← Blender.Today
  • Published 2 Oct 2023

Blender 4.1 ALPHA - Blender Today LIVE #237

BlenderToday LIVE #237


Changelog

497 commits in total, of which 108 are fixes and 89 cleanup.

3D View

Allow setting weights (Ctrl+X) without paintmask enabled

Anim

Anim, refactor the show/hide all bone collections functions

Anim, when removing bone constraints, clear the constflag

Asset Shelf

Asset shelf

Assets

Assets/BPY

BLF

BLI

BLI_string

BLI_string_cursor_utf8

Build

CMake

CMake/MSVC

Clarify UV align operator behavior. Fix tooltips.

Cleanup

Collada

Command Line

Console

Curve

Curves

CurvesGeometry

Cycles

DNA

DRW

Docs

EEVEE

EEVEE Next

EEVEE-Next

EEVEE-Next

FIX #110946

Fix

Follow up to fix for #111117, remove array/collection length lookup

GHOST/Wayland

GL

GPU

GPencil

GPv3

Geometry

Geometry Nodes

Hydra

ImBuf

Keymap

Lattice

Light linking

MEM_guarded_alloc

Makefile

Mesh

Metal

Node

Node drawing

Node groups

Nodes

PyAPI

Python

Python API

RNA

RNA/BPY

Realtime Compositor

Refactor

Release cycle

Revert "3D View

Revert "Fix

Revert "Release cycle

Revert "UI

Revert "install_linux_packages

Shader

Shaders

Snap

Tests

Text objects

UI

USD

Use bool for each condition

VSE

Vulkan

WM

Windows

addr2line_backtrace

blenloader

deps_builder

macOS

pablovazquez
2 Oct 2023

25 Comments

XanzulsCG

Hey, Pablo how's it going? It's been a while since I've asked any questions, so hope you are doing well.

I'm just curious, when will Blender get some substantial updates to the physics systems? I love all aspects of Blender except the Physics part because compare to other DCCs, it's probably the part that's lacking the most and hasn't had any substantial updates in the last year or so. The new simulation nodes are great but I think it's just loops for now and there are no physics solvers yet, so would there be any update on that in the near future, like node based smoke, liquid, rigid body, soft body, grains, fracture etc.? Seems like currently there's only one DCC that has become the monopoly of FX sims and although other softwares don't have quiet the same level of solver features and quality like that "Dini" software, they have an extensive amount of 3rd party plugins for physics sims which Blender currently lacks (Flip fluids is great but it's not good enough for large scale sims), so it feels helpless for Blender users lol.

Would there be something similar to the Fracture modifier but in geometry nodes in future? That would be really powerful and something out of wet dreams of the VFX people who are using Blender.

Also, would there be another "Blender is" type of collab video after 4.0 release?

4
ford-cott

xth for XPBD!

1
Blender_Bob

Hola Pablo! If you create a grid, select all the faces and shrink the selection it doesn't do anything. Bug or feature? I should remove all the polys on the edges of the grid, no?

2
mattiaseriksson

@Blender_Bob Hi I think I understand what you're experiencing, but where should you start to shrink the selection or expand the selection if everything is already selected? It's based on basic logic.

I assume you are using "CTRL and Numpad+" or "CTRL and Numpad-" to do that.

If you don't want to manually select the edges, you can do the following:

  1. Select everything by pressing "A," then use "Deselect Boundary."
  2. Click on "3" to switch to face mode.
  3. Invert the selection by pressing "CTRL and I," and then delete the faces.
1
Blender_Bob

Deselect boundary is what it should do.

2
notafran

Hi Pablo! I hope you're doing well! I have a very quick question:

The current primitives in the add menu are pretty...well, primitive. I wanted to know, is there a plan to replace the current primitives with geometry node primitives such that we can edit the size, subdivisions, dimensions etc. non-destructively later?

Like, instead of adding a default cube through the add menu, it'd add an empty with a cube geonode primitive with the components exposed.

I understand this would add an extra step when going to edit mode as we'd have to apply the geonode modifier but I feel like a prompt to apply the stack would alleviate that.

Thank you!

1
stann_co

Hi Pablo, i am always watching the stream, but always forget to leave a comment here! ;P

I am curious if there is any plans or work on enabling more stylistic rendering. In my current project i've had to render the same shots in both EEVEE and cycles at the same time, to get realistic lighting, but also have cell-shaded look for my characters.

EEVEE's shader to rgb node, is the backbone of most stylistic shaders, but since cycles still doesn't have an equivalent or alternative, i feel i'm often stuck trying to achieve my stylistic ideas whilst having accurate and beautiful lighting

1
Prince_Of_Sloth

Hola Pablo,

Any chance we can get face maps to return as an addon? I know you said that we should use attributes. But i don't know how to use attributes as selection storage for use in Edit mode.

