MULTI-KNIFE | Blender.Today LIVE #165

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[Music] now zelda [Music] [Applause] [Music] hola community welcome to another episode another week of news of blender news covering a bit of everything this week we have some modeling updates it's not the big big news that are gonna come as part of the google summit of code project hopefully which this week is the last week by the way so you're gonna see hopefully a lot of new development going on not too long from now it should be in the coming weeks as the code goes through uh reviews and the usual what else how's everybody in the chat by the way thumbs up if everything is fine if the audio and the video is fine we are at that time of the year where i cannot really change the uh the aperture of the camera without the shutter speed without messing it up so let's uh go directly into the announcements not many actually and the announcements this week are not from uh blender but they are from blender friends so let's share them it's nvidia they uh you know that they recently merged the usd export changes in blender so now you can everybody can export usd and import in blender but also they are going to continue the development on a branch they're gonna add support they want to add support for um [Music] with the mdls and basically improvement continued development on a branch that it is hosted it's it's don't worry don't go out crazy that the video is forking blend no no it's a branch of blender just like any other branch that is um continuing development there if it happens on a branch you know how it goes then the review can be much uh much easier much more easily done the branch is hosted on builder.blender.org is gonna be here so you're gonna be able to download it just like any other branch but also they're gonna provide a um here universalist in description but also you're gonna be able to use a launcher by them the omniverse launcher so it's gonna be on august 16 on blender's website and github so um make sure you check that one out if you want all right time to continue usd is like fbx yeah right in very simple words well i mean those are very very simple words because the big thing about um usd is that it's open source fvx it can't be more far than open source and yeah it's not so cool open source is cool you know next um that's it actually let's get into the news of the day of the week we have a thread open here but i actually just said i i hope it was going to be open but sensuals as always posted it 10 minutes ago there is already one question so um make sure you leave your questions we're going to try to answer them towards the end of the show the second part of the show and um let's try to brighten this up a little bit okay let's start with the title of this video knife project so the projection version of knife now is supported by multi by uh multi object level i was compiling blender i don't know what happened with um let me check if i finish compiling or not um yes it actually finished compiling yes um compiling on i'm compiling i'm still on windows now and compiling it's a bit um a bit slower for some reason i know i'm all burnt um so it is here so i should be able to run blender right now and uh show you so this is in one level app the terminal is terrible in this thing though release blender right then go here then blender x it's like the good old times it takes forever i'm gonna be streaming from the studio soonish oh i have the the wrong theme here let's use my theme here okay cool the um the knife project tool now should work on multiple objects so what does it mean well you have knife right you have the the knife tool over here and when you when you're cutting here you can you can make it so it will project so it will apply to all the um if you use it from the shortcut it's also the same so knife project is gonna um basically have if you have two objects in this case and then you do knife project another selected object have wire or boundaries edges for use for projection ah yeah you need to have um some wire some knife some vertices that don't have a face that are going to be used for perfect for projection this is going to be supported by multiple objects so the um if you have multiple meshes is going to be yeah it's going to work i didn't test it though and the error the very useful error says that no other selected objects have wire or boundary edges used for projection okay and what is this an error if i have i wanna try it so let's i have this and if if i have a line is this how it will work no tutorial i need a tutorial never use a knife first off first time compiling blender it works yeah but it takes time though it's not um it's not as as fast and for some reason it it slows down the entire computer as i start to use it um i can't get the uh the knife project to work though why is it failing on just a simple simple mesh knife uses another object as a cutter yes which it has to project through selected objects thank you erin dale for the uses another object as cutter which is edges to project through selected objects yeah but that's what i'm i selected one object and then select another object and then i need to enter knife project because that is in edit mode and it's still giving the error so something wrong right i should send the back report i am overexposed yeah i know my mother exposes if i put it down then it's gonna the moment there is more sun is gonna go away i have to use it in orthoview no you see so it's