FASTER CYCLES X | Blender.Today LIVE #176

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] [Music] [Applause] [Music] hello hola community how are you welcome to another episode of blender today live streaming from the blender studio lender hq here in amsterdam but today i'm not alone i have a guest to share some of the the the new additions of the blender studio had in the last few years it's not just developers you know developers need other developers there is their developers community they're people that have to uh maybe like organize the amount of contributions out there so it's super cool that blender foundation is hiring someone it's actually someone that it's it's an old friend of blender as contributing to the code to the past but now it's more towards helping our developers to contribute right i don't know we're gonna find out in a bit say hi and welcome to thomas dingus hey wait hey hey wait here oy hello thomas how are ya how's it going [Applause] first time first time wow wasn't there when i was still active a few years ago so yeah it was yeah wow it's um few years ago let's let's get that out of the way so i think it's a bit more than a few years ago some people already know you actually from the from from contributions to to cycle some ui stuff through right in there yeah during the 2.5 days yeah yeah but i guess i can simply uh introduce myself in a few sentences yes so uh i think i started using blender in 2007 so that's like 13 14 years already that's like wow so in the beginning i just wanted to make art but i quickly found out that i don't have real the knowledge and creativity and so i think i installed blender and removed it again once and twice and it took me a bit to really start my first tutorial and really [Music] try to actually do something with it i think it was a little gingerbread guy from the old wiki books or something like that but i was super proud of it and i was like oh my god that's so exciting and yeah later on i became interested in what in how blender is actually working and how the community is doing and i basically started by helping ton a bit with the website and do some stuff on the wiki and yeah later on it was simple bug fixes and especially with the 2.5 the blender 2.5 ui project i worked on the interface layouts there in the beginning 2009 2010 and then when brecht introduced cycles in 2011 i got all hyped up and started contributing to cycles and yeah that was basically my main task for five years from 2011 to 16 roughly i got free google sum of code grants and worked on various things like shading nodes and performance optimizations but also image and memory optimizations in 2016 that was my last summer of code project and yeah then it became a bit silent around me i was busy with other things i started my own photography business for example and was also busy with universities still and yeah but this year tom asked me if i want to come back and so here i am and today i'm working as developer community coordinator for blender and uh that's super fun but i guess i will talk a bit more about that in a second yeah well i i completely forgot about the summer of code that's so cool somebody who calls me so many so many talents to blend there yeah so uh before we continue actually this is a regular render today show we're gonna show what's new in blender in a bit um but it's i think it's good to introduce you to now that um so what can people expect from you as a developers mainly developers that want to get their contributions so what is the role that tom said is okay we need someone to yeah so basically my main role is to help new contributors with onboarding so people who are new to the project and want to contribute to code documentation or health of bug fixes and so on and um yeah basically there's so many things that can be done and can be improved and i think the main task here for me is just to be around be present and be available to people so that i can um yeah walk people and people around and show them uh and point them to the resources that we have on the wiki and the chat rooms and the developer forums but also help them get involved and get them started compile blender and get connected with developers and module teams so they can reach out to to everyone and start contributing and um yeah so basically in the last few weeks i also worked a bit on um trying to figure out how is uh how the current status is and what can be improved possibly and um there are certain things i want to work on for example the patch review process we have so many patches open in the tracker and there are certain things that can be done to improve it to review code faster but also for contributors to submit better patches in the first place and make it more yeah so basically helping around and [Music] yeah yeah i think uh often it's not only about features it's all also about uh yeah about managing this entire list of of contributions by everyone myself included sometimes i feel like uh it's a bit of a burden to to like okay i would like to contribute this feature but i don't know enough so it's uh sometimes it feels like developers have to be there and fix either fixing giving feedback and it's a great learning opportunity for a new developer or a starting to develop but on the other hand you don't know you know you don't know who could be the next you know jack look or break that is there in in here contributing their small their first patches so it's super important to have a role like yours yeah and i think it's also because um or how the way the way how blender developed in the past few years which i'm super excited about even though i wasn't active i was always following the news and seeing all the companies that supporting blender these days on the developer fund for example and more and more studios making art and films with blender which is amazing and so basically the project structure changed a bit um when i was starting then basically we had two or three developers maybe who were hired by the blender institute and everyone else was just a volunteer like my like myself back then and today we have people working at the blender institute in amsterdam people um working from home people working from the community volunteers but also people from companies who contribute coach to blender so there's uh yeah a lot more need for people like me to coordinate all that and make sure that everyone is connected well and that everyone can work as best as good as possible and yeah so i think that's really important it is ah this is so much fun actually let's just going through some of the patches and then you find some um i'm getting out of the topic of today so let's see let's uh let's move into what's new in blender maybe we can just chat in the in the