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12 Oct 2020
pablovazquez
youtube.com pablovazquez
3dcinetv
Lillya
R-animation-studios
amalbubble
amraramthory007
choudhary1298rakesh
choudharyrakesh1298
dreamparacite
gilbertorodrigues
officialranimationstudios
rc997899
reston.stanton
slowk1d
43 Comments
Hello Pablo <3 Check this out ... youtube.com/watch Also, when can we expect Vulkan support for blender... ? Also, would eevee have microdisplacements like cycles in future 😗
Hola Pablo! I'll repost a question of a couple of weeks ago that didn't have the chance to be read.
I wanted to ask you how much would be difficult to have the possibility to move, scale and rotate Collections? I understand that Collections are not exactly groups but more a layering/organizing system, and I don't know how much programming would require, but it feels such like a needed feature to just put a bunch of objects in a collection and move them all together, instead of parenting them to an empty. It feels weird especially because with instanced collections this thing is possible, why not with regular ones?
Thanks for the space and for improving Blender every day!
* @slowk1d * Hey, did you know you can actually do something like that already? If you press shift+G (select grouped) on with one active object you can select all the other object within the active object's collection and then you can move, scale and rotate them just like any group of objects.
* @slowk1d * There is a big flaw with what you're asking, because you're comparing it to maya or other softwares where there arent collections they have groups and groups are objects with no visible "shape node" the difference there is that the group affects hierarchy and also as an object it has transforms. compared to collections has a few advantages and also disadvantages, for instance a an object can be child of multiple collections, *(that's the only one i can think of)
* @slowk1d * Yes we need this! Regular groups function like in any other software.
Hi Pablo!
That's official video from Minecraft's youtube channel, but with one very interesting thing. It have only 2 minutes. Can you please check it out?
* @bogdan.fediushin1 * wow they using blender🥰
Hi Pablo, I'm curious as to how third party (commercial) DCC's go about implementing bridges to their software within Blender? I know there has been a lot of discussion about it in the past as Blender's GPL license is restrictive in that sense, yet with rendering engines like Render Man recently announcing support for Blender, I'm wondering how they were able to get around it?
It would be great to see Substance or Houdini Engine plugins available for Blender but from reading official forum posts from SideFX and (pre-adobe) Allegorithmic it seems like there's not an easy way to create a bridge, even if it's made to be open source (something to do with the Python API being much slower than C-based one)?
* @Sam * Redshift is about to land in Blender. RS is used with Houdini. Octane and Vray already work in Blender. There are addons that allow Blender to import/export Houdini parameters. There is an addon in Blender that actually allows you to I/O all maps from substance. Follow this Studio developer: youtu.be/_iYWmxAPM7s Blender is beyond industry compatible.
the new sculpting core for blender announced by pablo dobarro. when to expect it?
* @zslit * In the coming weeks..
Hey Pablo, this has come up in a couple different episodes, so thought it would be fun to solve the mystery of how to pronounce my name XD
It’s French, so it’s similar to Spanish the pronunciation you are using now, just the ending is different. Instead of “Lapalmei” it’s “Lapalm”. The name literally means “the hand” - “La palme” (almost the same in Spanish too right?).
Silliness aside, I actually do have a question! It’s 2.9 and 3.0 isn’t that far away, which is crazy. I heard that if there were a time to break long standing conventions for blender, something like 3.0 might be it. I was wondering if you were to break something in blender, for the better, what would it be? Personally, I think I might like to see vertex groups reworked to just generic “grouping”, allowing for vertex, edge and face groups to be made and used in every modifier.
Hi Pablo, is there a way to see the scene through a light, as if it was a camera?
Hi Pablo, hope you are doing well and safe. My question is about cycles development. I'm afraid that Cycles is getting less attention because of all the great sculpt features.
All the features are too focused on sculpting and cycles need attention. For sure cycles need help because someone is selling an optimized version of it for $500, clearing showing that cycles can be improved a lot.