not working knife line is an object i think blender premium membership available yes you have to give a like to this video and then yeah separate object of just edges why jesus why do you need like an entire so you need a separate object that is just edges so x delete faces and then this on top of it and then knife project okay that is very intuitive i think we need more fixes than just making it like in multi-user um okay so i have only edges and then i project okay now it's doing it it has to be only edges why why would that be a limitation i wonder why connect vicious any kind separate object of just edges okay thank you erindale um for helping out if you don't uh if you want to see more tutorials by edindale uh just go to youtube and find this awesome icon um to get his tutorials but i can't imagine this like why would we so convoluted and why it doesn't even tell you that it has to be uh etched only on a separate object although it it tells you i'm spending way too much time on this thing it but now it it doesn't fail if i select an object and this oh i have another object selected obviously i have wire or boundary edges to use for projection yeah it could be uh much better so never mind what i what i just tested this uh it needs to improve the the ui is he the guy who made the new blender splash screen exactly yeah that's him next uh improvement related to to edit mode actually the um there is a performance mainly performance in high poly meshes so the change it's like the largest gains are on high poly meshes how how large well 1.5 million polygons is showing about two times faster speed up whereas 25 million polygon meshes plenty is about 2.8 times faster that is a very welcome change however meshes where there's not so many polygons it's actually gonna be slower how many well around two hundred fifty thousand can be a bit slower however when meshes are two of about 250 polygons thousand polygons they are they're already not slow because there's not so many polygons so um based on the tests the developers went ahead and made this change and the tests were done with yeah super high poly meshes and also with the files from sprite fright from the current open movie project at the blender studio and it's um it's showing that it's usually the same or even better performance usually the files the the objects in the open movie projects they are rarely in that high polygons you sure usually they are very optimized okay i have i'm having mathias i don't know why i feel my my voice crackling is the lack of ah because i haven't talked in a few days it was the weekend so didn't talk that much and today i didn't go i went to the studio for a little bit but actually last week on tuesday i started going to the studio um again to the blender hq so i need to order a microphone for the studio and a sound card if you have any sound cards that you recommend with compressor let me know um i'm gonna be back at the studio doing live streams there i need to get a bunch of christmas lights and all this goodie that i have at home to replicate at the studio next the spanglish is strong next improvement also related to performance is hard to measure but it has to do with the dope sheet timeline all the editors that have all the animation editors that have keyframes on them it could be it could get very very slow if you have a lot of keyframes having just having the editor open could get a bit slow now um it has to do with the with the drawing of the keyframes now all the keyframes are going to be done are gonna be drawn in one call so that is a huge speed up in terms of instead of throwing each one of the keyframes now it's all in one so so yeah in that sense it is hard to measure but it should be very very welcome and speaking of animation in a completely different topic this is more like rigging side of things slash constraints slash user interface the change that was done to the modifiers recently in the last few uh releases about having the drop down menu for applying um for duplicating a constraint for copying to selected um sorry modifiers not constraints that changed that was for modifiers now it's in constraints so a very very welcome change especially um while moving up and down but copy to selected that you would only be able to do it via the control l menu for copy for linking or also with the add-on right i think with the copy attributes item so now this brings the the functionality here okay um [Music] i think we're in yeah we can already moved into user interface there is a bunch of changes that i didn't know exactly which section they go i think they all belong in many different levels around the user interface the first one is a quality of life improvement for previews for material previews in the asset browser or when you append materials in your scenes the from the file browser thumbnail view so it used to look like this it looks too it used to look like reflective materials were not really uh very attractive so they were reflecting but it was reflecting an empty environment um not anymore now the um there is a hidden uh floor that it will be used for reflections so every material should look a bit better um all your materials should like have some kind of fake floor around it to make them nicer also works for transmissive materials so for like refraction or yeah transmission it will be much nicer instead of being just plain grey now it has this little distortion down there also for eevee in eb is a different is a different approach it's using