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  • Published 9 Mar 2020

GREASE PENCIL REFACTOR 🎨 Blender Today Live #94

christianclavet
9 Mar 2020

49 Comments

unrealer

Hola, Pablo! I checked out the roadmap and was a little bit disappointed to see no plans to improve the UV editor at all. As a game developer working in Blender full time, this is consistently the weakest point of the software! Are there any plans on revamping it? Thanks a lot and keep rocking!

6
filedescriptor

* @alejandromedinapons * There have been some updates here and there. I suggest you check out the video by Daniel Bystedt on UV Mapping in Blender youtube.com/watch . He uses it professionaly and shows a lot of stuff that people don't know about.

2
unrealer

* @spaceshipwars * Thanks man, I'll check it out!

overlord.art

* @Alex Medina *

momotron2000

* @Alex Medina * what exactly do you need?

unrealer

* @momotron2000 * Well, these are some quick ideas for example:

-(UV editor) Ability to see UV shells upon object selection in Object Mode, so we don’t need to select multiple objects and go to Edit Mode just to check a packed atlas. Also, see shells in edit mode without needing to select all faces.

-(UV editor) Double click in face select for island select in, instead of L key to select linked.

-(UV editor) Render inside of inverted UV islands in red. Change color when islands are stacked to more easily identify them.

-(UV editor) Texel density picker and setter (integrated in blender, not an addon).

-(UV editor) Missing features: Cut, unfold, optimize/relax. We need more ways to edit existing UV shells without re-unwrapping, because usually textures are already done and we just need some small changes.

-(UV editor) Align features for whole shells and subobjects

-(UV editor) A way to edit UV vertices without them being synced with actual vertices (which usually correspond to 2 or more UV vertices and cause mistakes). Right now we have to choose between seeing the whole mesh and editing UV vertices.

2
nacioss

{attachment 1png} This Add-on made it in 2.83 last week! developer.blender.org/T74122

4
Cobra

Hi Pablo.

  1. Since you're part of the UI team could you do something about the Gizmo's tooltip when you hover over them, it should be disabled in the 3D view & only seen in the toolbar.
  2. Unselected custom bone colors (Pose Mode) are not fully saturated by default, it seems they're hardcoded, to have olny 0.9 until selected.

Can we have them full saturated for unselected, and the selected should have a different color like this.

image

4
Mateparaguai

GAMEDEV!!! Hi Pablo! Thank you again for what you 're doing! I adore your show! Especially pleasing friendly and productive atmosphere! Invite more often guests. I really want to see Jacques Lucke. What do you think about ###upBGE### eevee? That would be great if EpicGames supported the platform! It is worth it! Already so many tutorials! Everything can be done without leaving Blender! Python is so simple and understandable! I don 't understand why, so far, BGE hasn 't taken its rightful place in the instruments of a salaried worker! Isn 't that cool - youtu.be/4mG813TbIiI and youtube.com/watch

4
Pascal

Hello. Modeling tools feel like they're left out..what's Campbell doing since he's the module owner? Maya has some great tools with rich features while in Blender you have to get tons of addons for the simplest job and half of them broken...

  • Knife tool & loopcut should be combined and made to work much better.
  • Bend,Twist,Lattices...etc Maya has deformers which are easy to use and much faster.
  • This one should be added

3D View Selection Occlusion (Select Through)

  • Edge Flow ,Autoconnect and Connect tools.
  • Mesh Mirror Editing......and much more.
3
issuesvfx

hey Pablo not my question but saw it last week and you ran out of time to answer it so reposting

ponomarovmax asked Hi Pablo and Dalai! AMD will soon introduce new GPU with realtime raytracing support. Do they share any information for Blender developers to quickly implement support for new GPUs as soon as possible (raytracing acceleration/denoising)?

3
Alumx

Olá Pablo! Big question, coffee with sugar or coffee with no sugar

3
momotron2000

right on time! good job!

3
momotron2000

* @momotron2000 * hey everyone, you always only post your question here. Please give a +1 OP and don't be so greedy!

1
mr.roberto-12-9

Is UDIM baking possible now?

2
meszarosmate0510

Hello Pablo! Will we get a C++ API for blender at some point? Feels like the biggest thing studios need to properly adapt blender into their pipeline in the place of Max, Maya, etc.

2
nunoalexconceicao

Hi Pablo ow are you? I'm new in Blender and one thing I'm really worried about is the bad performance modeling, I mean compared with other packages once I go over 50k poly/quads, with subdiv it really slows down a lot in edit mode either in workbench or just simple wireframe views. How focused are the devs on the edit mode performance? I have 2x1080TI

2
tushantin

Hi Pablo. When do we get more control over how light works in Eevee?

Lightworks in Eevee?

I mean it's easier to adjust lighting than substances themselves if one isn't really a good substance designer.

2

Hi Pablo - On the Blender open movies, do you do the compositing directly in the same file as the 3D scene, or in a separate file?

2
damian_winnichenko

Hi Pablo! It`s a me, Damian!

Still watching your show since 2.80 alpha.

Recently I tried to make some advanced cloth simulation and didn't find any tearing option. I was sure this feature had been always in Blender. It seems my expectations don't correspond to reality.

Any thoughts about that? Am I missing some hidden approach or Blender doesn't have tearing cloth feature yet?

Many appreciations!

P.S. I`d be happy if one of the developers had started his/her own stream channel on how to code for Blender.

2
znake13

Buenas tardes, Pablo! I can't ever catch the Blender Today show as I always have work at that time. I still watch it as soon as I get home (I live in South Africa, so our timezones are very similar).

I have a few questions I would like to ask.

