Blender Developers ask us anything

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okay Antonis companies enos who Antonia Salinas and tonisha left to lockup and he started to kinda skip fine ah yes the boss of free time oh look at that that we got now one two three four five six of nine hundred thousand fourteen sixteen seventeen our nice welcome to the developer ask me anything session I would like to start with absolute developer sharing very short the first name and what they did for blender the past year or something yeah hi my name is Thomas Peck um I've got a bit of cold so it's a bit weird sounding now I'm doing sneak peeks maybe one of you seen them developer sneak peeks I'm helping transforming blender into the 2.8 branch with the OpenGL transformations and I did some things like font browser previews and such stuff hi I'm Brett ronimal and you know last year I've been mostly just helping out a bit with cycles and some other areas of blender hey I'm Mike I work on OpenGL and the viewport 42.8 hi am i um I've been working on micro polygon displacement and I'm now working on the split kernel hi I'm retain I'm working on our six platform maintenance and I used to do windows so know we have Ray Milland comp who's awesome and he's I mean he supports most blender users right now and he's not even here hey I'm Bastion and I'm walking mostly on data management and maintenance stuff hi I'm Sergey I'm alcoholic hi I'm cygwin I'm doing vendor cloud blender cloud add-on and pipeline tooling integration for blender hello I'm Julian I'm doing many UI stuff I've done the google Summer of Code project with layer manager stuff and doing costume manipulators and wants a bit of viewport and all kinds of us stuff what Oh a I'm also alcoholic of course all alcoholics bill developers hi I'm here I work on motion tracking when I have time which is not that much anymore unfortunately if you're interested in working on motion tracking looking for people to mentor so come talk to me hi I'm Luca I'm working on the glove simulator hi yeah hi I'm Lucas I'm doing a cycle stuff so light portals I've been doing you know icing over the google Summer of Code and I have too much stuff on the cycads roadmap which I should probably finish sometime so yeah I mean it and last year I have employed full-time somewhere else so I've been doing only some small add-ons the selection sets or helping with the vendor ID and the cloud and that's mostly it hi I'm the Lila's here doing I guess too much feel and we are things and now viewport but 2.18 hi I'm Joey and I've been helping out with integrating head-mounted display support for the Apple in the viewport hi I'm Monique and I forbad calls but I've been helping out with a compositor my name is Erin and I'm also a capacitor developer that's it so as the purpose of this meeting is that anyone can ask anything to develop it so has a question you want to ask to the people here I have a question about the hair particle system sorry I have a question about the hair particle system and there's this vector that you call tangent tangent two-dimensional not one-dimensional is a plane and I've never been able to work out which of the various tangent directions it actually corresponds to and when I saw switch on for cube say I get random directions all of them all of them that's all of the contents the ads are now just a problem anyone who you do try do the time but he's also knows everything about it ah particles into pot and branch hmm never heard of don't get away with that so particles will be recorded anyway but in the current design it it's a little random and it's not the biggest problem of the particles so he'll work on that but currently just some random thinking which is tangential to the surface but the Darin tation this is undefined users we set up a project to to touch the replacing the particle system with a node-based system something that also could cut hair on our simulations and or an object updating fantastic idea but this will really big it's a big plan to do this so the focus now is back on of viewport and 42.8 to to do things that are a little bit more feasible but we now have to study so what are we going to do with this old particle system we're going to put it back right throw into canal na because I don't think any of the users here says I don't need the particle hashes to member under what anyone says you don't need it so if we want to have the first to point a to our five or FF version attached to a leash its which are particles how are we going to handle that who's going to handle that and the volunteers nobody dares come our guys Joey can do it you can do it yes no hair after one year you might show something different but you first do a cloth but it's almost difficult to sell you know otherwise all I will discuss this with the back there and I started airing out of it so particle in the warehouse currently is mainly a duplication system and duplication system cannot be replaced by something known based probably and it's just the tangent is just going to be like an input of what well of that node tree so this but it's my hope that we can put back old particle system no it will be reimplemented there is some hope that some files will be compatible but the old system is not gonna to be ported as is no it will be something completely new for the most of it will work the shell right hopefully but hopefully how much work would that be an amount of hours for n is more than K but this is still unsolved we have to find a way to work okay how do I show the tangent problem nobody knows what we don't know the old part your hair system and particle system has been stabilized in a way which you don't want to fix or improve and because we don't make a new particle system we have to put something back into point eight which will be a little bit different and not work fully compatible or that leaves won't have to at least the same quality fish so that you can do same quality is not so difficult action oh no oh you get nice tangents going all directions so okay sorry another question about particles no it is about the representations of the path Union yeah better it is about the representation of the other particles simplified in a in 3d viewport not not the earth but the emitter particles