a cube map but it is about the same concept so yay for nicer thumbnails um that is all thank you jeroen for working on this and reviewing julian and syrin the next improvement is a couple of changes uh done improvements done on the clip editor we don't see many updates in the clip editor lately this one it's a bringing the functionality of the 2d cursor that is already in other to the editor such as the image editor where you have the 2d cursor and the coordinates you know you can change you can access via python or you can also from the ui change the coordinates of the cursor now you can do it for the clip editor it wasn't exposed why it's crazy when you see how like we always try to make things consistent but blender is so large that yeah you mean things like that there was a 2d cursor it wasn't exposed in the user interface the coordinate so yeah that's why we need as many eyes as possible and thank you aaron for working on this um the clip editor move annotation panel to the new view tab just to match the rest of the of the editors then um the file slash asset browser got this tiny improvement that will make your life it's also a quality of life improvement have you ever noticed that when you right click on a file on a list in the file browser or in the asset browser it would actually give you a context menu but not for the file where you clicked so you could have say a file selected on the top of the list if you right click on the bottom of the list the changes that you did will apply to the selected so a completely different file kind of dangerous i would say this um change by julian makes it so when you right click on a file on the list it will make it active so it gives you the right click the right right click uh menu for context such a small change in terms of uh like in the idea but if you look at the code actually it will take a a few more changes that you would think um the next improve oh well this is a small step for the asset browser a big step for blender because as of last week the asset browser is no longer experimental anymore it used to be that you had to enable a setting in the user settings in the preferences developer extra and then extend experimentals the thing is the post post library browsing part of the as a browser was already it is already considered ready for production it's in master so it should be ready for production it's going to be part of blender 3. however all the other parts of the asset browser like marking materials and objects as assets it's not there yet in terrorism in terms of what the team wants to be like wants to ship with as production ready so in order to prevent confusion by the users those settings are gonna be experimental so by default you're gonna see the asset browser but it's only gonna be showing stuff related to post library if you right click on a material you're not going to see mark asset for example as it used to be unless you enable the extended asset browser setting in the in the user preferences so yes in a way it is um a loss but only on the other hand it's also making things a bit clearer clearer um each like the idea is to basically bring back the functionality of the asset browser but like one data block at a time so okay we're gonna focus on materials okay material browsing should be the best it can be as like for the first milestone and then okay objects let's make objects great let's make collections uh importing great and that for every other uh asset but trying to do all the data block types like work well on the day one so no sometimes it's better to shrink the scope i'm gonna have another drink look i'm having another mata because i took the one uh from that i was using here i took it to the studio and this one has a little llama in it um now i don't feel so weird drinking mata because the uh messi uh he drinks mate and he made it very popular around the world even in the presentation on the um paris psg he is drinking mate and they even made a ad of him drinking mate so i don't feel like people look at me we're like hey what kind of drugs are you taking you're in amsterdam so it must be next improvement after that of topic is cycles well this is user interface but is related to cycles why is it user interface because it's a metadata support for changing the labels and the checkboxes in open shading language notes this change is mainly aesthetics so you can have um yeah to improve the presentation of notes in the node editor recognize the following metadata from the open shading language specification ui label checkbox and boolean and then here there's a few drawings no string well if you look at the the task you're gonna find the entire list of changes done by pedro puff maniaco thank you pedro for working on it so so cool to have you adding stuff in blender master okay uh a round of changes in the user interface that are more um house cleaning or another quality of life improvement is the philip has been working on a bunch of these ones to make the user interface more consistent and to make more sense in a way why because for example there were instancing options available for objects that didn't make any sense so an object would have a setting for like an empty object will have a setting to do instance vertices or faces dupli faces how it used to be called didn't really make a lot of sense so it's uh so great that um phillip went ahead and went and make not only this change of hiding instancing options when it doesn't make sense but also the object instancing