in between uh news or features we um last week we covered a we had a super packed episode with all the features from the phone before blender 3.0 moved into beta and the first week of beta ish this week is completely blender is fully embedded for the one for the entire past week almost wednesday um plus today and there is some some new things in 3.1 already but we are gonna i think it's mostly 3.0 if i remember i'm gonna mention i think now all the cycles so we're gonna we're gonna start covering the cycles features and they are uh only i think uh in 3.0 uh beta but now the line is blurred and if you're watching this you're probably just use master all the time so uh okay so time to get started let's see the uh cycles changes of this week um i i remember when we started setting up this live stream you said like oh but i mean i'm a bit out of the loop uh with some of the latest latest cycles x changes same here same here i just rely on on developers writing nice blog posts about the or at least giving the numbers and they are usually so cool to do that for example here scan for numbers some of the uh the changes i know that they are they've been working for a while but for example i like to mention um in if there is a performance update uh tag yeah but there is a number these numbers it's uh difficult to make them like general because you have very different use cases sometimes improvements are for like faster hair rendering hairs faster transparency faster volume rendering this one in particular is called the couple shadow pads from main path on gpu this one has two benefits actually um first one of them is performance it's just faster it's five to ten percent faster on most benchmark scenes so uh the the architecture scenes or hair rendering it's usually faster but also it brings it helps to bring back transparency support for the ambient occlusion path pass so super good for compositing this was lost in the process now it's back so it's cool when you uh you have a bit of both you have a fee an improvement in performance plus some picture that comes back such as big transparent shadows for hair what does it mean well performance improvements so this i couldn't find exact numbers but um in here in the for for the again for the benchmarks they're all pretty different the one that i know the most is uh cordo which is 24 in rendermind reduction and i am extremely happy to read this because this is a character that has a whole lot of small transparent hairs which are a nightmare and they used to be a nightmare when we render these in cycles in 2013 or so it was a nightmare no it's not even faster in the spring the main character from uh from spring open movie project 73 reduction in render time compared to master while using 128x128 tiles it's about three times faster than 293 so that fixes the regression yeah at some point it was slower so now it is faster than 293. that's insane three times faster than 293 73 reduction time compared to master compared to what was already fast so this is cycles x faster that's amazing yeah so basically in general cycles x is a new architecture that mainly brecht and sergey worked on and it especially helps with gpus it i think it made it like five to seven times faster on gpus so it's really more responsive and faster but there are still so many benefits of this change which result in those comments like the one you have on the screen right now and that there are so many other possible improvements that still can be made also for the cpu later on in the future release so it really helps and it's nice to see all those things add up together and i'm really excited to see what people do with 3.0 and 3.1 later then and um but i mean that's the problem with productions you know you make it faster and people throw more geometry and more lights and everything yeah you find a way to make it slower you would you would imagine that if you re-render comedendus from 2013 now it's gonna be super fast much faster but even in the same hardware as back then however you want to add more things to it so you always end up render times don't even get that much faster unless and because you keep making things more complex but in this comment what i like in particular is that cycle sex was already faster and now and and i read a lot of comments online saying like okay this is awesome but we know that it's lacking features so it's gonna get slower by the time those features are added back to cycles to become cycles so cycles x into cycles but um this is proving it wrong there is a lot more room for improvement and it's even faster than when cycles x came out that's amazing such as the next feature so this is baked transparent shadows for hair of course the characters with a lot of hair where um it will render faster in this one more accurately count main paths for adding work tiles what does it mean um it doesn't help in a benchmark scene except spring so this one for some reason the spring scene gets uh it gets gets a speed up so spring is the one and the one that has that she is running with the dog right i think the demo files that everybody can test this one yeah so there's yeah so this one has a lot of hair and a field of grass so this use case is much faster than to render by two or three percent on top of the 74 in the previous commit that's just awesome um okay so the commit that we saw before that will um make render five to ten times faster now time percent faster and it would also help them in occlusion it is right here make i mean occlusion pass take into account transparency again so yeah may take an advantage of the new the couple main and shadow past the next change has to do with shadows shadow compaction for gpu rendering how much faster well some cases it's actually slower it's like 1.5 percent slower but in most cases it should have i think it's it's a memory performance improvement similar to main path compaction that happens before adding vortices compact shadows pads before launching kernels that may add shadow pads so not all changes bring performance app but they bring accuracy up such as more accuracy volume stack size calculation how much memory performance can you get improvement in this one well in an rtx 6000 card the test gives it an improvement from 1.4 or 1400 megabytes maybe to 1 000 so lower memory means you can fit in more stuff in your in your rendering not all this all not not it's all about memory and speed up there is also the render the render pass is not uh anti-alias anymore such as the depth path for example so that way um actually it turns out that the values between fire near objects if it was interpolated or anti-aliased it wouldn't be very correct so yay for this i guess the the anti-aliasing you do it at the end manually you would perform