As someone who specializes in UI/UX for Blender (right?), what is your opinion of having that controversial camera lock gizmo located right underneath the margin of the camera view, maybe near the bottom right corner? That way it doesn't get associated with the navigation gizmos. It could also be tied to individual cameras, so its on/off state depends on which camera view you're in.
As a side comment, if it does get added, it might make sense for "Locked" to mean locked in place, which would be the default, and "Unlocked" mean you can move it around with the navigation controls. It's kind of the opposite of how it's always worked, but it would be the simplest and easiest way to convey via a simple icon, and honestly seems like it would be the easiest to understand for newbies.
Thanks for the awesome show, and thank you to all the amazing developers that make Blender more and more awesome every day!
3
z
zacoo4k
hey paplo i was wondering if there is any plan for the wireframe modifier to have a segments option instead of the base 4 sides where u can increase the segments and the geometry becomes smooth, also lots of love to blender from Palestine.
2
D
Dhruvin743
hiii, just one que. is there any plan for onion skin for 3d ?
1
T
Tim
Hiya Pablo! I know you're not in America but happy 4th of July anyway!
I posted this question to the devtalk forums but no developer seemed interested in replying so I'd like to try with you:
I often read how Blender’s performance, specifically high-poly models/scenes/simulations/etc., is not on par with other DCCs.
The reason often given is that other DCCs are optimized to perform a select few tasks very well, and because Blender’s focus is more broad, it’s performance inherently suffers. Is that true?
Will Blender’s sculpting performance ever match or exceed that of Zbrush’s? What about Houdini’s simulations? If not, why exactly? Is it a matter of the Blender Foundation getting the time, resources, and talent to make up the difference in performance, or is there something more fundamental about Blender’s core architecture that limits its performance but allows for more comprehensive features compared with other DCCs?
I actually wrote my question after reading this post. Everyone in the comments were freaking out about performance and I just wanted to know what the developers thought.
With the new Asset Browser, will it be possible to instance an object, which is marked as an asset but isn't in the scene, through geometry nodes or any other modifier? Because currently it creates a lot of unnecessary clutter in the scene.
t
teryrocks32
Hello Pablo :) hope you're having a good day <3
i posted this idea can you check it if it worth development?
blender.community/c/rightclickselect/1W5Z/
have a good day and thx for your great live videos <3
X
XanzulsCGAuthor
Hey Pablo, hope you are having a great day!!
• Even though, the 2021 Blender conference got postponed, we are still looking forward to the virtual event in October, maybe would be cool to see Blender Bob there and any spoilers or anything?
• This is about just UI in general, no feature or anything. It's cool that Blender has properties on the node and it's quite unique and handy for small nodes but when I have large fridge size nodes like principle BSDF or the ray cast node or any 3rd party render engine nodes, it gets a bit painful to use when I have a small monitor and I have to constantly zoom in and out and if I collapse the big nodes, there's no way to the names of the inputs. I think after collapsing big nodes, the ability to see the name of the inputs and then using the N panel to change the properties would be a very cool flexibility addition.
• Some parts of Blender has colorful icons and some has flat white icons. Colorful icons in the context menus??
• And this is also about UI and addon UI to be specific. I think there should be a new UI and way to interact with addons in the future in Blender. The N panel is really cool and handy to access quick stuff by addons but If I have 20 addons and if the addons have a lot of assets and stuff, it gets a bit messy and it takes up a lot of space in the viewport when interacting with the addon and the narrow UI kind of makes it look like the software starts with 3. This is about UI and not about functionality so I'm hopeful in future the devs will be able to come with much better solution because I've seen some more fictional UI for addons in other softwares. Blender has a lot of addons and most of them elevate blender's functionality and a lot of people rely on a lot of addons and some addons are the reason why some people have switched to Blender. So making the addon ecosystem and UI better will be very welcoming and make life easier for a lot of people not to mention the fact I have to manually download the new version of addons, not to be rude but that's not ideal.
s
slowk1d
Not to be rude, but the fact that you have to download and install a newer version of an addon every time is not up to Blender. They are "addons", how could Blender keep track of the thousands of addons that are made and updated for it every day? If you want your addons to be automatically updated, you should contact the addons developers, not Blender.
t
thinsoldier
It could be done but would require a significant investment of time, money, and people to build a centralized addon "marketplace/store" where addon devs create an account, submit their code, have the code automatically and manually checked for compatibility and security, etc... The budget necessary for it to be done well is unlikely to ever happen for Blender.
12 Comments
Hey Pablo! Hope you're having a great day!