panel as well for object types that don't support uh instancing but also the height viewport display bounds for object types that don't have a bounding box not all objects have bounding box so very welcome and this one it's a it's mainly about performance but it's there is a number of changes coming to the way fonts are displayed in the file browser this one it's just um it's mainly a cleanup and to avoid calculating fonts that are not really being used in this case it's um raised the the render time to load a font because it's keeping some um unused clips that are not uh yeah that don't that are not used so basically why would you even load them this actually hardly has a couple more uh changes coming there which i'm pretty excited about of the improving the previews and such so so cool that area also in blender doesn't get much love usually and time to switch gears let's switch into the vr slash xr a fix slash improvement the color depth adjustments commit by peter kim it's um meant to address the reduced visibility of some scenes displays in the vr headsets that can result from the 8-bit color depth format currently used for xr swap change images okay some parts i'm not completely following but if you had um issues with the visibility of some scenes that should be fixed now so very much welcome switch to geometry now this is okay this these changes are like one per section but it's just too i like i like the sound of mario mario pipe okay [Music] geometry notes in the subdivide smooth node now we have options for uv smooth boundary smooth just like you have in the modifier itself these are two drop downs which it seems like they don't fit by default we have to make some notes wider um but uh yeah super nice so the original patch by a10 updated by cara and then committed by hans i think that's so good and re reviewed by hans broly yes so yay team effort switching gears again two a video sequence editor one fix slash improvement is in the way the lines are drawn for waveforms this change makes it so if you ever had this issue when you zoom in a lot in a strip and you don't see the waveform because the it was using triangles to draw the the shape and they could fake it fail fake fail in some cases so that has been fixed and now it should work properly it should draw like lines this one you are like really something um yeah very nice fix sebastian thank you also this is only a few just two changes that i'm mentioning but sebastian has been improving i the the video sequence editor seeking for example the sometimes some audio files will be off by one i will have one frame off those should be tackled if you ever run into that try blender download blender again from this week should be fixed um this one for example flush audio and code after finishing video export sometimes it wasn't being flashed which led to audio packets being lost nobody wants their packets lost okay let's continue is also a drug yeah it can be it can be hard to live sometimes i go to bed way too late i think on the weekend saturday i was uh streaming on twitch blender stuff until like 5 a.m or so not great not great paolo you're not 20 anymore okay let's switch topics into the add-on section there's a a couple changes in add-ons that i don't usually mention but sometimes good too um rigify for example the phase rate components that were used to be experimental now are in the regular non-experimental so yay for that upgrade also did you know that there is a add-on built-in blender that comes with blenders off by default but you can turn it on to simulate snow so yeah you basically grab a character look for the real snow addon press a button and then it makes snow on top of your characters and your objects and your letter and your fonts try it out super cool this one uh this change it's committed by marco but the it also includes a faster calculation for for the mesh by droopy drew pertulla okay next um i think we are yes ah we're almost at the end python this is related to item but it's more like python for i addon developers addon developers have requested to have access to um built-in shaders in blender so a way to yeah blender internally uses some shaders that now has been exposed part of the gpu module and the shaders are 3d polyline smooth color and flat color so make your addons pretty the other it's not related to add-ons but it's related to python if you're familiar with blender's python slash um register of scripts when you run blender you will probably remember that there was this weird requirement that in order to be able to enable to make an add-on register on load it had to be dot pi dot py like a python file otherwise the setting for registering would be grayed out very weird requirement that has been lifted now it's uh um you're going to be able to register add-ons or scripts that are not even not ending in dot pi okay i think i'm losing my i didn't even talk that much today and after this i have to do the spanish live stream which is usually much longer it's like two hours or more because i um yeah in spanish i get uh taking over just keep talking you know spanish people latino people they just talk and talk and talk all right let's talk about cycles x in cycles x two different separate words look at that add position render pass i've wanted this for so long there were ways of doing it internally in blender you could have uh you can have like an aov pass that takes the position of all the objects from like the geometry position and then make it as a