it in this case yeah i guess you couldn't do it with the compositor or um in another way but i guess we had this discussions for a long time i think and it's always that especially those data pay and data passes they are not correct with anti-aliasing so there can be some issues so that's why it's why it was changed to not anti-aliased because then it's more accurate and um you get the real values especially for a position you need otherwise it would if you use that position map pass to map a texture for example you will flicker you don't want that um so i'm super happy that there is a position pass again well for the first time now there is no more need to have the to make that hack of adding a shader position shader and yeah no more what else oh i'm in occlusion add additive support through fast gi settings now you have a actually i can show you is there a picture no but um actually this one we can show it's a it's just a drop down basically that in the uh in cycles i have cycles disabled because i compile the fast the blender light so in cycles in the fast gi panel which is in light pads that's the approximation now you can change the method from replace to add so replace gives you the bouncer that you can choose you can limit them for viewport the render and this one just adds it so i guess it just takes the bounces that are already there and just adds them with a factor and with a distance this was available back i remember from blender internal you could do adding and and replacing i remember i didn't know the difference back then just choose whatever works best i think when you work with a path razor it's much different okay and the last two changes is distance scrambling also known as faster rendering i don't know exactly how much faster there's some mentions of twice as fast yeah so i guess it really depends on the scene but there have been some examples also in the patch that showed that it can make certain renders uh quite faster [Music] but i haven't tested it yet myself so i cannot really say much more about this but it's definitely um okay something that people can try out we find we found the number so the overall performance this is for uh pmg for uh yeah multi g turn the um overall performance boost offered by this patch is about 1.45 times faster rendering on a dark interior and the dark interior is a so it's this so this should render 1.45 so almost 1.5 times faster very welcome at the cost of what in this case you get accuracy i guess it's mainly accuracy but it shouldn't make the render look wrong it's just i guess it's more like how the samples are distributed [Music] but again i cannot really add more to this unfortunately the interesting thing about this is also that it's it's based on a paper which is also linked to the micro jittering paper and the people who wrote that paper they also um tested it with blender cycles when they did it so i think it's on the third page or something um we implement yeah right we implemented the the third point we implemented the micro tutoring approach to an in-house gpu path tracer and modified version of bender cycles so when they wrote that paper they were also already testing it with cycles so it's nice to see something that's already been in a paper now in in cycles available to anybody that's quite cool people are changing cycles or blender itself just to to try their patches which i guess it's like real world scenario it's easier to to load um to load the files but also it's easier to find maybe to to to not have like the real truth or what you're testing because there's so many variables so many changes and little yeah settings in blender that can affect it that uh it's very welcome when this happens wow okay so super super neat welcome 1.5 times faster uh sometimes even more sometimes even less that is super welcome so it is really the cycles x faster cycle cycles just faster this in in this will be part of uh 3.0 yeah because it was uh it was added before become three so this part of 3.0 that's insane like the render difference which is just gonna be crazy such as the notes are crazy so in this case let's talk about a bit a little bit about geometry now there's a few changes there is a new added support there's no new nodes but there are settings in the nodes that are new so let's jump into geometry notes the um actually this has i've seen it as a right-click select request but it was just missing support the volumes and we're missing support for set material so now thanks to hands here butter it back and it works so yeah even though volumes can only have one material still necessary to allow assigning a material to a procedural created volume um the i didn't want to give you a warning when a known content constant selection is added so yay for that speaking of uh volumes in the spreadsheet when you are previewing when you have a viewer connected to it in volume grids you're gonna see the grid name the type and the class so there is a new this is getting pretty crowded here the the tree all types of info are there volume grids uh show the name of each grid the the data type if it's flow the vector and the class fog volume level set or unknown so i'm curious what people are gonna be doing with this and because note we are in november so november is happening i wonder if there if by the end of november there will be new features that people are going to be using is and if that is illegal or not yeah probably i think i already saw a comet where someone fixed something um that was seen on a live stream from simon i think kind of banner studio so uh definitely it always helps to have people use the features and do all kinds of crazy things with it and it's just amazing what people create this time in november but i guess it's also because it's more generic this time so the topics are like two-sided three-sided four-sided for the last few days so excited right now yeah and you know what actually uh simon is live streaming he started like at 3 p.m he's still live streaming so from the studio right now i think i think we're even like in the top of the on top of where he is is recording right now so we are straight we are doing two live streams from the render hq at the moment you can't complain you want development you get blender today you want uh artwork you get simon doing crazy stuff with um with geometry notes today and tomorrow he's also gonna be streaming tomorrow so uh yeah i'm i'm happy that the blender stream is holding up so the blender internet is uh is holding up and uh i think we're gonna get even faster soon this part of amsterdam wasn't getting the fastest internet so we were a bit worried not anymore okay um more improvements the uh this one is said to i know that uh it's already around for a while the resample