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  • Published 15 Jan 2024

BlenderToday LIVE #245

Changelog

1464 commits in total, of which 299 are fixes and 438 cleanup.

3D Paint Brush

AUTHORS

Alembic

Anim

Assets

Audaspace

BKE lib remap

BKE main

BKE_lib

BKE_lib_remap

BKE_main

BLF

BLI

BLI_fileops

BLI_idprop

BMesh

Build

CMake

CMake/MSVC

Clang Format

Cleanup

Clenaup

Collection

Color management

Compositor

Core

Creator

Curves

Cycles

Cycles UI

Depsgraph

Docs

Draw

Drivers

Drivers Editor

EEVEE

EEVEE Next

EEVEE-Next

EEVEE/EEVEE-Next

Extensions

Externals

FIx

Fix

Fullframe compositor

GHOST

GHOST/SDL

GHOST/Wayland

GHOST/X11

GP3

GPU

GPUMaterial

GPv3

Geometry Nodes

Git

Hydra

I18N

I18n

ID properties

IMB

IO

ImBuf

Initial exposure of compute dispatch and image store in Python API

LibOverride

Liboverride

License headers

Licenses

Linux

Lookdev

Make ImplicitSharingPtr constructor from data pointer explicit

Make the preference option "remap relative" apply for all save operations

Mesh

Metal

Move BKE_main_idmap and BKE_main_namemap to be fully cpp headers.

Multires

NLA

Nodes

OBJ

OpenGL

Overlay

PBVH

PLY

PyAPI

Python

Python API

RNA

RNA/BPY API

Realtime Compositor

Refactor

Revert "CMake

Revert "Cleanup

Revert "Cycles

Revert "Fix

Revert "Fix #113059

Revert #116228

Revert preset changes in c6db3f98bb

Sanitizer

Sculpt

Selection

Shaders

Studiolight

Studiolights

Subdiv

Suppress warnings by removing unused properties from keymaps

Tests

Text Editor

Tools

UI

UI/Code

USD

UV

Unbreak build with Vulkan+Wayland+X11

Unbreak building with Vulkan & WITH_GHOST_X11=OFF

Unbreak debug build

VFont

VSE

Valgrind

Versioning

Volume

Volumes

Vulkan

WM

Windows

install_linux_packages

deps_builder

editorconfig

ffmpeg

macOS

make

shader_builder

pablovazquez
15 Jan 2024

14 Comments

1lots

Hey Pablo! Are there any news on when the texture displacement is gonna work on its own without the subdivision modifier?

Also is there a possibility that we can link modifiers between multiple objects any time soon?

2
mrajendra2150

I think you can link modifier values using drivers, I use it all the time and it is great. This way we have both flexibility in different mesh data but having same modifier values.

stfdln

Ola Pablo Happy new year to all of you guys at Blender HQ Just a quick question, when will Blender support standard opentype features for text objects, like built-in kerning and stuff ? I'm on a very type intensive motion design project right now and I'm afraid I will have to adjust kerning by hand and it will take ages unfortunately. For those who don't see what I'm talking about just look at the huge unnatural space between the T and the e in the word Text, on the 4.1 > User interface relase notes bottom pictures Thanks in advance Cheers

1
mrajendra2150

How to render animation with sound.

FreeMind

What purpose does the checkbox "Use nodes" have? For materials, why would anyone ever want it off? For compositor, there are two checkboxes that do essentially the same thing: Turn the compositor on/off. One is "Use nodes", and one is "Post processing || Turn the compositor on/off". This seems very pointless.

glenrowell

Hi Pablo. Thanks for the updates. Is there any way to import AutoCAD DWG and DXF files with unexploded text?

mrajendra2150

I don't know that but you use inkscape in between to convert dxf file to svg and import svg into blender.

zadek

Hi Pablo! What new stuff coming to Blender you are the most excited about? For me it's animation stuff 2025 and texture layers.

FreeMind

Hey :) Question about the user interface. Why are there still global transform settings among Active tool settings? Seems very misplaced. Seems like a no-brainer to put these among the other global transform settings, no?

Image from devtalk: devtalk.blender.org/uploads/default/original/3X/4/d/4db78b239437ddbe525e332a84cb08965d60c3d8.png

This misplacement is especially evident, when these appear in the N-Shelf or the properties editor, among active tool settings... Like, can the active tool "Selection" have "Automerge", for example? No. That's completely unrelated!

There's also a "Workspace" panel in there, which makes no sense too, and a lot more other stuff in other modes, that don't belong there...

Sergi_a

Hello Pablo, hello all Is it an error that the Shading RGB node is possible to modify alpha but doesnt have alpha output? The documentation calls it rgb but the image and one text calls it rgba with yellow node output wich is not possible to extract from it by any means

nubnubbud

oi, pablo!

customization is massive!... and it's a bit of an issue-every customization menu is massive! what's your take on a "basic customization" menu, that opens up into the current, granular one? For example, a number of things in blender are the same color by default- perhaps their values should begin linked?

Other than that, we still need nodes with vector curves in their ui to use correct splines for geo nodes (and material nodes) accuracy! projects.blender.org/blender/blender/issues/113455 . if you know who to bug, please do! It's an old bug that affects a lot- I swear I'm not trying to be annoying about it!

Happy holidays, and give some thanks to Dalai for filling in for Pablo these last few weeks! (and reading these!)

nubnubbud

also, welcome back! coffee isn't the same without you!

Magnus-Knaur

Hey Pablo :) nice to see you back in Blender today. Is there a schedule when Eevee will support 360 panorama cameras?

FGPArthurVII

Hello Pablo, How are you?

Know if in the new animation Layers workflow planned will work anything like actions for exportion? It is a common thing in games to use each action as an individual layer as It's own action (Idle, Walk, Run) so It goes, when importing into a game engine like Unity, Unreal, the engine understands this from the FBX and separate them into their own animations authomatically, know if this will be possible in the next system?

Also, the shortcut (Shift + M) to switch bone layers from view for the rigging stopped working properly on 4.0, intead It's mimicing the send bone to layer shortcut (M) result. Know if there's any fix planned?