shader and then render that shader as an aov pass there were ways of faking the position pass but now it's built in isn't that great like a real engine no no um it's is that a position pass was really needed i remember working with some studios uh where they were using uh nuke or other software and it's very common to have the position pass now cycles x has it as well as support for diffuse glossy and transmission baking filter just as um this one yeah new path types combined with direct and indirect light so yay to see cycles x not only matching the feature set that used to have but also adding super super important features and that is all i think i have enough that we have plenty of time for some questions and for relaxing a little bit okay how's the chat going i'm gonna give you guys a little time to uh ask questions there is 11 comments so i'm gonna switch to my evil side there thank nice show thank you what does it do the position pass well a position pass is very handy when you're rendering because it gives you literally a point in space so you can have the coordinates of a point somewhere in space and you can track things to that so if i have my position pass of the scene i can map something to the position of the glasses for example it's used for um for masks also if i have a render layer of me and i want to make my face more red for example there are many ways of doing it with cryptomat but also i could just um have a mask on my face and then use the position pass to track that and use it as a um yeah tracking the parenting yeah whatever you get the idea it's very handy super handy when can we expect 3.0 at the end of the year hopefully hopefully there's still no plans uh people have been asking but there's still no like well there are plans but there's no uh saturn stone date ideally some time ago it was mentioned around october but i personally think it would be a bit later maybe november depends on how things go if you watch this show you're gonna be the first to learn about it okay now we have i will still have 11 comments so let's uh go through them oh the first question what theme do you use where can i download it well um you can't no i'm kidding um is this my blender yes it is okay so i've been um i want to for blender 3.0 speaking of blender 3.0 i want to introduce some changes to the theme i i am the um responsible of uh the blender current theme of this one i wanted to for blender 3 to have a little bit of a facelift in terms of theme mainly and some changes in the ui for example changing the icon to be like the this triangle that we are familiar with instead of the the yeah this chevron icon instead of the the other icon also i want to have a i want to introduce like the like you can see where the the [Music] the panel starts and ends also uh make the actual panel and the header part of the same thing uh rounded corners so when you're here for example um well here the background is not bright enough but if you do have some contact content you see that they are rounded corners on the panels uh so there's like tiny little boxes which i think it looks not only nicer but also more in line with the rest of blender because if also in for example here the the buttons the items in the list are also rounded the theme can change i'm just playing with these colors as of today but um like this is rounded as opposed to for example um yeah and regular blender this is all like square and it's not that i'm hardcoding things to be rounded i'm actually using the rounded value in the list so you see this goes all the way to the to the edge and if you in the preferences if you change this is the list item no not this item menu item so this is menu item if you change the color it changes the color but you change the roundness and it's not affected so what i did basically just just use this value so you can have a similar look if you don't have if you don't want um there is a bunch of little changes here and there which i am going to present eventually um when i'm more ready with it so to answer your questions i haven't [Music] published this anywhere so it's not available anywhere yet but it will eventually um i'm mainly also using the live stream as a quick test just to see if people notice the changes um they're not too bad but uh you but you see the difference right also these titles were bigger font than than the rest of the text which i think it adds more noise but yeah small things um next question hi pablo will we ever get the ability to simple drag and drop multiple objects uh objs and fbx right into blender viewport to import them also uh it would be nice to import okay so the first questions yes i think it's something we we wanted for a while there has been some attempts the last patch i don't know what is the current status of that patch but it is more promising however it's not a walk in the park because the obj or fbx is they are all add-ons so in blender for example now you can drag and drop blend files and that works because we know that blender will always be able to open blendfile so you can just assume that it works fbx and objs they are add-ons extensions so you have to first check that the add-on exists that is installed but also if you want to do it properly then you will allow any any addon to register that in blender like to register a drag and drop command so i don't remember the the name of the patch but it is um it's being worked on by someone in the community i can't remember basically the long story short is not