curves node now has a selection input field i would i would imagine yes there you go so you can resample you can give it a selection so you can choose which parts or which yeah if you give it an id for example you can choose which ideas which points of the curve are gonna be resampled or not so super cool yeah a per spline selection input field to determine which splines will be resampled not points i always mix them up speaking of point well not this is not really points it's just ui user interface right so welcome so thank you nick hill string puree for adding tooltips you know we have support for uh imp for socket tooltips since like a month or so not really long ago um so these kind of additions are very welcome this is a this doesn't require like for you to have five phds and it adds a ton of um yeah usability improvements quality of life improvements it's not the most elegant thing it's but the fact that someone takes care of doing it super super nice yeah it's it's really important to have these and as i mentioned before i also started i think my first patch was like fixing links to the blender websites who were a bit outdated so it's it's of course important to have people and to um yeah who can fix those little things and add tooltips or fix like links or something or fix typos in in a tooltip or whatever that's important and also it's good because people then have a very fast patch they can contribute and they don't really need much knowledge they just need to download the source code and take a look and to fix the text and it's um yeah it's easy and nice to get started and then they see their work in blender and they made a real change so that's that can be really motivating and i can only recommend everyone taking a look at those simple things in the beginning instead of starting with a huge project that may be more difficult and maybe um end up being frustrating so i can highly recommend that get started with some easy things it's a good way to get into the code right to because the the the line is a bit high the bar is a bit high because you have to uh not learn how to compile blender so but learning how to do it i made a video i think on this blender developers channel and it it takes really no no time it's just you set it up once and then it just stays working so it is a good a good exercise and then changes like this add a lot they help documentation they help they help lender achieve like reach more people make it more friendly and you get to be part of lender forever your code okay uh speaking of selections the cone and the cylinder nodes now have outputs that give you the like a pre selection so you don't have to do weird math to get the top part of the cylinder or the side part or the bottom part it is so awesome let's see it in action actually there was a um a here so this blend file as you can see it's just this is a just a cylinder that has three materials and the materials are applied based on the output of the cone so you have top bottom side so cool so cool so you see the top gets red selection blue at the bottom and the sides so so nice thanks for the uh nice example headache also and the blem file the [Music] other node that got an update is the curve parameter now now there is a an output for the length of the curve so we can maybe i can just parameter there you go it's uh you had a factory for and now you have the length of the curve the last change well this is not a feature is a bug fix but i think it's worth mentioning because you may have run into the issue of having the stats in the viewport show uh nothing it's like zero zero zero and and you try to understand why there are vertices here well now um this has been fixed so it's going to show the proper number for the real for the real mesh not for the instances right you have eight vertices so it's eight yeah would be good to have maybe instances so you can see the amount of ins you can get that in the spreadsheet though and that is all for the note editor actually we can uh have you played with uh no with notes have you stayed up to date with the geometry notes i played a bit around with it but seeing what for example simon is doing is just pure magic to me so yeah but it's really nice to see those ways of procedural modeling and how it can influence things and it's a whole new way of modeling and you can do all kinds of things with it so but i really so i guess users are always looking up to developers saying like they are doing magic but i can only um throw the ball back and what users and artists are doing his magic magic as well so just wow yes that's a that's a good point the um the to me the most amazing thing about geometry notes is the amount of contributors from the community that is that it's bringing like um um the trying to find here some like for example we had a guitar geek we had charlie jolie we have uh yeah jared we have um eric we had like the amount of people that joined this project is crazy so so nice to see yeah and it's uh i think that also depends on the code because even um always when a feature is new and it's easy to get in for example adding a new node you can take an existing comet and take a look how it has been done and just replicate it and you can get results pretty quickly and that's always uh great with new features um so yeah it brings indeed a lot of new contributors and it's great to see all these uh new changes and new notes it is and it's not only knows because in the next topic where we talk about the user interface we and it's related to geometry notes this contributor omar emara omar squinko art has fixed the well it's more like a like a fix and a support for the colored wires that have been introduced in um in the in 3.0 recently a few weeks ago well now the the colors here were coming from blend from built-in blender just color sets the issue was that there are atoms that have their own colors that have their own sockets that they draw now um i don't have a animation notes for example here but i um the in the commit mentions that the links will draw with the color of the socket so it even supports if you have animation notes or um swatch rock sweatshop or other no yeah any add-on that makes their own uh socket collars is gonna work properly so you see contributions by the community thank you omar for working on this um another one okay this one is uh not a community contribution philip is working for blender he's working all across the boards testing bugs but also adding features and it's uh it's nice it's refreshing to see to see this and this feature it's a quality of life improvement that i didn't know i needed until i saw it so have you ever noticed how when animating values inside of notes you had well pretty much no information he had the factor it says for