we there was a talk about abundant city texture and there it is based on the radius of the particles so will it be possible to add a representation a kind of outline that represents the bone density texture is that a point about point density like whoa what the minute visualization for intensity I mean when you have a lot of packet tickers you can check your check birds to see the size of the particles so you have you have little little circles around the particles so instead of having a whole bunch of circles will be possible to just add the silhouette of the entire particle system maybe anyone that would be yeah yes but we don't have it it's nice that's more beautiful question I think thank you well know anything about particles so I have a friend know it's me I'm not going to kid you around I'll be to the point so we've tried coding it on tried and we use the background process a lot and we probably do some things which might either surprise or probably appalled you we keep this thing alive a background process and we run scripts and we talk to it we tend messages to it and we get it to do stuff because we're trying to distribute blender's data across to other machines and then get them to do stuff and send it back what we don't know is how different is it running Python in background in blender to run it in foreground because we notice they don't always behave the same way when we do stuff is there any sort of like gotchas that we should be aware of we're doing this how different are they I say mostly you have to be aware of the context and operators things because when you are running an operator it's using account what we call a context which is mostly kind of dictionary things which regroups what is available currently so if you are running it from a 2d view you have a 3d view context with the point of view and all that kind of things if you are running it from the console you won't have that kind of information and if you are running it from background mode you won't have that kind of information either so you have to be careful when you're using operators that what we tend to say that in Python script if you can avoid using operators it's better you should try to directly call more low-level functions directly in the API or in the Beamish api maybe now if possible avoid operators operators are really done to be used by end-user from the UI more than from the code not always possible but it's better come on guy I'm service I'm probably know if you know me from Manta flow and the guy could you explain the decision to postpone the noddle everything design idea you know what I'm talking about um what it's postpone it yes so the note everything where everything is an ode yes well in my in my understanding if everything is an ode and you don't have separate types of node trees you could plug whatever you want into anything else and that's kind of a fundamental design so postponing it would I mean it's a big project on it it's a big way it's a long way for photo to come for until we can start to in putting the all everything to anodes because we need to bring dependency graph to to state for its it's ready for for granular everything first and then in dropping out all the legacy stuff which is not compatible with a system so even in even in Houdini you that is we really well designed to be a totally node based system there are at least two types don't know who the rabbit I have the right is the object level type for scene graphs and relationships and they have the geometry level that supports and particles and how and they separate that and in the visual interface that you visualize Atif of our horizontal nose vertical and the vertical ones are different types of state and at the horizontal lunch so that kind of design processes we still have to go through and then from a blend upon the seal because in blended with modifiers measures of geometry have facial actions of simulation and you have the objects and constraints and all the other stuff how do you handle that in a null system so we are still working on making a design but this is not nothing final need you guys to help with cutting a good design proposal what you want to say maybe yeah I just wanted to say that it probably means we're writing a lot of part of blender so it's huge protecting itself we don't have the manpower to conduct it in parallel with the viewport project which is already quite huge and many other things so just have to take steps to do it and one of the things about shy guys working on the Japs graph and many people don't know what that thing means or what the purpose is but it's really big and it's like the whole updating animation system the data system the scene daytime blender everything you generate before you start rendering or making games so I'm making anything all of that is controlled by a dependency system to make sure that everything that's updated in the right order and as fast as possible and once you have that system chain then you can do things like duplication and massive star or a from 20 characters in a fairly efficient way and you want to do override with linking or if you have proxy with the cooperation out where the override is a better one but you can have one character file and you link it in five times and you tweak on settings and you can fight this one character with local properties like all out of hair a cloth or textures or kind of things that's all related to a sec they do I am doing this I am doing 2.78 a release my antennas and bockris no no you don't have to do that one - that's what I was doing for until recently yesterday not no book tracker next week awesome thank you I please top top reporting bugs for the hour right so next year coffee txt okay hi I'm currently learning blender a Python and I am beginning so but I just want to use Python on blender for the moment so I tried the documentation to begin with but it's I feel like it's already starting with terminology that I did not really understand and personally I really like video tutorials so I was wondering is is there as a good source for video tutorials or something very clear for beginners too but for Python but blender Python do you already know Python interval hey I watched like 10 video tutorials on Python just and we read about some pages