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  • Published 23 Jan 2023

HAIR STUFF! - Blender.Today LIVE #214

nubnubbud
23 Jan 2023

22 Comments

slowk1d

Hola Pablo!

I wanted to bring to attention something related to extruding:

I can’t say how many times after disabling an extrude operation by pressing Esc , I had to then select the whole mesh and use the Merge Vertices operator because even if I pressed Esc , the operation was still considered as I extruded something. With every other modeling operation, as I would assume, pressing Esc disables that operation. If I need the result of my extrusion to be in the same spot but keep that operation, I can just press the right mouse button, like every other modeling operation in Blender.

Am I missing something, or isn’t counterproductive and time-consuming that Extruding keeps the extrusion even when I clearly want to disable it, forcing me to do an additional step by selecting the whole mesh and merging the additional vertices? Still now as a regular user, I get confused by this behavior especially because sometimes I don’t remember a canceled extrusion, and I find out later when I’m doing another operation that there were more vertices than expected because I forgot to merge them. It occurs many times to me that when I’m modeling, every once in a while I select everything and use Merge just for the possibility of having additional vertices...

4
FreeMind

I completely agree. My students constantly mess up their model, because they don't realize that canceling extrude only cancels the move action. They ask me "Why isn't the bevel modifier working?"... And I don't even have to think before answering "Duplicate vertexes". It happens so damn often and it's always the right answer... And screw that useless "Clamp overlap" option on the bevel modifier too!

Canceling Extrude should definitely cancel extrude, not just move. When that's done, If you want a zero distance extrusion, press Enter or right click, or type in "0".

1
richard

ESC, Ctrl Z

h.goudey

I definitely agree, when I was around people learning Blender for the first time it was always one of the more confusing parts about learning modeling. I hope the undo system would be capable of this!

1
slowk1d

Yes! I can see some value in having extrude and move as two separate operations,I'm not against that. What I ask is that, considering you can achieve the same result (cancel move but not extrude) by pressing the RBM, make Esc do what is supposed to do... OR have a new keymap preference that is just extrude without move.

FreeMind

Richard, not intuitive.

Hi, just wondering what sort of progress there is on performance when painting high res textures directly onto 3d models? How long do you reckon before using alternative software for this task won't be necessary?

3
danmclaughlin

Hi Pablo, good to start the new year with Blender Today :)

The roadmap looks good but I'm disappointed that texturing didn't make the cut. It was supposed to be for Charge, but now I'm concerned it will keep getting put off. I think there is a preference or bias towards procedural materials and stylized art within the Studio - which is fine, but the problem is the texture system is much farther behind than any of the other projects that have been prioritized above it. Photorealism is the other half of the art coin and I'm concerned that it continues to get de-prioritized.

1
Mr.Kleiner

Hello Pablo aka Giga chad, I have two short questions:

1 - is it ok to make a .blend file read-only (on windows) if I don't want to accidentally commit any changes to it?

2 - Do you happen to know if BC6 and BC7 (.dds format) is planned for the near future? Using dds for textures saves A LOT of resources, especially VRAM. If you don't know, could you please leave a link to where I can ask such a question.

Thank you very much!

1
Steve

Hi Pablo- happy belated New years!

Was just noticing in the Blender release pages that the upcoming Blender 3.5 contains exactly zero new modeling improvements. I get the excitement around Geo Nodes and the new Cycles but modeling still needs quite a bit of love in Blender and shouldn't be forgotten.
I have a whole list of things I'd like to see improved but one thing in particular I would love to see updated is proportional editing- it doesn't respect selections so it affects the whole object whether part or all of it is selected and also operates completely in screen space - it would be much improved if you could set a falloff along a curve or tied specifically to the shape of geometry.

1
zophiekat

hello pablo! i liked the Blender Media Viewer template from the Blender Studio tools. i thought it was a bit confusing being a template, so i made a pretty icon and turned it into a shortcut. what do you think? :D imgur.com/a/ES7PYe7

nubnubbud Author

Oi, Pablo! hope you had a nice holiday!