example if fac because you animated that but you didn't know where was it coming from not anymore now the um here in the dope sheet you're gonna see the name of the note hey this is color balance this is hue saturation value so there are more improvements to come right now this is taking the name and not the label so if you rename your node well you change the label uh yeah it's not gonna it there is a performance there issue that it's gonna take the name so just rename for people that don't know what i'm talking about is the here the name and the label it's a bitter overlapping because you can't rename but you can add a label so the label doesn't show up there it's a bit it's a bit confusing and gotta be honest [Music] okay let's uh continue the other change is a another quality of life improvement so when you are drag dragging a material for example but you are not in object mode like if you're in edit mode or any other mode now it's gonna give you a little hint about why it's not working then speaking of dragging when dragging text onto buttons this has been refactored so it's uh from the user point of view you shouldn't seem well more than just a more descriptive error maybe uh but this opens the door for dragging and dropping data blocks onto like input fields or search menu so i'm pretty excited about this in the future what it's going to bring this refactor and last but not least the video sequence editor got an um change that it makes it so like this is how it used to be in the past the grid was drawn it was it's a theme setting and it was drawn for horizontal lines separators between the channels and the vertical uh indicators and that has um yeah it was a bit confusing because you wanted to maybe make this lighter so now the horizontal lines are gone and this matches the outliner the file browser the nla the animation editor so it matches the rest of blender basically and the vertical lines are used only for the time indicators so it should be more clear so this so you see only vertical lines now and uh the vertical lines actually it when you have it in seconds they don't really make a lot of sense until you go by frames and they are like 5 10 15 20. i think uh this could be improved like when you're in seconds you could have you could be displaying a different time um like every second every half second he has to read the fps though so it's a bit tricky um think that's it i think i covered pretty much the user interface we have a few more sections how much time we have okay plenty of time sorry if i'm speaking too much feel free to to add a in spanish we say a bite like when you have to to add a little comment there it's just nice how you present all these features here visually because one of my tasks now is also to take care of the weekly report that we sent to the dev talk forum for example so people can go there and just have a list of all the features that have been added during last week so if you prefer text you can check that out and if you prefer visuals then uh go on the live stream with pablo yeah blender today all right we even have more things this week the girls pencil team has been adding um the a couple of features this week one it's an improvement on an existing operator it's called a merge all so in greece pension you can already merge down layers so the active layer will merge with the bottom one now you can merge all of the layers into the active one um yeah that that's pretty much it there's not much to it i think if you go to the um to the diff to the actual code it's gonna say flatten because this is what's the proposed name before but i think it's um it's flattening in in blender it means something else so i think we that's why the name was changed to merge all sometimes if you're looking into these patches maybe the image was outdated so yeah don't take this image as finance usually the ones that are in patches sometimes it's just the developer forgot to to update it just a heads up i am also guilty about that of having one one change uh that i didn't like update the image another update export full scene now you can export the chris pencil scene as a pdf with the entire range of the scene it used to be limited to the active frame or the selected frame so you have to like select everything select all and then export not anymore now i have a setting in the export options box it's not even a file this should be a box in the in the in the add-on in the exporter and last but not least performance improvements in um the uh case of for example when you are using the eraser um now let's see there is even a a picture it's hard to to know how much faster it is so here hermano made these uh short videos so this is without the improvement you're going to see the lag while dragging like yeah super lucky and i think it's hard to see but you can see that the button is pressed now and then yeah but now it's just instant yeah there is another video too but it's just more than the same just uh just just it just takes um longer to calculate not anymore okay another topic rigging rigging rigify more like rigidified this is an add-on but it's an official iron inside of blender i i think it should even be on by default if it doesn't make any if it doesn't add any noise i think a rigid file should be on by default such a yeah it's probably the only way to build to build a bipedal water bed without going crazy from scratch reify operators there is now two new operators one for copying and one for mirroring parameters one of them is a copy parameters to selected which works just like in the rest of blender where you can right click on the setting and copy to the selected objects and mirror it's just that it flips them to the other side the other side um okay speaking of add-ons that well this is little blurred line between official items that come with blender but maybe not on by default the vr or xr side of blender is getting improved so much this one navigation this is the uh this comment adds navigation transforms like pause and scale to the xr session state but that will be applied to the viewer control poses so yeah navigation controls which kind of navigation control well you can you have the railcast based teleport and you have the grav navigation so you're probably familiar if you do you do any vr at home do you have a vr headset no i just tested an oculus i think once at a blender conference but i don't have my own wow well breakdance is one that usually you just like point to a place and you teleport places and i think vr chat has something like that and then there is the graph you just you just pull and grab yourself and you look you can move around the iss has a an app in the oculus quest that you have to navigate around and you do that kind of pulling you have to