on the documentation because I mean blender in itself is a rather complex program and all the documentation and all the tutorials I think assume a basic knowledge of Python already and a kind of minimal experience with that language first I mean well so so for terminology you should probably start with that the blender manual itself just to get used to the terminologies by blender itself because it's common for interface and for the operators that would be the starting point and the announcement like if the reserved could resourceful for the tutorials I would guess so maybe we can add some to the cloud that blender at all yeah I could to some to us but it won't happen in the next month I think so if you could wait for two or three months and I would gladly do some it is really true that developers hate documentation right depends there is a problem with them developers don't hate the commutation I love reading the commentator that they don't like writing them is necessarily out so what is the trick to get you guys to write more or what is that what would you do what I do have because I'm I've been busy with a blender kids but more than on the educational side and German Python community they have donated a course on learning peyten using blender it's the PI move 3d and they've donated to be 3d 101 education part so I can give you the website and its really nice tutorial where you just start learning functions and parameters and that sort of things using the blender interface so that might be nice startup for you it's the it's be 3d 101 dark and we run around obey paid read a o be blender 3d one wanted or and I know the German bison community have been doing these courses for already three years at schools in journey and they're very happy about the time because I appear I heard that in Google that's the case that the managers have to do the documentation and then the coders can do the code is that true that's not true I thought it was a brilliant idea what so the hypehype a people who do documentation and I know hello but I am doing a vital shitload what email sugar better it's true though there's no rule that says that the managers have to write documentation but I end up writing a lot of documentation I do happen to be a manager so shockingly it's I suppose there is some truth today do you have any tips for how we can handle that in an open-source community but if the way is anyway oh just taking a a lot and it's hard to say I think for us we have a requirement on documentation as part of the commit process so you can't just land your patches like you have any other to checkbox for a bunch of things code review is one of them documentation review is another that has to be done before you can actually submit it it also make a user committee approve on hammett so the commit only that's in every user and understand what it's about what no no go the base you commit with pictures and eye diagrams and with awesome look at this no okay what's it idea told me another cellphone wants to get back to code and they wanted to put something I will say nay worry where is the documentation Shockley I will reject all your plan will go to the patch director which you hate okay I need my document tip Michael make sure they're always very nice what's an example files all ties and I posted to Docs no oh yes prove it I will have a somebody at the end then you okay yes exactly that's why I'm um why not why not combine two ideas you had the ideas I think ten years ago of documentation bodies so a documentation parties so that the coder doesn't have to make it nice and pretty just so why not why not leverage it out to somebody else but still don't don't yeah but still don't accept the commit before the coming before the documentation is done the trick is of course that you guys have to do the recommendation yeah we've got user module huh how it's called there is a user of module team member but the but what I mean what Peter said is right and we have audio teams implanted call that not loose like a third sequencer text editing reverse of modules and lenses every module has a team and the team has two roles is ownership people to make decisions and planning and stuff and team members and we would like to have every module always artists and uses on board people who have feedback on the modules and people who can help the developers then also to provide them with a nice demo files or the some text and tutorials and a great example is of course what to happen with the motion tracker we had Sebastian teaming up with sherry guy that was a great feedback system because sharing I could do this walk and you were showing off how awesome everything was going to be less fun but they spotted this use would be fun is but then especially if this is in development in an area where you feel connected to any way you can help out so go to wicked or blended org and ah could you do that wiki turn on the rock on the computer there is a contact developers link then you have all the desire the developer mailing list and there's also a way to find the module teams that the names appear the people who are responsible for specific parts in blender you are instruct just a short suggestion regarding getting into programming with Python so there are quite a few Open University core platforms online and for example in EDX there's a course from MIT regarding object-oriented programming in Python and I think doing something like this in the beginning is really helpful and makes your code much nicer and yeah especially if you don't want to code bigger things okay hello first I want to thank all developers I'm I'm a developer too and I really love the risky that blender developing are you know I go to the barriers and like when Python goes from two to three blender says all go on from 2 to 3 in in Python and all Python community in production doesn't go to 3 you know doesn't pass from Python tool to fight entries and I use a lot of Python and and blender in in high level I like to low level Python can do and I have a question about you try the lattice Python but in the Python community there are subtles interpreters you know like pi PI you know that the snake hood who eats its own tail no and I want to know if there are some bills with blender with another Python than