so easy because of their add-ons and the fix will be to let any add-on not only fbx or objs to um to register drag-and-drops like a drop and drag and drop areas so also it would be nice to be able to import multiple objs through the file browser yeah that would be that would be pretty neat again um i don't know if how would you go about it so you have multiple settings for the same it has like one um yeah how would it work you have one size one settings one set of settings for all the objects and i found the script to do it in the current version but older versions are broken i don't see it lasting long without being updated yeah that's the problem with add-ons that they they depend on the authors thanks to all the blender team do you have any news regarding the better integration of amd graphics into blender any development comparable to nvidia um no i don't know what hap what was what was the last meeting from the render team so let's see other meetings rendering meeting when was this 3 3rd 13 days ago usually here is where i just read about the notes here amd has most cycles x test passing with their first implementation with their implementations drivers and patch for testing is still expected to come within a few weeks hey that's promising so yeah that is the answer and again you only this info is available for everyone you just go to the dev talk and then go into other meetings and you're gonna find all the meetings the blender rendering meeting happens every two weeks so yeah there you can read all the news like vulcan how is it moving open saftive [Music] next next question i was wondering if you could check out my proposal for material and shader notes changes and give feedback when you have time let's see how are we with time we're okay materials and new shader notes assets ooh edited after confusion in comments okay good start this will work like geometry notes okay how long is this okay this would work like geometry notes asset but for materials and shader nodes the approach will allow us to reuse one set of nodes with different inputs that way you are not constantly copying and pasting the exact same shader nodes to which materials when you want to reuse them adds way less clicks and looking for values you to pick and choose which values to expose the materials okay if i understand from just from reading this is that you are able to expose certain sliders or values in the material yeah yeah i love this i love this concept absolutely thumbs up well i mean i should read it first probably but um [Music] but yeah it only makes sense it will be easier to share and stuff some people seem to be confused but i think you are dressed um okay next hi paulo what does it what why does the annotate tool not exist in the graph editor it feels very useful for doing some markings on how the curve should look good question didn't that exist in the past i don't see a reason why i shouldn't exist i think it should didn't it exist in the past i remember at some point it was everywhere and then and then removed some places but um it should be especially now that it's called annotate before it was grease pencil it was everywhere and it was it could get confusing but now it's annotated so it should be okay next blender hi pavlon i hope life is testing you well it is i would like to know what is the official position of the institute wait wait concerning the future of blender concerning vfx is it something they want to push more concentrate instead of on cartoon animation or both cheers no i don't think it's focusing on cartoon animation um like the fact that the current open movie is as a cartoon look doesn't mean that the focus of the blender institute is on making cartoon films i think you can achieve with this well right now the development that is going on is mainly around geometry now so it doesn't have anything to do with the rendering um with the changes in in cycles and the like the position pass added this week um the improvements for like linking or light groups and stuff those are gonna be great for vfx i don't know what do you mean exactly by what is the official position of the future of blender for vfx um i mean other than supporting like well improving the motion tracker or what exactly vfx can be anything right uh easy compositing the compositor is getting all the notes improved in terms of uh speed for full frame the future would be to have a real-time compositor hopefully such as evie but in the viewport that also is related to vfx i think i don't know exactly what is the what is blender currently doing now that it doesn't apply to to vfx because vfx is everything right is is from modeling something to to having a better for example cycles x has a way better shadow catcher than cycles right with support for bounces indirect light and all stuff and that is good for vfx so is that a sign that blender is going vfx no it's just blender improved because it it has to it's uh i think every change improves that uh every changing blender will improve the effects as well as he's gonna improve uh um like cad stuff or cartoon films or realistic films or what the dues is doing or what anything um yeah it's a bit broad tinto teen says hi pablo while we patiently wait wait for the addons channel here on blender community yeah i know we that is escalated um we're gonna have well basically we we were almost ready to to to launch we made it we were gonna launch it but um i think that better fits in uh blender itself like a blender the torque project