grab on the sides and then you pull yourself and it's so trippy it's awesome uh so yeah and the fly navigation so three types of navigation in vr i should we should do some kind of video or stream or something using these settings because i haven't seen anyone yet and this looks so promising not only you can navigate now with three types you can also see your controllers or if you are making an add-on you can make your own controllers and use them um by default it's gonna fall back to a just a just a little sphere but i think there is an image um yes so you have a preview of the camera in vr and then you have these two little spheres that are the where those controllers will be so super neat but you can have your own i think it's gonna it's gonna draw a few for the ones that are supported and the ones that are not supported is gonna have a sphere something like that i wish uh we would see more of this on maybe there is on twitter i i don't follow like a maybe there is a hashtag for blender vr or let's make it happen v3dvr or something like that i want to see what people are doing with this um i think that covers the vr sector we have a bunch of in the potpourri section so this is just a quick everything fits in this section for example there uh this knife the knife tool now the uh right clicked is cancelled it doesn't cancel the entire um the entire cuts it's just um for example this patch allows right click cancel when no cuts have been made so you can before even cutting you can you can cancel makes it consistent with other tools when switching between them um [Music] thumbnails refactor extraction to use one code for all platforms oh yeah this is just mainly uh for sharing code between thumbnails of linux and the windows so less if you had issues with the with the thumbnailing this should fix it changes in the name of view layers you may have noticed if you are being paying attention that when you create a new view layer now it's no longer called 0.001 now it's underscore 0 1 or 2 or 3. that is a change because in open exr the dot separator means something else the the naming convention in opening xr is for layer dot pass dot channel so in order to not conflict with that the layers have underscores now the same is going to happen for the aov passes in cycles or ev now instead of the dots gonna have the underscore separator okay this one people that do not use blender in english that use your own locale well on mac there has been a bug report since a long time and there the path the patch is like that you can see all the reports and all the uh like i love this thread is it's well love it it's so interesting to see how people go through the travel of you know so many people involved like reporting getting back maybe it's this okay changing the code going back this is just this is awesome the amount of patience to get this fix long story short if you use blender in not in english on a mac it could crash not anymore it's fixed so celebrate all right now next cycle's black pixels rendering more than 65 000 samples well if you run into that issue it has been solved very unlikely but hey you can render now we can we can flex the blender renders more than 65 000 samples in cycles just fine um speaking of cycles there is um there was a an issue that if optics wasn't available the denoiser wouldn't fall back to open image denoiser so if you had issues with that it's worth mentioning if you had issues with the denoiser that should be fixed already for a week for over a week and the last but not least this was super fun but it's also a nightmare too it was a nightmare it's a back report i did um it was so weird basically it meant that if the um the 3d viewport was getting some theme settings from the editor underneath like the one below so weird if you had issues with the theme has been fixed and that's all i think the [Music] it was just so weird that i wanted to mention it okay so i think that covers all of the new features in here we do we did started a bit later so are you up for some questions in from the community sure usually uh they are pretty easy to uh to to answer some of them are uh harder but having a developer that is involved seeing the patches seeing the life of patches is usually a very good thing such as the first question look at that there is a new batch bgt actually is a sprite fried open movie supporter now there they have their own little patch so i'm gonna move us aside so okay there yeah um so yeah you should see actually if you log in with blender and comment here you should see your sprite right support uh batch hi paulo and thomas i would like to ask about features stuck a bit in experimental limbo what are the plans for them for example adaptive subdivision if the software expects from me to enable experimental mode for some feature it suggests instability and other features uh not finished use at your own risk but it's there for some quite some time and i'm wondering if you'll get out of his status at some point yeah that's that's difficult so uh adapter subdivision has been added quite a some years ago i think yeah and um the thing is that uh it it always depends a bit on people available especially when you get contributions from the community but that's not exclusive to people from the community of course it's uh it's also applying to people who are working for the blender institute um things get added and there are some initial states but there are some missing things or some to do's that need to be solved until it can be enabled in a broader way um and that's when we put something under the experimental flag to emphasize that it's not finished that there can be changes in the future and that it might crash still or something like that so just to make people aware to not trust and rely on it too much basically but yeah it's of course a valid question to ask when these features can come out of experimental but that's as always a matter of time and priorities and we do our best to finish those things but sometimes it just takes a bit of time yeah or it it conflicts with the road map for example but yeah this one has been around for so long that i yeah i guess sometimes sometimes it happens that just maybe people forget it happens especially developers that work on uh areas that are not even close to this um next uh question by will blender by mike will blender ever have evie ever have ssgi uh the answer is yes and that's it evie is getting a refactor next year for uh ev 2.0 that's a 2.0 project and one of the the the topics is uh i mean it's the refactor starts next year it's like cycles uh cycles x uh it's gonna take years until the entire uh ev gets moved into like vulcan and make use of all the new technology and improve over what is already existing there so i'm saying