In my opinion, this reveals that cycles are suffering from a lack of attention, what is bad because cycles is an amazing tool, but is getting outdated and slow so fast that my only feeling is to feel sad about it. Cycles compared with octane is just inferior, even though cycles is soooooooooooo much easier and fun to use.
How can we, the community, take care of that even though I don't know anything about coding? Is there a way to send money and donate ONLY for cycles development?
Take care man.
* @augusto.c.felix * Cycles and sculpting development are made by different developers, so one doesn't impact the other. Right now Cycles is focused on bug fixing and reviewing patches, that's why not many new features. As for E-cycles, the developer of it releases the improvements every year or so.
Hello Pablo! This year developers made a lot to improve performance, things like Undo speed improvement was super awesome, but since 2.82 it feels like performance regression tasks (highpoly mesh editing/ bugs with Mantaflow/ etc.) were not a priority anymore.
Could you please give community updates about the work done to mitigate edit mode/viewport performance regressions and all performance and stability tasks in general?
Don't get me wrong, I am really excited about all the new things that have been added with each Blender version iteration, but I'm more concerned about performance and overall stability, do you think that maybe developers could spend their time completely on improving performance without adding new stuff in next version, for example spend whole cycle of development of 2.92 or 2.93 SOLELY on improving performance and optimizing everything, so that we could have new Blender that could have comparable and even superior performance than it's previous version 2.79?
developer.blender.org/T73360
* @Chingiz Jumagulov * this is just an idea: organize things into appropiate named Collections, switch them off when they are not contributing to what you need. Don't overcharge the viewport with static meshes. Even U4 (unreal engine) advises this. Scene data organization was lighter in 2.79 and the graphic cards at the time were built for that (hence you feel it speedier to undo/load, etc..). If you have the chance to use 3080 RTX (despite the bad reviews), I am sure you will gain viewport performance. Even procedural texturing with 12gb Vram sometimes takes 10 seconds to compile, depending on your system settings, cache, hard drive specs... etc.. Last but not least, check this video for LODs in Blender: youtu.be/NbsoUmdGQpI
* @Pablo Vazquez * Thank you for your stream and answer, I have subscribed to that thread since it's inception. My only concern was that it was not updated since march 2020 and edit mode performance stayed mostly the same in 2.83 and 2.90/2.91 while developers being occupied with other tasks too. I understand that this is a very difficult task and I hope you guys will kill it as usual in next iterations of Blender and Blender 3.0 will have the fastest viewport out there.
* @3dcinetv * Hello, thank you for all your suggestions, but my questions were more about the status of mesh editing regressions (Mantaflow stability too in part), which are recognized and well-known problems. I am aware of LODs and scene optimization techniques and have a very adequate hardware as I am working as a 3d generalist all I need is update on when to expect even faster edit mode, that's all.
* @Chingiz Jumagulov * oh! ok. I get you. Reverting cached fluid sims is always a painstakingly process in any software except Houdini. You've could've mentioned you were aiming at fluid sims and the thread would've shifted. :D
Hi Pablo.
Did anyone see Minecraft live that happened a few weeks ago? I could not help but notice that the art team was using blender. It is nice to see blender used in the production of the #1 best selling game of all time.
A clear view is shown here. youtu.be/4WJ7LmY3mZA
* @reston.stanton * Not only for gaming, Blender is also used for scientific neuronal research and accurate human particle simulations, among other industries not related to entertainment (movies, games, etc..)
Hey Pablo, I have a question about something that I feel could make a big difference for environment artists who use Blender. Do you think it's possible to implement an Ocean Texture node to use in shader editor?
Blender has an algorithm that can generate realistic oceans but only as a displacement via the modifier. So the maths and everything seems to be there but there's no way to use that data in the node editor directly.
That would be amazingly helpful for generating large scale bodies of water but the only workaround as of now is to bake normal maps and go through the process of making them usable. Plus, there's always a problem with tiling that wouldn't be there if there was an ocean texture node.