different or more fastest one you know not to my knowledge and half as far as I know problem with PI pi is that it's not fully complete it doesn't have a full support of Python 3 language right last time I checked at least I don't know what it's right no but and it's always the same problem because in theory should be the same that there are always some implementation details that can make things hard so I don't know I don't think it has ever been tried so far and it could be interesting because pi PI is very nice yes it has very nice performance improvements in some bones but I support again more time to try to get it working and everything so yeah they used to be a problem with paint painting modes that when you have a very dense mesh and then you zoom out so you paint mesh and like only you see only black lines for the wireframe and then a zoom in again and some triangles haven't been painted at all and this used to be a problem for vertex painting texture painting and white painting and for a long time actually for sure yeah I'm talking about planar but then this problem was solved like a year ago for two of the modes I can't remember two of those three but one of them still hazards like very weird I think it's the same problem and for the user brain it's the same problem and then softened in some key areas and others it's not I I come here yeah actually we had a google Summer of Code project on that topic to see her and I mean the guys in pretty much finished it I just I am guilty because I didn't have made a real review of it yet but it should be able to go in master pretty soon and it's it pretty much changing the way we are doing the detection of the the features we are behind the brush to something more modern more efficient and that it it's nearly ready I just have to find some time to review it so you'll see and it can go to code you shouldn't be I mean we make fun about it but of course we don't even have people to report technician the birth tracker the of course it's very important that's also good to have I want to encourage anyone here to to do that but also you can help out if you have some time it's fun to be there because you see people reporting things and then you can take their examples and check if you can reproduce it because a bug tracker is not about you to say I have a problem it is you to make sure that the developed economy that produced the issues so that it can work on it there's not a support system is about the system that helps making them the better that's their the whole goal hello I would like to know more about libraries and what's the plan for Lincoln because what we have in blender already is is very powerful and it is unique to blender because we can reference the content of an external scene directly but are we going to make it a bit more powerful like for instance having the possibility to make something happen at mesh level and then bring the mesh back into the referenced object a bit will happen sweet proxy it reads but being able to apply like a physical simulation to a cloth or something it is a production need fact in some way what's in the group because it's very useful having it all bundled into one single object but I wonder if there is some way to effect words inside all Sergei and partition so short answer is something is going to change here right but it's also the related on on the override concept and the dependency graph and had the proxy everything's it's it's SS tank is going to improve but the result this way to turtle to go through first before and more abstract way to define what an asset is what it means if you linking or use an asset in your project files that you had overview on where I said it coming from I copy yes or you share kind of interfaces and it's important for pipeline and I would like to know if the 2.8 project or maybe if it's connected to the viewport thing let me know currently has a problem with huge scenes so if you have really many objects blender is incredibly slow so is that on the list of 2.8 somehow or no I'm alright that that I give you there's just a bit to problem yeah but there's also the problem which when you have a lot of object you have when you are hiding something or deleting something especially heading there's currently some kind of problem in the code that's girls were checking the wall list again and again each time you have an object and that eating quite a bit of time currently we have to take it but we get it's mostly viewport yeah the viewport part of that definitely that's one of the targets is to make the drawing of lots and lots of objects or complex scenes better but that's I mean as you know that's only a small part of it loading the the basically object management behind the scenes I'm not sure how that's going to be fixed who would work on that so currently there are no plans to improve anything in there sir gardening because we because both most bottleneck here is the dependency graph and and the update of all the references to shaft is changed and there is no currently plans to do some dramatic optimizations here because we have more more serious design issues to be solved first so we just leave it for later to probably look into but Judge you just don't use salt so much exactly with the whole the whole idea of an object is to have a unit in the interface which you can see lag to move around and create relationships trees and put constraints on and automation systems so you have to make that unit useful and if you say yeah I want to have 10 million objects in my interface then you you are abusing the concept because I would you you go say I can't have ten thousand particles and I'll use a duplication system to manage it ah the groups are already much faster than if they're loose but how many objects are you talking about a supermarket and then there's like all duplication systems instead of losing single objects for every package you can make one package and duplicate it okay okay they say no wait wait wait a tech I can answer this also just use the new node based duplicating system with overrides and I don't need to have real objects in the scene so of course ignore it we'll be fine actually the problem many objects in planar is really interesting like currently I'm doing some work for a company that