First, I am happy to see that there have been some improvements in cycles, but I have been wondering if we would ever get proper light path tracing, such as you do in LuxCore with bi-directional lighting or light path tracing.

Secondly, is there a way that we can use or change the image sequencer node so that we can have a specific image in a sequence displayed at a time without having to use an offset or scrolling through the timeline to find a certain frame? I would like to be able to use this in a similar fashion to how an MRI works to create a volumetric object that changes in color or images the deeper inside you go. Almost like giving it a Z or W slider to change between images.

2
overlord.art

Hi Pablo you a great. Do you now Is it possible implement opacity for wirefame like in XSI softimage ??

1
overlord.art

{attachment wireframejpg}

momotron2000

* @overlord.art * why do you want this?

boris.wilson

* @momotron2000 * I think that's because it makes it easier to see the mesh itself. We can see at the first example that the wireframe over the mesh looks to "concentrated", and it makes it harder to see the model

Maker26

Will the fbx addon finally get its well deserved fixes and improvements? Top priority should be Scale, Rotation which have been very broken for a long time. And a addition for the ik_stretch support for the fbx file, so we can obtain non-popping ik bones in game engine. Trying that now will result in ankle bones following their parent's scale animation.

1
kolobast

Hello Pablo! I'm in love with new Remesh feature, but.. Is there a way to make it not smooth the whole mesh after each iteration? To remesh and smooth only the changed part of the mesh, and keep other parts intact. Cause the more you remesh the more details you lose during next 5-6 Ctrl+Rs. Preserve Volume checked kinda does the trick, but it's not working every time, some parts are still keep smoothing to some point. Also waiting for new Multires, as it is so very important part of the workfow. Also some quick Clip Curves in Sculpting mode would be fine, to clip and cut meshes along the plane or curve. Using booleans is a pain.

1
BarfGarbage

Ayo what's poppin Pablo my man? Are there any plans to improve the texture editor, or is it just going to get removed at some point? It would be radical if it could be used to make Substance Designer type procedural textures that could be plonked in to the shader editor.

1
koko_ze

Hi! Are the face maps going to be used for this?: youtu.be/x9ikzGQW0ys

1
michal1000w

Hi Pablo, when can we expect Shader to RGB in Cycles? It would be super useful :D

1
ooooooh

hi, Pablo, is optix going to get adaptive subdivision anytime soon?

1
nacioss

* @hongyu.foo * It's already supported by Optix in Blender

golagoon

Hi Pablo, I just happen to saw the stream for today, really glad for the grease pencil updates, I have a request for the developers, how do I formally write to grease pencil developers particularly and show some examples of some of the problems and suggestions regarding the issues I am facing. In doing so I can also be a part of ideation how it can be improved for a wider usage

3rton

Please how to set hotkey for the studio light rotation

Powerbyte7

Hey, I was wondering if Eevee object motion blur is planned to be implemented. It'd be great for motion grahpics. The camara motion blur doesn't cut it for a lot of animations.

MikePSanchez

Hi Pablo and Dalai! Where can I search in the code to move a little bit down the tools (left toolbar) in blender? And, today I've try to make a driver in the shape keys controlled from a node tree value but doesnt work. It is possible or not? Thanks a lot ^^

neotam

Hello Felinto & Pablo,

How are you! I haven't missed not even one blender today.

Please bring the "Pablo Dobarro" to stream once again

ruben.fto

Hi pablo, about asset manager, are you working with andrew peel on the asset manager, he has a very full developed asset manager work on blender, I dont know if you have talked, thanks! youtu.be/ZphqykbmHeQ

ostapblender

Any news on Multires? Will it make it to 2.83?

With the adaptive sampling, is it possible to get it working in the viewport? I can only get it working in the final render.

Does it work on a per ray type basis, for example if the indirect diffuse is clean but the indirect reflections are still noisy, does it stop throwing samples at diffuse, but keep them going with reflections?

TheLoneWolf

Hey Pablo, any news on viewport improvements for animation playback?

davidmani159

is there any plane to restart podcast?

AnubisMaster

Pablo Solid view should be way more performing! it's too slow even on a gtx 1070 / gtx 1080 :( i miss 1.79's performance , it's just fast as heck!

other thing a friend of mine renders with a 1080 cycles and it just crashes because meshes have 1 subdivision in render mode

ponomarovmax

Hi Pablo!

AMD will soon introduce new GPU with realtime raytracing support. Do they share any information for Blender developers to quickly implement support for new GPUs as soon as possible (raytracing acceleration/denoising)?

Nvidia already has advantage (Optix). Would AMD also have similar instruments inside Blender? Also what about realtime raytracing in EEVEE?

radi0n

Where i can find Undo-branch Blender?

boris.wilson

Hi! Greetings from Brazil! I've been wondering if will be implemented soon a animation layers system in Blender. I tried to do something similar with the current NLA system but it is a very slow process. Anyways, are there any plans for it already? Obrigado.

samuel.santos

Does "Face Maps" have any actual nowadays functionality other than create groups of maps to reselect?

Drax

Hi, Pablo!

Quick question - what happened to the "destructive extrude" tool? I remember I saw it before in the dev forums and was so happy to see it. A tool to pull out a face up without moving the joints nor making a "hole" is something I'd love to have.

Thanks! :-)

mau.memoli

Hi Pablo, I was wondering what is the status of animation 2020. I was digging into rigging and there are some features that are missing. I was not able to find a valid wrap modifier. Also the possibility to sculpt shape keys on mesh caches. I know I can import the mesh cache as a sequence of shape keys and be able to sculpt on those, but that is quite unmanageable UI wise, that gives me the chance to suggest grouping and multiple selection for shapekeys and vertexgroups UI List.