As someone who specializes in UI/UX for Blender (right?), what is your opinion of having that controversial camera lock gizmo located right underneath the margin of the camera view, maybe near the bottom right corner? That way it doesn't get associated with the navigation gizmos. It could also be tied to individual cameras, so its on/off state depends on which camera view you're in.
As a side comment, if it does get added, it might make sense for "Locked" to mean locked in place, which would be the default, and "Unlocked" mean you can move it around with the navigation controls. It's kind of the opposite of how it's always worked, but it would be the simplest and easiest way to convey via a simple icon, and honestly seems like it would be the easiest to understand for newbies.
Thanks for the awesome show, and thank you to all the amazing developers that make Blender more and more awesome every day!
hey paplo i was wondering if there is any plan for the wireframe modifier to have a segments option instead of the base 4 sides where u can increase the segments and the geometry becomes smooth, also lots of love to blender from Palestine.
hiii, just one que. is there any plan for onion skin for 3d ?
Hiya Pablo! I know you're not in America but happy 4th of July anyway!
I posted this question to the devtalk forums but no developer seemed interested in replying so I'd like to try with you:
I often read how Blender’s performance, specifically high-poly models/scenes/simulations/etc., is not on par with other DCCs.
The reason often given is that other DCCs are optimized to perform a select few tasks very well, and because Blender’s focus is more broad, it’s performance inherently suffers. Is that true?
Will Blender’s sculpting performance ever match or exceed that of Zbrush’s? What about Houdini’s simulations? If not, why exactly? Is it a matter of the Blender Foundation getting the time, resources, and talent to make up the difference in performance, or is there something more fundamental about Blender’s core architecture that limits its performance but allows for more comprehensive features compared with other DCCs?
Thanks!
Check this out code.blender.org/2021/06/asset-creation-pipeline-design/
I actually wrote my question after reading this post. Everyone in the comments were freaking out about performance and I just wanted to know what the developers thought.
Hey Pablo!
Are there any plans for fully implementing VDB level sets and points yet? I think that it would greatly improve the fluid simulation workflow. docs.blender.org/manual/en/latest/modeling/volumes/introduction.html
With the new Asset Browser, will it be possible to instance an object, which is marked as an asset but isn't in the scene, through geometry nodes or any other modifier? Because currently it creates a lot of unnecessary clutter in the scene.
Hello Pablo :) hope you're having a good day <3 i posted this idea can you check it if it worth development? blender.community/c/rightclickselect/1W5Z/ have a good day and thx for your great live videos <3
Hey Pablo, hope you are having a great day!!
• Even though, the 2021 Blender conference got postponed, we are still looking forward to the virtual event in October, maybe would be cool to see Blender Bob there and any spoilers or anything?
• This is about just UI in general, no feature or anything. It's cool that Blender has properties on the node and it's quite unique and handy for small nodes but when I have large fridge size nodes like principle BSDF or the ray cast node or any 3rd party render engine nodes, it gets a bit painful to use when I have a small monitor and I have to constantly zoom in and out and if I collapse the big nodes, there's no way to the names of the inputs. I think after collapsing big nodes, the ability to see the name of the inputs and then using the N panel to change the properties would be a very cool flexibility addition.
• Some parts of Blender has colorful icons and some has flat white icons. Colorful icons in the context menus??
• And this is also about UI and addon UI to be specific. I think there should be a new UI and way to interact with addons in the future in Blender. The N panel is really cool and handy to access quick stuff by addons but If I have 20 addons and if the addons have a lot of assets and stuff, it gets a bit messy and it takes up a lot of space in the viewport when interacting with the addon and the narrow UI kind of makes it look like the software starts with 3. This is about UI and not about functionality so I'm hopeful in future the devs will be able to come with much better solution because I've seen some more fictional UI for addons in other softwares. Blender has a lot of addons and most of them elevate blender's functionality and a lot of people rely on a lot of addons and some addons are the reason why some people have switched to Blender. So making the addon ecosystem and UI better will be very welcoming and make life easier for a lot of people not to mention the fact I have to manually download the new version of addons, not to be rude but that's not ideal.
Not to be rude, but the fact that you have to download and install a newer version of an addon every time is not up to Blender. They are "addons", how could Blender keep track of the thousands of addons that are made and updated for it every day? If you want your addons to be automatically updated, you should contact the addons developers, not Blender.
It could be done but would require a significant investment of time, money, and people to build a centralized addon "marketplace/store" where addon devs create an account, submit their code, have the code automatically and manually checked for compatibility and security, etc... The budget necessary for it to be done well is unlikely to ever happen for Blender.