has a cATF air and they're using seconds to render and like in the software they they can have a like an abort with lots of stuff on it and it's super fluid it goes to cycles perfect rendering super fast then you export it to blender and blend out we can't even use blender at all because like with sweet dolls not just in a viewport it slows down to a crawl and the interface is not even responsible anymore then I select all the objects I join them we have this exact same number of polygons but it's super smooth so this is a really annoying because I don't think that we don't know checked any viewport is a lot I guess if the studio will render the scene move you might want to switch to the static PVH in the performance settings that should help a lot and no it's not about titles it about the blender viewport our guidance can handle thousands of objects me I think it isn't it like a mixture of dependency graph and you put in other kind of stuff all the portal mix well it's a part of you port and it was already answered so can we move on please this but there's definitely stuff going on especially in the viewport and I guess the Beckham huge viewport speeds up and also like switching to be the age selection which is going to make selection faster and all that kind of stuff so yeah of course the dependency graph student issue but I think we are definitely improving things there well um what are there any plans for cashing frames in the holster so you can maybe composite one frame and then press play and have like a quick play bass while story well there are some ideas about it but first the first idea is that the capacitor should be real-time so that you don't need to buffer anything except if you really like it and then we can perhaps use a movie tracker to catch the the frames or we have to blend a player who can catch the the frames for the play part like all your sample based compositor is that I'll show based on factor that's real-time feeding back what I'm sorry your nuke says you're working on a sample based co+ it's at all so to solve a lot of real time issues or it will be a full wheel to real time yeah so okay so the death English are people many pipelines are used to have at under people to save as five thousand files and I'll go to the compositing department that they have to retain everything and then you want to make a out of it after a faction whatever you've a two hours and then that's the first render of the whole composite and more advanced software done is allowed to catch things and solving memory will buy expensive computer with a 32 gigabytes of memory and then he completely everything you mean probably that right off so you can easily do an export and you'll get an idea from just know clicking play render down animation I'm just thinking of you know it might be easier to just see a playback in the viewport window rather than render them play the animation it's a really small thing but I thought it'd be quite nice yeah there there are ideas about it too to have the compositor really inside the 3d view but it is really still an idea but then you can also do it based on open gear on renders but still need to look into that you can look at what the movie clip editor - cause it's very transparent it's under the hood quite that if you start working on it it automatically try to make a cache so that you can play back a few things very fast I don't have to shut it purposely on/off or value of working on previewing a sudden these things start accomplished mode that would be a way to look at it um could somebody delete the 2.48 or two point four nine Python API documentation from the internet do you know where my search for Python API information I always end up first reading through like two pages of stuff from two point four nine or so well go tell Google Google prove it haha I know that Francesco is working on a different way to run the manual and maybe also API documentation so that we have a nice version drop-down in some corner somewhere so you can just switch between versions I know more people here i Jessica walk down we've got two grander questions cycles so I think I've mentioned this problem at a conference before if I have an architectural visualization where only the camera is moving Lucas I've been talking to you about this in Stuttgart by the way so if I have a model in just a camera is moving and I want a real quick render that the model is pretty big then I spend like a minute I'm building the BBH and two seconds of rendering and this static BVH button there's nothing to me but in the viewport if I press all day it works perfectly in a hole if I want to just have a few images out and yeah there is a reason for that I mean there is this dynamic and Static PVH and what that does is dynamic PVH means that you have two levels first for every mesh it builds its own BBH and then it builds a top level BBH with all the mesh instances and the static just does everything in one so that means that if you have like 100 instances of one object you have only one BVH and a dynamic one but you have 100 times the faces and the static one and the reason why the option doesn't do anything for you is the option is only for the viewport and of 12 rendering it's always doing static with the edge so in your case it would be better if you could select dynamic Vth for f12 rendering that's a corner case so it's not supported currently because it could easily be added it's like a five-minute patch so odd understate it cause it's more like looking up more more data to the persistent data option which for currently only support images we can add bvh in there as well and that would solve the performance issue if I get it correct whether it's static or 10 I mean baby BVH for for the final render kid should matter that much if if if you ever seen doesn't change and when the camera is moving so he's really catching the BBH to the harddrive and it's loading from hard drive instantly or we remove that option because it was overflowing everyone's hard disks in one day we had that out you know I guess alright so we just needed to bring it back in in it has in memory cache also add PVA alright children and just okay add just one point to be BH cashing it used to work but with two seven eight we now have adaptive micro displacement