years from now i don't wanna be yeah i think there there there is already a rewrite branch i think um yeah so it's being worked on but uh it will still take a bit of time yeah and there is also this crazy back have you ever seen it yet i think i just got recruit and we're well done thank you mike i think i've never got rick rolled in public before i hope it doesn't become a thing all right escopelma says look if i would have watched the i know because it's not i know the url of the original rick roll just not this one so yeah okay pablo and thomas hope you are doing well do you know if there are any plans to change how the end panel works currently if you have some extensions at certain point the text cuts off and becomes unreadable it is really hard to use sometimes thank you and uh yeah well there are plans on how to fix the problem is that it's not a it's not an easy task apparently to change this is what you mean that when you zoom in this happens yeah i think everybody agrees that is not the way it should look um it's just that it requires quite some work apparently from what i heard from the developers not an easy task and there are also many solutions the one of them is to get rid of this toolbar and just have the the like a drop down here or like a ui list for example and it just you could just basically like uh like select from a bunch of from each staff but select it like this and then you can also search if you wanted to um i don't know it's uh there are patches and there are ideas just needs developers to yeah to want to tackle that we're aware though i would say 3.x serious if we get rid of most of the issues in the first 3.0 3.1 2.2 31x um next question select now it says hey thomas what was your last commit yeah so i did some bug fixes last week and they were mostly related to the presets so you can have presets like for different camera sizes or resolutions and stuff like that and there were some issues causing um presets not to be saved but i plan to do more advanced features again in the future but again i still have to take my look uh take a look at all the cycles exchanges and get familiar with it again but then you will see hopefully more exciting changes in in the future absolutely yay uh spy dark says hey paolo how are you i hope your ui branch changes could be implemented in 3.0 well uh good news actually most of it has been implemented in 3.0 what you see here the the the panels that look like panels that was from my branch um the rounded corners on the items also got in these little chevron icons in the here is also got in um plenty actually the drag and dropping drag and dropping elements uh the tooltip when you can drag and drop also so most of it is here there is a few changes that i couldn't manage to get in and one of them so actually the reason why i started making a new branch was to have these buttons look different from the buttons that support multiple options so yeah that was that was the only one for example this you can have all three on um but these you can't this is exclusive and i think they should look different i made a mongap i made a patch but there were issues in it so i didn't make it in 3.0 hopefully hopefully 3.1 or 3.2 by 3.1 for sure i think okay um there are some quality of life improvements like some important experimental features adaptive subdivision are still to be finalized uh watch a few minutes before add-ons like node wrangler loop tools curve tools magic uv and etc which are important to the workflow to be written in c or c plus plus and internalize as a core feature well not all of them there uh there are some features that they don't don't really need to be in c or c they can be in python as long as they don't rely on uh like heavy computational power that or multi-threading in that case uh some some can stay as add-ons i think the node wrangler has many features that are super good to have internally in blender without having to enable the the wrangler item but there are also other features that i don't think they they like they will benefit most of people or maybe they just add you know they just add a lot of uh yeah not noise but um yeah maybe not for example like the node wrangler has all these features here that maybe is there they don't really serve everyone and it's good to have a a atom that can go a bit more experimental and test features there before they are moved into regular blender but also for example the the null wrangler control shift click to to make um to to have a for example if i have two i want to make it so it gets there you go the viewer so to to preview some changes with the note wrangler it adds a viewer which is actually animation note this should be in blender i guess it's a really it's a bit of a hack but they should be in blender the viewer node and 3.0 there are some improvements are made in regards to modeling rules but still there are some problems the option menu in the editor and option menu and f9 keep floating around they are not in sync an option menu in the editor cannot be used after the tool use plus the editor is lacking some options pre-tools use i'm gonna need a screenshot for for that sorry i think i know mother or less what you mean but uh there's a number of questions next one modifiers cannot be applied in order in other modes than object mode even though you can use multi-resolution modifier in scope mode yeah i think that is a perm per modifier change that has to be to be tackled right or because they are in object mode there thomas sorry that the modifiers cannot be applied in other modes and in object mode that is because all modifiers belong in object level right yeah i think that's the reason yeah but also it's and those things haven't changed really in the last few years so it's i think it's also planned to move more towards notes so i don't think we will see many more changes there i guess but yeah i cannot really comment on that so i don't know it unfortunately what is being planned for modifiers modifiers personal opinion every lts should be a whole number release like 3.0 4.0 uh no because every um the idea is to have a new lts release every year and each one to last for two years so that would mean that blender will change from 3.4.5 every year and that is a bit too much i think the 3.0 um series is going to be very interesting to um to yeah to to make a lot of refactors and improvements like ev refactor cycles x was in there but um you need to give it some time for the features to settle and also to give some room for what 4.0 could bring you know making a big release every year just just doesn't doesn't help we already have four releases every year so 4.0 it's gonna come i think after 3.7 the plan is three point one two three four is the lts i think and then five