How are HIP-RT and oneAPI doing, or do blender devs have anything to do with development, or is it totally on AMD's side? I'm tired of Nvidia being able to justify terrible prices just because of program support technicalities, and I'm super eager to see how Intel's first GPU stacks up against the competition!

actions and baked animations are a bit confusing (as is baking in general, currently). I'm getting into them, but I can't easily tell what actions exist, or what exactly an "action" counts as... Is there going to be any development toward making these kinds of data blocks (and stored data in general) browsable or easier to see the properties and data of?

thandoadrian

Hi Pablo, i recently had to do retopo on a high poly mesh from a client. the mesh had 7.5 million faces. The issue I ran into is that blender cannot handle such a high poly mesh, the program slows down horribly and starts freezing whenever you try a basic operation such as switching to edit mode or even selecting and deleting a single face.

This error lead me down a rabbit hole as my system is able to handle the same mesh in different programs without the performance issues experienced in Blender. Maya and Zbrush were the programs i eventually had to use to do the retopology, because Blender simply became unusable. Now back to the rabbit hole, I found this dev branch: developer.blender.org/T57936 that addresses this performance issue; however, it has been abandoned. Why is this? While I understand the need for Blender to keep improving, innovating and adding new features, why does this seem to be at the expense of performance? Blender grinds to a halt when dealing with a single mesh with 7.5 million polygons, but programs like Zbrush, UE5 and Maya can handle scenes with multiple objects with hundreds of millions of polygons? Please refer to this chat as well with more similar performance complaints: blender.community/c/rightclickselect/brcbbc/

nubnubbud Author

zbrush is not a 3D program. it doesn't actually edit the mesh. UE5 doesn't handle mesh data editing like that at all, and Maya runs into similar issues. Blender has no issues with that much unless you're actually editing the base mesh, which is much more difficult. If you have an algorithm to study, feel free to share- blender is open source!

aurorafilms

Hello.... duplicated question from the YT chat: Hello! As usual Thanks you for these live streams. Cycles shader question… What is the use for the alpha value in parameter like the base_color in the Principled_BSDF. I am using the USD branch and taking advantage of the cycles usd shader exports. Blender export color as float4 instead of colorV3. This seems inconsistent with Cycles code: github.com/blender/cycles/blob/master/src/scene/shader_nodes.cpp

zophiekat

helo pablo!

smol question, why is it that the Graph Editor is always displayed on world space? it would be cool if there was a way to see the curves in local space, i never really use the graph editor because of it >~<

tlan_art

hello Pablo. Is there any update on blender HQ tour?

FreeMind

Hey Pablo :) I always found it weird, how in the "Tool" settings menu, there are panels that aren't actually tool settings... For example "Workspace". What does "Workspace" have to do with the active tool? Nothing at all.

Other examples: Edit mode: Automerge, Mirror, Affect only. These are global settings and are not tool specific. Just like snapping is, for example, so they should be in the same row. The "Select" active tool has an option for transform to affect only the origin... Makes no sense. Sculpt mode: "Dyntopo" has nothing to do with the brush, but rather is also a global setting. "Symmetry" as well. These should go next to the "Automasking" button on the header. Remesh, also has nothing to with the active tool. It's an action, and should be in a menu somewhere. Also, "Gravity" is a global setting, within active tools settings, that shouldn't be global... And there are also 3D viewport performance settings here too! lol. And as a bonus: Sculpt mode active tool properties have a panel purely dedicated to displaying the icon of the active tool. Why?....

So yeah, there are quite a bunch of these weird quirks that make no sense in the active tool properties, that just annoy me. Could these be cleaned up? I suppose, my best bet is to learn to do it myself and propose the changes to blender devs, right?

plm.mptech

Hello Pablo, Do you know why there haven't been any nightly builds for windows in the last 5 days? I see that apple and Linux are being updated...

DesignFreedom

Hello Pablo and thank you for your work! Do you know if it's possible to perform a transform operation (move, scale, rotate an object) and pan / zoom around the scene at the same time? Thanks.

oljkeee

Hi Pablo. Did you talk with Ton about 3 release per year? And how much people you hired since september?

paul3

Hi Pablo is there news about hair dynamics?