which means that the pH actually depends on the scene put on the camera position because of the adaptiveness which kind of makes this whole thing tricky again right because in viewport it's not retest the lighting you can actually check that if you put the camera like close through the object and what point you go up you go shifts that then you move the camera that adaptiveness doesn't update but it should update for of 12 quick question is blender ready for rendering production quality animations is there any drawbacks which one needs to be worried about do we need to go to some other rendering engine like single cinema 4d or something well we're under cosmos laundromat entirely in blender and cycles and this kind of production quality I would guess yeah yeah yeah so is there any limitation like if we do a full-fledged firm rendering say we are doing in Amazon Web Services and say say two hours film and takes a lot of time and processing and then and then we find out that lot of things went wrong went wrong so what do we do about it like is there any problem I it's perfectly fine and we'll be okay a full was once full animation is done everything is done scene is set up and then we want to do a full rendering of the film yeah so it takes a lot of time for rendering here so we'll be using Amazon Web Services so once we so we are making a feature film if we want to use blender we want to know is it okay is it production ready and is there any problem so which we need to be careful about now but what are you using currently what are you using before okay but but you have people in the company who use 3d software before the only our cases all new the done job course but you use them the sheriff you always have problems if you start using any 3d software and I would recommend you to make a film with cinema 4d or with Maya over there have 3ds max is totally unusual unusable what but some people manage to use it so blender has the same problems is very problematic and our bugs and there are always issues because there are people who manage to get over that then you can understand how the software works you can get really far with it and you've seen last night the Film Festival or Friday evening yeah so it's fantastic all high quality production level of work so if you have to write people you can do it is there anything which one needs to be very careful about you know once you put money in could that cut good people on board what's the only thing that good people yeah that's the only thing oh well let's develop promising hi I would like to ask will there be a version 2.0 point seven nine and base topic is forbidden for until January 2002 2017 so second question when there when the 2.8 version is out with the previous branch will be supported or will be left to rot no I will just Norse 2.8 brought over the master and give me a keep moving from that point it's changes we within two point seven will be left without fixing yeah I mean that we have always done it that way even when we release a 2.78 we stopped supporting to do it seven seven and that's a way we we just already supporting the last release already a huge burden we can just support more releases so Oh doctor to ask doctor other people who you see are in Rendlesham guy okay yeah I'm currently implementing and you you'll be unwrapping algorithm in blender and I'm here in Amsterdam for the next three months and I was told that maybe on Fridays you can come by the plan Institute is that correct okay okay a six o'clock mail me at all not blended or to make an appointment versus everyone's after you for okay but Friday six o'clock every week yeah a question about versions will there be a two seven eight one version or now that's just kidding I saw I saw in the roadmap four to eight somewhere a throne that there will be some kind of sport for OSD universal scene descriptor is there any specific plan for that or just my spare we're looking at it and we're using it as inspiration on how to work on things we're very interested in file format supporting it but it does need support in blender itself and the biggest hurdle there would be again overrides so again we come back to Sergei wait I won't give him the microphone by yeah it's gonna be really well supported I see I was in Los Angeles at the Pixar a launch of USD and even though it's really promising and fantastic etc etc but there is still not finished so they are still looking for help especially from Autodesk but they try to set up to get the character of us to work but currently the character pipeline they have is designed to work only with presto presto has a ray of defining characters and deformations which is insane nobody understands it or somebody try to explain I don't understand how it works but no program in the world is you doing this those who want to have blender of i/o mode or any program to use USD the first have to make a USD description for characters and we are waiting for that so it would take a year I think I have an additional question still about file formats is there any plan or I don't know a specific or wishful thinking time to make part of the file format or even the entire file format human readable like have a text part of the file with some of the parameters like for instance like or with locks render or other renders hell we can sir no a stately steel binary four four four four four stuff like where you need to investigate the tourism goods we have a bundle blend file Python script vvv which goes over all the data blocks and handles everything you need to worry about for you part of the reason for that is because our file format changes clever so often so if he if he decide the case of this is format and so on those in protection troll on top of us and then we change something in the file format then it's yet another thing to worry about of not breaking which we don't want to talk to commit into another issues that all the human readable formats a release auto to read and maybe Bastion also wanted to say something well besides a person's issue too because loading texture you know when you are importing obg files it can take ages compared to a binary FBX files so woods and but we do have a tool scripting the sources tools to get representations of blender files as a Chisholm fine