so we're going to be looking into that looking into making it more of an official product than blender dot community um maybe you could bang the drum for this project which list all blender items on github blender depot netly5 um i don't know this but i know blender awesome blender awesome which it's a list on github that contains a ton of add-ons and they're marked free or non-free and it's just it's just amazing that someone maintains this it's like a infinite almost nearly infinite list of improvements um so yeah and there is a the link to their oh even non-blender stuff so yeah this list is pretty cool i don't know the other project blender depot is it open source read more um i don't know if you're supposed to use the logo like that but um you have your addon on github so it's for checking items on github but this is how it is it is open source cool two years ago i wonder if this is working with the latest blender probably not 2019 that is um may 2019 that is blender 2.7 still because 2.8 came out in in the summer of that in july i think of that year 2.8 yeah maybe has to be updated um next question but yeah to answer your question we are having like it escalated we wanted to have something small items in blender community but it's still not announced anywhere because we have to figure out when how who is going to make it even but we want to do it properly as part of a blender project um melee asks and there's three questions left which is good because we are past six a six pm camera calling hypo says miley a question about camera calling camera calling is the key to unleash the power of displacement allowing increasing insane amount of detail in cycles there is an option under simplify about camera calling what this option effectively does i think it just doesn't render anything that is outside of the of the view so if you are in cycles simplify you have well here camera calling so it's it casts it it removes here um from if you go to the camera view here so it uses this value to like render to to remove anything that is outside of the camera view which can help with speeding up render a lot as you can imagine however it's also can be potentially um not uh super reliable if you have a tree here for example if you have a tree is my great tree um that is projecting a shadow here for example if i use camera culling then i'm going to be removing internally blender will remove this any geometry that is outside and even though it's going to be lighter in memory i'm going to suddenly have a shadow that will disappear um which can lead to flickers of course and not super great so yes it exists also for distance this actually newer you can stop rendering after specific distance from the camera super nice three few notes okay first one last week i posted this image and i also wanted to say it would be good to change scale and rotation during extrusion would also be nice to have the chance to define the vertex group in a superdivision modifier to increase the detail only in a certain area to reduce polycount and preserving performance do you think this feature will be addressed if it's in open sanctiv it could but i'm not sure if it is you know blender uses a library for this for adaptive subdivision not sure um if that is optimal like for for calculating because you're yeah i don't know the next change question will be some tool to solve self-intersecting edges during insight for level operations to solve that well it should be like some kind of club clamping right so when it reaches a limit just yeah try to avoid that basically um but is that a setting that is during the operation or after because maybe you want that very unlikely though but maybe um yeah i wonder how would that work how does other software do it do they don't let you go further or how next question by jay anthony morning pablo first off i didn't know you were a skater skater boy no no i'm not well i like skating but i picked up that at the beginning i got a skate time ago but during corona lockdown i started using it more and yesterday if you have ever into amsterdam i went from amsterdam north all the way to the thunder park which is like 10 kilometers on skate by myself so now my leg hurts but it was super fun it's yeah i love it although i wish i would have done it on my 20s and not starting on my 30s because i can see that but the day i fall i haven't fallen yet no come wood it's going to hurt firstly is the usd plugin supposed to give blender the full native usb workflow or is a usb branch supposed to enable the full workflow what do you mean by full workflow um the usb plugging no there's no plugin for for usd it's actually built in blender for export and for import and each in master it should give you everything that is currently supported in master there is a branch as i mentioned at the beginning of the show that allows for mdl export for example but that eventually will become part of blender it's it's not all branches are supposed to be temporary um it's just so development can go more easily without breaking other stuff and not getting on the way of other development that's why branches exist let's see [Music] and about animation news on character management i have this idea for maybe having different variants of collections share it maybe make a make a proposal here and right click select but um this will come with the ass management i think for collections hi pablo you're good thanks godsend thanks for your work thank you here it is for a nice comment um and the