular to some sorrounding edge:

Thank you!

3
michael

Hey Pablo, I hope you're doing well!

Here's my question: Is it possible to change the order in which the editors cycle when you press Shift + F3?

This used to bring up the Shader Editor first, which was most useful to me. But now it's Compositor -> Texture Node Editor -> (Geometry Node Editor >) Shader Editor.

I've found this in the keymap, but there's no way to change the order. Alternatively, is it possible to create a shortcut to go directly to the Shader Editor? {attachment Screenshot_from_2020-12-07_16-10-20png}

Thanks and all the best to everyone watching!

3
yasharjk

* @michael * Hi use this keymap to switch directly to shader editor {attachment screenshot_05jpg} You can also use this one to switch between shader editor and composior {attachment screenshot_06jpg}

4
michael

Thank you! * @yasharjk * This worked perfectly! * @Pablo Vazquez * :)

1
yasharjk

* @michael * Good Luck ;)

1
crshanker66

Hey Pablo. 2 questions,

1)When can we expect LANPR and asset browser to be merged into the master(2.92 or 2.93).

2)Will animation nodes ever be shipped with blender as an official add-on as its Blender's only Motion Graphic toolset

3
kouzanagi

HI Pablo any update solution about n panel (sidebar) overloaded when you have too much addon and I have a lot :)

2
pipeliner

HI pablo, did you hear anything about light linking from your colleages? developer.blender.org/T68915

2
Hexbob6

Another question! Will there be any API exposed (maybe C-based for speed?) for writing custom nodes/operations as part of the everything nodes project? Something akin to VEX in Houdini, for example?

1
druvhaa.gwl

Super smooth scroll and drag

1
druvhaa.gwl

Thik circle with that color change is nice

1
kamrananimation

Hello pablo! HBD 🎈 Is there any chance to compile 2.92 for mac m1(apple new silicon)?

1
daniellapalme

Hey Pablo, in the module roadmap for 2.92 baking was a target I see. Things move so fast in blender, and priorities change, do you know if this will still be a target atm?

1
damian_winnichenko

Hi Pablo! Hi, the community!

How are you today?

Q: I have a working prototype expanding one of the nodes in the shader editor. However, my coding skills and understanding of Blender source code aren't good enough. Is it possible to get any direct help from the developers apart from publishing the patch?

Thanks a lot! and have a good stream!

1
rouellenicolas

Hi Pablo and Community. My question is will it be possible via everything nodes to have bones hierarchy follow and move on a curve like a roller coaster in a near futur maybe? My other question "if two are ok", maybe in this near futur of nodes modifiers (and bones) can we will have the same option as Pablo Dobarro's boundary brush do, to bend things inside out or like origami? i tried to do it with edges profile and screw and curve modifiers, and it works nice but it's more difficult to do that for an already modeled tube like structure, some worms exemples: youtu.be/r_1zA2Cb1Kg - youtu.be/KnTXuoe-NQg

1

Hi Pablo - Are Geometry Nodes extendible with add-ons? In other words, can developers add new nodes with add-ons, and can we expect more nodes to be added?

1
Steve

Hey Pablo, hope you're well! I want to ask if OpenSubD's are going to be updated in Blender?

1
uliszs

hola pablo, se puede tener blender en tablet o en alguna surface? un saludo

druvhaa.gwl

I'm gonna do new automerge on grease pencil

Mpc46

Hi pablo, salutations from México. When do you think rigging node could arrive to blender? I personally think animation and geometry nodes are cool, but rigging node are essential, specially when coming from maya :c

Hexbob6

Hey Pablo, has there been any news on if/how we will be able to use shader node textures in Geometry Nodes? Particularly in the case of the first pebbles sprint scene, I could see controlling pebble distribution via a procedural texture being a useful addition. Assuming it's probably on the roadmap after Vulkan is implemented (which is 2.92/93?) Thanks!

g3ntile

Hi Pablo! Thank you for the show, great as always! Are there plans to support the new M1 macs architecture? The mac builds keeps lagging behind in terms of support and performace, so I fear that mac Blender may be dead in the near future... Thanks again, have an awesome week!

kachinskii

Hi Pablo! Any update of poly performance? interesting compression below youtu.be/4VmTBCFZE6Q

ndedakaduki

Hello Pablo,

There was an imporovement to performance when texture painting in the image editor, will there also be improvements in texture painting in the viewport? Currently, when the brush size is large, there is quite a delay in painting.

luciano.petrigh

Hi Pablo. In orthographic view and object mode, when I want to Grab (for example) a curve I cannot see at all the curve past the axis line.

Lamia

Hey there,

Is there any hope for proper UV tools (like better stretch / relax tools) and better unwrap algorithm being implemented, I know that UV's are on the road map but it feels like no progress is being made.

I have an add-on for almost everything but relax / stretch tools nothing exists for it like pelt mapping or anything similar and it makes complex organic models really hard to work with, UV's are such an important part of 3D but it feels so neglected.

Thanks for all the effort though love the blender team!