so yeah of course of course but it user Aaron API if you want to access then the files in to get data from blender files there was there was nobody else's also do random management and he had a similar question about it there was not so much about having a human readable blend file but was about the pipeline for rendering with all the properties for scenes the image sizes tiles and all that kind of stuff so it was not that you wanted to have a blend file and Ashley what we wanted to have the render settings in a file the season handle I probably does more what you mean but the beautiful thing in London is of course the Python API and the Python i3 iocation access to all the properties and you can finally simply design a very simple file format yourself to save all those things and managing to have it all automated huh the question just about detecting changes in blenders data from the paid Python API so there's a couple of ways that Python lets you know that something has changed once through is updated but is updated doesn't always tell you if things have changed so we had to sort of hack ways around of finding things like the the stack of operators which has just run in context window manager so we look at that but things in there don't always tell you what the operands were it's just like this thing run and I was like great what did it run on so do you have any tips for basically drilling into what has just changed in the data space of blender other than using those two mechanisms so is update if all the mechanism added for to support support enduring commitment it's mainly mental to building there and it might keep some case for something was technically changed but because it doesn't nearly is needed it does not effect on the viewport is just ignore because otherwise it will get some extra updates which you don't have to I think we can be big we can do some more flexible notification type of thing in the dependency graph because there are way we keep track of much more what's happening actually that information we really use for what we're doing so we can actually Sarah we know exactly what's changing where it is because we've put a lot of development in turn into finding that as opposed to doing what we actually want to do which is distributing data between blender instances when things change yes so so probably something you'll be changed here because it's also hitting so some design issues ending in the new dependency graph so we will need to do something smart here so how much time we still have left I want to have at least a microphone to people who have not such a lot okay so when we show the Monte flow coming in the next village I think we should get it into like 279 yeah Wow no no matter you're in February thank you so awareness you're the viewport alpha common the charm of all the alphas gonna have something in this summer yeah definitely what will the show fantastic stuff well something PPR keeper device the believable is PPR I'll go to that appreciative so this is pretty much almost there huh yeah yeah never we got our real-time full well gonna have real time reflection real-time shadowing that's fantastic very avant-garde oh so about is your project for next year you're going to help with the logic system maybe London maybe yeah maybe maybe okay that's almost a yes and your project for 2017 pretty much everything cycles no Network rendering finishing denoising imaging at yeah I've been looking into gradient mind path tracing a no promises or anything but looks like it's possible and it might be kind of interesting I'm making cycles five times faster yeah that's okay good I what if your project for next year working on class at best-case scenario fixing no not here fixing collisions and maybe bending that's best case scenario before making stuff ever done that's not that's another sober not really totally cluttered cloth good are you going to do something I blame the next year I might kick the tires of cycles as a change oh okay and what if y'all go what I owe you go to present next conference I'm going to fix the UI oh yeah you saving stuff in blender files like local stuff like actions and partial blend files ah pipeline is all you dropped in bigger okay bigger crouching or let's make make it useful cow simulation by translation transformation with the duplication of the overrides from him yeah simulated good so what is your big Tyra for next year do I ever think what nobody else dares to do Finnish desert management ah come on hey are you I'm finding a new or six maintainer maybe and I want to do some type of development till maybe maybe I need to find a maintainer first I know you shouldn't make so many kids right yeah so what are you working on next year psycho sweet kernel are the pecans you're making it super fast on AMD what i current good and your big target back still more wireframes definitely my friend I wanna see your big target it is so secret I would have to kill you ah so the sample compositor is going to be released and first item III can put it into master but I think that people will follow me after I show more time next year we'll have more i we're continuously developing on it but it is really on from okay how much time we actually can spend on so we can't say from okay in one year we have already spent articles out have you spent one day per week on this and then yes let's let's expand to get the conference to several months then what can we continuously can't even occurred I ask you again next month you will Rick you're working on with him on the sample system or something else well yeah I know I'm working on the sample system and blender it's tangy excellent we talked about dr. yes I know and usually when it's open HMD going to be ready for five it's already is he's over the end but but huh hm it's him right um he decided to last-minute change from button on places because I want to make it good man ah like like and like okay these are the blender developers thank you you you
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Channel: Blender
Views: 8,496
Rating: 4.9215684 out of 5
Keywords: blender, conference, 2016, salon
Id: 8rJkm9MKyg8
Channel Id: undefined
Length: 60min 0sec (3600 seconds)
Published: Fri Nov 18 2016
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