Hello Pablo! Could you approve my invite you to Google Hangouts? I invited you to Google Hangouts! Please answer in English, because i dont know spanish :)))
Hi Pablo, how are you?
Just wanted to say some time ago already, how amused I am by Blender stability these days! Quite heavy scenes work much better now!
Bravo, developers!
P.S. Please, do not remove dyntopo in sculpting unless you come up with a much better idea. (VDB remeshing has its own disadvantages in some cases)
Hola pablo, when will come back blender hoy and this info for spanish comunity
hi pablo I have quite some ideas, but very small and probably a small change. One would be: Select a mesh in object mode, it is active object and orange and has the blue selected object in the outliner, then hide it with the eye icon in the outliner, unhide it and it is no longer active object, actually nothjing is. My idea is, if the mesh you unhide is also "selected" with the blue selected object tint in the outliner and no other mesh is active the mesh you unhide should become the active object.
Hola Pablo from Spain! I've done this this week: youtu.be/nGtk2pdak0Q How could I correct the volume lighting glitch?
Hello Pablo , I always forget to ask this. Can we have in the displace modifier " apply as shape keys for every frame" button .so it can apply the shapes for every frame of the animation range and not duplicate Dis.modifs like crazy and then apply manually on every frame? This is very cool way to bring up crazy displace animations with Shape keys in Unreal Engine or other game engines maybe. Especially for short loops. But it's so time consuming and it will be cool to have this with only one button. And then yes, you need to animate all the shape keys . Relative time doesn't work in UE4.
Hello Pablo i just wanna ask if the texture node editor gonna have function?
Hello Pablo! Any thoughts on this proposal on how blender handles selections? Right click select proposal
Hello Pablo! Why aren't thumbnails for .blend files enabled automatically by the installer? I think it's a great feature and it deserves to be used more.
Hey Pablo, I hope your tooth is alive and chewing well.
My questions are: Are there any plans to add caustics in Cycles and make it a full spectrum renderer?
And why did you make Cycles, instead of integrating another open source renderer, like Luxcore, that already has caustics and full spectrum rendering?
Thx!
Hey Pablo, Recently there has a lot of awesome updates coming to blender such as custom bevel for text and curves using a graph. Can such customization using graph be implemented for pressure sensitivity for sculpting and texture painting such as this proposal I made on Right Click Select: blender.community/c/rightclickselect/gNfbbc/
Glad to hear Ü Pablo!!
( Long time for me without time to the good things like BlenderToday!!
¿Are some advances in the VR ~ Blender for Creation and Edition (not just visualization) as with MARUI plugin?
Hi.
With the blender conference coming up, I was wondering what the shipping progress is on the comfort boxes is for shipping to the U.S.A.
Hello, hope you recovered from the dentist. Currently, there is a hidden animation denoiser in blender? Is there a plan to expose it with an interface?
And will the Cycles: blue-noise dithered sampling patch land in 2.91?
Hello, Pablo, This is the second question:
I wonder, what would be the new goal for development fund? 40 developers? New office?
Hi Pablo! What's going to happen when the new distros come out? They are going to have cuda 11 that doesn't support some newer video cards. I happen to have a GeForce 1080 ti and it's not supported.
Hi Pablo, I see that particle nodes have been put on the back burner slightly. However, is the point cloud intergration also been pushed back or is there news.
Thanks for the help!
¡Hola Pablo! ¿Podría aprobar mi invitación a Hangouts de Google? ¡Te invité a Hangouts de Google! Por favor responda en inglés, porque no sé español :))) Hello Pablo! Could you approve my invite you to Google Hangouts? I invited you to Google Hangouts! Please answer in English, because i dont know spanish :)))
¡Hola Pablo! ¿Podría aprobar mi invitación a Hangouts de Google? ¡Te invité a Hangouts de Google! Por favor responda en inglés, porque no sé español :)))