last question by sun souls will there be something like the add-on expo speaker but natively in blender in the future is it better to have features like this as an add-on let's see ew okay it's full version of the picker so what is it like uh like a drawing on top to have ew what is this isn't it it's a separate app all together basically that allows you to pick um there are some implementations in blender i think it would be so you got a mega grant but it's still paid how does it work anyway um not gonna comment on that but um posing yep a post speaker that it should be in blender it should be blender should be there should be like a built-in way of building uis for rigs however also there should be a way to select the directly on your on your character without having a drawing on the side both should exist maybe a prototype could be done as an add-on but not with the maybe as a prototype could be an add-on with the new gpu uh module but i think it would be nicer to first try and do it directly in the viewport like selecting parts of your model and uh just be hands-on with the model not with a spreadsheet on the next on the side and that is the last question so i think we are good to wrap it up it's actually 10 minutes plus 6 so i am kind of on time how's the chat by the way let me open it here full let's see how are the questions is cycle still going to crash amd gpu of course not nobody wants it to crash if it crashes the there are many reasons why i could crash why it could crash because of out of memory or just not compatible but any crash that you have please report go to inside of blender go to help report a bag because that will take the information of your driver's version and the current blender version you're using and it will put it on blender.org so developers can see okay this graphics card model and this version of the drivers fails on this version of blender that's the best thing you can do um don't don't have if you have a crash that you can reproduce don't just hope for it to be fixed you can do something about it you can go and report it the more people that report it the better crashes are the best thing you can report because they are easier to track if you have a random crash that only happens one every blue moon then it's hard to to to pinpoint the exact issue so yes anytime you have a crash please report it because that's how blender gets more stable all the fixes that you see they are reported by people just like like you everywhere and every day and it takes time to report yes but also takes time from the developers to fix it so sometimes the more time you spend on a making a bug report easy to read and to reproduce and to follow the faster it will get fixed and the e the more stable we are going to have a blender for having fun with um auto crash report an auto report like vlc well somebody i saw on right click select there was a proposal about having a auto crash report like um yeah actually auto back reports maybe it was you that you proposed it on right click select and auto crash well i would say i mean it's not too like i don't know um how what is the word play down vlc but vlc like functionality it's there are not so many combinations of things you can do on a video player yeah maybe you can stream from weird places or weird formats but um it's maybe more predictable what will happen that you can automatically send reports however in blender being a 3d slash 2d animation motion tracking fluid simulation caching gpu extreme usage multi gpu like it can be um really way more complex than just auto sending a report imagine if every time people try to render a 20 gigabyte scene with four gigabytes of ram blender will auto send a report because it will crash because it runs out of memory um the yeah the crash system report will get overwhelmed to say the least um it's better when people spend the time to uh to to do these crashes that other than flashing the system that being said maybe there are some kinds of crashes and can be automatically reported but overall i think it's better to do it by hand okay that is uh oh yes i'm having my lemma on a strand on a straw i have to stop right now because i have to go into i almost threw away my mate right okay no no no i have to go because i have to do the spanish version of blender today which is called blended oy we have spanish people that or you want to practice spanish i'm going to do exactly the same but in spanish and a bit longer because we also have we we have a contest uh like a weekly contest for artwork and um we have questions from the community and we hang out on the chat and let me know if that's interesting for you for for for blender today i'm i'm wondering if if i should bring that stuff i do on my spanish live streams on the english live stream as well other than that we're gonna see each other next week as always as every week for the last 165 ish times because some weeks we we skip however we haven't skipped any week this year so far so let's keep it as way and meet again next week at the same time in the same place for another episode of blender today live [Music] have a good fun see you again next week bye bye thank you for staying [Music] it's [Music] you
Info
Channel: Blender
Views: 12,682
Rating: 4.9001665 out of 5
Keywords: blender, b3d, blender 3d, 2.8, 2.80, blender 2.8, blender foundation
Id: eyLcARgr44k
Channel Id: undefined
Length: 64min 52sec (3892 seconds)
Published: Mon Aug 16 2021
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