Chao

1
FGPArthurVII

Hi Pablo, following the post on the Animation Layers for the Project animation 2025 you answered last time (thanks for dedicating the time to answer af the live).

It seems that instead of multiple actions now we're gonna have multiple animations which each can have multiple layers, is that correct? Currently I can export the fbx model to a game engine and if the animations are separated by action (Walk, run, jump, idle) the engine auto-understand and separate those for me without the need to export thousands of skeletons or manually cutting a huge animation in engine. Know if this will still be possible using the new system using this new multiple animations approach?

1
Cranky

Hi, are there any plans to change how you delete materials etc.? the fake user stuff is very unintuitive imo.

1
pranayvaidya007

Hey pablo hope everything is going good you are looking awesome with your awesome hair Blender is spreading like a Wildfire in India we want to support this awesome software whole hearted we would just request you to activate payment through upi it would help us a lot

PLEASE ACTIVATE "PAYMENT THROUGH UPI"

It is the most fastest way we can pay you and I will also recommend all the others who are watching my YouTube channels in local language to pay for Blender development fund

1
Prince_Of_Sloth

FYI Pablo, UPI is a digital payment system in India. Its a direct bank a/c to bank/ac transfer system. Its a ubiquitous payment method and used actively in day to day life and online transactions. Imagine its like Apple Pay/Venmo/Google Pay but you can use any app to facilitate payment.

I agree with Pranay that implementing UPI as a payment options will make much much easier for Indians to make contributions to the dev fund.

Chao

slowk1d

Hola Pablo!

A request that was made multiple times through the years is differentiating how linked duplicates/instances look in the Outliner. Even though we can see if an object is instanced/linked in its properties, I think being able to see it at a glance in the Outliner would be extremely useful. These are a couple of proposals that I liked: blender.community/c/rightclickselect/Btcbbc/ blender.community/c/rightclickselect/Z8Pv/

Cheers!

1
Zorgos

I as a regular user of Blender openly offended that in recent versions, in particular in the long-awaited version 4.0 developers have completely forgotten about the new modeling features! Blender is primarily an editor for modeling! I want to see new modeling features. Why did they stop improving Bevel, Extrude, Retopology, Lattice, Array, Mesh Deform tools?

dameeb1989

Reconsider "Shaders: clamp various shader inputs for Principled BSDF". Clamping values such as emission strength will seriously hinder the creative applications of Cycles. Already many effects that are needed in stylized workflows require obtuse solutions in Blender. I am surprised this change is going on without any pushback or interest.

quackarooni

Hey Pablo, quick question regarding all searches prioritizing recently search items. Are there any plans to allow for disabling this on specific operators? (at least in the API)

As an addon dev, I'm having problems with it overriding how I'd like my addons' searches to behave, as it takes priority no matter what sorting I use on my addon. This ruins the intended UX, and currently the only option to turn it off is a global user preference that applies to all search operators, something I won't have control over as an addon developer.

mrajendra2150

Please add ""edit node" for geometry nodes. Also what happened with keymesh addon

WiresoulStudio

Hi Pablo. Is there any difference between "location" and "position" attributes in Geometry nodes? If it's just a naming inconsistency, then... why?

pranayvaidya007

Also I I would request all the code committer to at least post an image of what they have done so that we could spread the word Very quickly especially in India as we have lots of languages so it will be easy for us

As the proverb goes "a picture speak thousand words"

nubnubbud

oi, Pablo!

This isn't my question, this week- a friend asked me about IK systems! They work great for humans, but anything with more than 2 joints is a bit of trouble- IK wants to limit the movement of one end of the chain, and people are coming up with very complex setups to get around this. Is there anyone looking at IK algorithms or making them more extensible, like by allowing multiple poles, or stiffness per joint? As well, adding a pole makes the first joints floppier, and the last joints stiffer, for 3+ bones, it seems.

for me- the vector curves and color curves in the shader editor does not have the spline math fix yet! just found it!

dawid

Hi Pablo! Recently I discovered that Cycles does not do Motion Blur for objects that have variable topology. I've searched all over the internet for a way to do this, but I haven't found anything. It's mainly about animated procedural objects from GeoNodes. Do you know what native tools are used in Blender in such situations? I know that Pixel Motuion Blur can be used in post-production - but from what I understand it is not available natively either.

sooroojdeen

If you store a "velocity" named attribute in geometry nodes, Cycles uses it to generate the motion blur, it is supported but maybe not intuitive.

2
JLGarcía

This may help: Big Motion Blur Issues In Cycles (And How To Fix) youtu.be/E__Jrqy-JL4

dawid

Wait what. This is awesome. "Velocity" with value 1 - I tested it right away and it works nice. It's amazing that I couldn't find this information anywhere in official sources or through user forums. Thanku you!

sooroojdeen

This works with all other "anonymous" attributes as well you can replace "normal", "position" or even the default "uvmap" attributes with custom stuff just by creating a named attribute with the same name.