six seven and seven is the lts i think lts is gonna be the uh release prior to a big release so 293 is an lts 3.0 is not that's what i 3.0 it yeah exactly i think that maybe that's the argument lts should not be a major release a major big number because that's when you take the most of the risks uh so lts should be as stable as possible that means being mature and key shortcuts menu should be removed and options like what do you mean a n key shortcuts and options like panel the well i mean it could be something else but the so handy uh option like log camera to frame should be an icon uh yeah but where and at some point it was added in the um in the viewport here but they didn't really belong here because these are uh because the low camera to panel actually changes data inside of the camera like you can mess up your things while this only changes the view so they need a new room or a different type of icon there should be a separate tab in options menu for geometry notes and add-on management i don't know what it means like textures and simulation types blender founder should hire someone to foundations to improve texture painting in blender like the guy who developed armor paint and add in build option to make circles square and grid masks for easier material creation in blender that is super uh open um but uh but yeah i know i think if if the developer that made for example armory paint would have wanted to make it in blender the it would just go ahead and done it right and and that should be like blender is open source you could have implemented it in blender and that would maybe show the commitment into making it happen in blender for example the appbge people are working it's blender with a game engine so that that shows really commitment that they really want to keep it blender but just add a game engine on top of it so um it's a it's a different type of commitment it's a personal opinion though okay that was a very long question let's do the last one because it's the creator of the post thank you for coco for creating the post there gonna close with your question uh here so check out this cool video 17 seconds off here comes the other recruit of a simulation i did inside of blender with tai chi elements it's a project made with a tai chi programming language oh do you know the programming language i haven't thought of it before no oh wow sand and water simulated in six minutes with tai chi whip elements in blender yeah but it looks pretty new i guess 2019 it says siggraph asia 2019 so i guess that's a new thing yeah this is a new type of simulation interesting like a new solver i'm not sure but uh did you write it or no like uh i did inside of blender okay no you did the simulation interesting i wonder if they could just i really think developers should look at the tai chi programming language which is embedded in python for simulations the performance of it is super fast and optimized in my opinion it looks perfect for the future of blender simulations well i think blender like when mantaflo was added big part of the work was to make it make the api more agnostic so you could hook up other systems if i'm not wrong um so this opens the door to yeah getting more options in should have a look if any developer interested in physics once you have a look here are the links i think we are in a good moment to call it a days 20 past six already i think we are a bit over time seven minutes over time sorry for taking a bit of your time thomas and the community no worries yeah sometimes the questions are a bit long just uh maybe it's a better idea to split the questions into uh comments because people can vote and then the most popular questions go up so yeah how was it for you it's the first time you were in the show by the way it was great it was great in general it's great to be back and it's just nice to get a chance to talk to you and also get the questions from the community and yeah i just want to repeat that i'm here now this is my daily job now to help new people so if you want to get started with planner development you want to help us or you have a question feel free to come to the chat feel free to come to the forums and just text me send me a message and i will do my best to either help you directly or connect you with the people who can or point you to documentation and stuff so uh please feel free to talk to me and i will be very happy to work with all of you in the next few months and years hopefully and make blender even better and more welcoming to new developers yes ah that's super nice and uh yeah just making clear that this is mainly for developers not like you're gonna get flooded with like how do i make a cube no the cubic is comes it's in lander already so and it's not going anywhere some people were saying like what if blender deletes a cube for good no no no no no no no no no one thing i would stay maybe you would do it yourself but it's like you have to delete it yourself like that's the first thing you always do delete the default cube so and it will not take away i deleted another new one usually just just in the same place same name same dimensions great okay uh thanks once again for for uh being on the show maybe you can drop by next time whenever you have a vegan another whatever kind of announcement uh feel free to drop by i will thanks hanging out here or come to amsterdam yeah definitely okay i was just there last week so it was really nice to i met all the people at the blender institute and was there for the sprite fright premiere go take a look if you haven't seen it yet it's amazing and it was just nice to connect with everyone again and i guess i will be there every few months and say hello and connect with the other people yeah ah that's nice good to to know that you will be around and speaking of being around we are going to do this again next week same place same time for the next wow next week is gonna be the the penultim penultima pen pen yeah the one before the last episode of the year of blender today live well unless uh we find someone to continue but uh it's gonna be the end of a season season finale let's do it again same week same time same next week same week same place same time for another episode of blender today live i don't know if you're gonna get to hear the epic song thomas but um it's maybe a good thing because uh people's ear holes about to be blown out by the epic 5432 [Music] get on here now okay that's a good thing okay see your community [Music]
Info
Channel: Blender
Views: 19,099
Rating: undefined out of 5
Keywords: blender, b3d, blender 3d, 2.8, 2.80, blender 2.8, blender foundation
Id: qRm7uHP_Kz0
Channel Id: undefined
Length: 70min 9sec (4209 seconds)
Published: Mon Nov 08 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.