← Blender.Today
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  • Published 24 Jul 2023

Eat, sleep, nodes, REPEAT - Blender Today LIVE #232

Changelog

Total: 543 commits, of which 112 are fixes and 182 cleanup.

Anim

Array Utils

BLF

BLI

BLI_linklist_stack

BPY

Blenkernel

CMake

Cleanup

Compositor

Core

Curves

Cycles

Cycles Hydra

DRW

Docs

EEVEE

EEVEE Next

EEVEE-Next

Editors

Eevee-next

Error importing keymaps prior to version 4.0.3

Extern

Fix

GHOST

GPU

GPv3

Geometry Nodes

Ghost

I18N

I18n

IndexMask

LibOverride

Lights

Makesdna

Manual Reference

Mesh

Mesh Edit

Metal

Nodes

Outliner

Paint

Pass context to region polls

Python

RNA

Realtime Compositor

Refactor

Release

Remove Z Buffer from ImBuf

Revert "Cycles

Revert "Fix #109236

Revert "LibOverride

Revert "Transform

Sculpt

Sequencer

ShaderFX

Shape Key editing

Silence unused variable warning in Outliner code

Tools

Transform

UI

UI Translations

UI Translations and messages fixes.

USD

UV

VSE

View 3D

WM

Workbench Next

code checker

deps_builder

pablovazquez
24 Jul 2023

16 Comments

Steve

Hi Pablo, welcome back, the livestreams were missed! I was wondering if there was any news on the bevel node that was showcased at the Blender conference. I know its been in the works for a while, but wondered if maybe it might make a Blender 4.0 debut?

2
plm.mptech

I built one using the loops and an arc... youtu.be/SiVP29WoH4I

Waffle

Hi Pablo! I hope you're doing well!

I was wondering, I haven't really heard or seen any news about the procedural texturing project that was announced at the start of last year, is this still in the works or is this something that's pushed aside for the meantime? It would be awesome if Blender would become a viable alternative to Substance Designer.

Is there any news about (3D) texture painting performance? Unfortunately, it remains an area in Blender where a lot is left to be desired regarding performance, and improved performance would allow Blender to become a very valid alternative to Substance Painter, especially if this down the line could be integrated together with the procedural texturing project.

Thanks! I love and appreciate the work you do (and you) for the community!

1
Hexbob6

Hola Pablo, missed the streams - hope you're well! :)

It's been a few weeks now but congrats to the Blender team on the latest release. Not really a development question this week but I noticed the new 'donate now' call to action button on the download page. I thought it was a great idea and an unobtrusive way of prompting people to consider contributing! I was wondering if you'd noticed an increase in dev fund subs/donations as a result of it? :)

1
Marek-Hanzelka

Hi I would like to ask how if the new texture paint rework also includes some improvements to Weight Painting?

ajlanaltug

Hey there Pablo, hope you're doing fine :)

I have a question on the development of Geometry Nodes. Why are users still expected to handle standard tasks like filling holes around open edges, calculating normal orientation to point toward the outside etc with already available low level nodes? Shouldn't these tasks be handled though low level nodes of their own or presets? I've looked far and wide and people are still struggling to construct a working setup that does what the Mesh > Normals > Recalculate outside operator does. Will the need for such nodes or presets be addressed any time soon?

Cheers :)

AJ

temetry

Hi Pablo, and hooray! I missed these! I have 2 questions: In Geonodes, I want to capture a series of specific meshes within a collection of a collection using domain size, but right now domain size only gives the top level collection size info, and seems to combine all the mesh data within it. I thought separating the components or Geometry might have helped, but it didn't. Is there a workaround for this, or can we have something to give us access to data in subcollections in the future?

2nd question: The UV Editor's "modified edges" is broken when using geometry nodes. It's the most helpful tool for checking uv results when they're edited by modifiers, and it would excellent if that can be fixed for Geometry nodes too, so that we can have a definite look at our final uv output before exporting to a production game environment without having to hack together a viewer preview.

Thank you!

Hi Pablo! Hope you are doin great!

Just two question for today:

-Is it some day going to be unified all physics simulations, so for example the hair system could interact with clothes, with rigid bodies and so on?

-Could it be say that the new Simulation Nodes is somehow like the Animation Nodes addon?

tche_adriano

Hi Pablo!

Random question:

When we are in viewport Material Mode, Render Pass "Combined", we can still see the depth of field.

But when we change it to Render Pass "Mist" we lost depth of field.

Is it on purpose or a missing feature? Thank you!

hector.rojo.cg

Hi Pablo!, a little question, is there a way to reorder the Quick Favorite list? Thank you so much!

WatsonPrunier

Hi Pablo, sorry about your voice challenges. If you like tea, Ginger Tea, with honey, would help really quick.

I am not aware but can any creations in grease pencil be rendered and exported as SVG?

HiveMindO

Hallo Pablo, i really like the shows and happy to have a conference ticket. Can i ask if there still things in motion for Blender XR? and also for the BlenderLAB?

sickmonkeydub

Good evening Pablo! Glad to see you back!

Could you please enlighten the status of Library Overrides. Any progress at Dynamic Overrides?

nubnubbud

Oi, Pablo! been a while!

is there a way/a plan to enable stacked normalized curves? I've been learning some animation, and my teacher for it uses this in his program to massively reduce the spaghetti- (pardon the maya, but it's a good example) - create3dcharacters.com/files/content/animation/maya-animation-basics/maya-animation-graph-editor-fundamentals/stacked_360.png

I do have a few other quick questions: now that 3.6, and therefore hiprt is in LTS, when can we expect opendata/hiprt test files? any news on physics systems? I noticed there's still no bevel node in geo nodes? it's an oddity- bevel is hugely important, and the math behind it is non-negligible!

naterupsis

Hey @nubnubbud,

I brought this comment up to the Blender Animation Module. The next step would be to make a right click select proposal.

In the proposal, make sure to explain what you like about a feature, rather than "can we copy feature X from software Y". We're focused on making blender it's own useful tool, rather that just copying features.

Also for copyright reasons, we can't be posting screen shots of other software: devtalk.blender.org/t/copyright-guidelines-for-devtalk/17331

nubnubbud

blender.community/c/rightclickselect/myD9/ there we go, now a right click select thread! vote and discuss at your pleasure!

1