 Friday time for another roundup of news on what happened this week and a few of the updates of the things that I already explained through during the week on their individual videos but features that got a little bit better since the release of that video I usually publish like as soon as the feature is added and then of course with the more you use it the more you start tweaking it then it gets a bit better. For example this week one of the features the main feature was wireframe so yes you can have wireframes but in Blender basically you can have the same way you have the wireframes overlays in 2.7 you can have them right now but there was a feature that was missing is that for example when you have a mesh and it's completely planar like a plane in 2.7 you could say okay if the angle is less than a certain angle it's not completely planar then you could you would not draw the edges so in Blender 2.8 until a few days ago you will see all the wires now it's not only before you had to say it was setting in 2.7 it was called draw all edges so what's better than draw all edges or not draw all edges is a slider of course so by default the slider is in one so it will show all edges and then you can now I think the slider is 0.5 so it's going to show a half of them so now I don't know if you can see it but it's super awesome because then it means that it can draw all of them or it can fade and draw a certain percentage of them so that is pretty nice another improvement in the wireframes that you probably don't notice but it's an optimization is that now the Blender is not drawing the wireframes that are outside of the view that was implemented yet so now it is and that's for wireframes I think it's a great feature until in the beginning of the week there was a slow performance hit when it was less than one but now that has been fixed so good on Klema for fixing that and in the same area in the viewport we have the matcabs that's the new feature that was added a few days ago I already made a video about it if you haven't seen it go check it out but basically matcabs yeah you can have custom matcabs but when I made the video you have to make a folder in your settings and it was kind of cumbersome so I promise it would be like a better way of doing it and now there is still once we have the asset manager it might change but for the time being at least you can from the selector of the matcabs you can just click on plus and it will bring you to a new section a new tab in the user preferences where you can just specify and add your own or even remove the ones that you're not really happy with and you can also do that for the world HRI and the camera HCR so what is the difference the camera HRI is attached to the camera so when you move around it will follow so for example highlights and everything won't be affected by the angle that you're watching it and the world HRI is just attached to the world to global coordinates so when you move the view it won't be affected and that's why there's the separation and we are planning on adding an icon to them so when you're studio lighting for example here you could have an icon to tell which ones are for example this one is camera but you don't know and this one is the world because it shows the studio light the rotation slider but there's no way to know right now so we plan on making that a bit more clear so that is with the user preferences I think it's a better way to add it again when we have the asset manager it's going to be even better but for now you can just install search for a picture and then it will show up here like anything basically it will just show up as a new texture in here and you can remove it of course and a new feature that was added today by your own backer the developer working on the workbench engine is that you can not only load your own maccaps but you can also flip them because it's very common that the maccaps usually have the lighting on one side of them so for example this one has a little light here like a reflection and when you're painting and again painting software it's very common to flip it's just to see the shape of whatever you're drawing in a different angle so this option I think is pretty useful because it flips and it lets you see with the same matcap without having to add a new one with a different lighting so I think it's pretty cool then I think that's all for the studio and the matcap stuff there were some other improvements and like fixes overall but it's matcaps are doing really well there is a call for content if you missed it don't make sure you check it out there's a lot of things being posted there so if you want to play with the matcaps provided by the community like Vasu and others they're doing a great job and some of them are very experimental I don't know if we should try to cover all of them we should maybe try to post the ones that we really are going to use like if I what is the ultimate matcap for me for example that kind of things let's not try to cover all the possibilities but just try to focus on the ones that are really useful like this one for example is pretty neat it's different from the rest it's some sort of an isotropic lighting this one with scratches so I think it's really promising and somebody mentioned that it was a bit of an overkill to have because one of the requirements is that it should be an EXR and with that big bit depth so a lot of colors, 16 bit colors I read like the PNG is enough no, we want to have EXRs because it's future proof because we can down sample them and it could be in our control how to down sample them and also in the future it would be ready when Blender supports HDR screens for example it makes a difference if you have, right now it doesn't like if you put a JPEG and an EXR it would look the same but if we have the EXRs it means that in the future we can Blender could use the HDR viewport and actually show it, display it there so there are reasons why we're asking this so that is pretty neat speaking of neat I'm going to show off a little bit of this file that was provided by Daniel Bysted for the developers to play with it it's pretty awesome and another feature, well more than a feature more than a few of the changes that were done during this week was that the pie menus are being tested right now it introduces a few problems because pie menus the way they're implemented in 2.7 they work but the problem is that it kind of makes slow every other key in Blender because there is a difference when you press the key it's a very technical, there is a difference when you press the key when you hold the key, when you release the key all of that kind of stuff so the implementation now is trying to be even more clean and basically the changes that are being tested right now is that you to go to edit mode you guessed it, you press Tab so you tab in and out of edit mode and if you want to change the mode you just hold Tab and then go around and you find the familiar pie menu that everybody is used to or a lot of people are used to so there are a few things that need to be fixed for example you can't hold and click in one of them that should be allowed it wasn't possible in 2.7 either but I think it would be a good improvement because if people are going to find this the first experience with pie menus then it should be more friendly then we're also trying to limit the pie menus to be just one level not nested, not like you click and it goes away or you have another nested and then inside of the nested level you have no pie menus should be a one action thing it should just like be fast you read it once, okay it's weight paint, here is object mode okay, I remember hold up, hold side and then it should be just fast the same, we're testing with the search so search is, we're testing it to be applied on the tilde and when you hold it it will let you move around with the camera to the sides and that way you can change the views more fast so there are a few things that are being tested that's why I didn't make a dedicated video for it but just to say that it's being tested and when you're in edit mode another change is that the sub selections, that face select I can open here in the top bar easy with 1, 2, 3 1, 2, 3 so you can just, as you see here you move 3 for face select 2 for edge select 1 for vertex select and you can of course do shift 3 for example to toggle on and off the individual modes to combine them so that's something that is being tested and it's proven to be very fast workflow so that's pretty cool another thing this week, sub panels were added so that's also that is being tested all over the place sub panels are being added everywhere and not only that but also in the properties editor whatever you keep the properties last week I didn't make a video about it and I don't even know if I mentioned on it but there was another editor for tool properties basically the same thing we have here in the top bar it was or in the old T panel they were part of this tool editor this editor was just added as a test and this tab is proven to be very useful so it was added to the properties editor so it's all combined here of course it makes this a lot longer but the plan is to have these buttons up here vertically so it's gonna be less of an infant issue it's gonna be easier and then we can make this a bit wider we can put it here and then we still have the single column layout still working but we can include more of this in the future and organize them a bit better with tabs so you can scroll through them and all of that good toolbar stuff speaking of the top bar this week there have been a few documents that have been updated by William explaining more of the future of the top bar there has been discussions going on and the agreement for the time being which is gonna be tested is that the top bar is really great for showing a familiar interface the tools, especially for new users or for add-ons to add things there but Blender should be possible to use Blender without it you shouldn't need to have it all the time there so the idea is that the tools that when you're not using it you could hide the top bar and then use the tools from here or of course from the side so when you choose a particular tool you could show the options right here you could pin it as well and for example you could have like a tool properties and on the top it will show the tools that your active tool that you have that's something that has been tested on and with that more things were introduced so if we are not showing the last operator up here where do we show them? well in the viewport that could be another topic that it could be research is adding some of the features that were shown in the F6 for example when you do an operation they could be shown in the viewport up here oh and the camera just died so I'm gonna just cut off the camera and you're gonna listen to me like if it was a radio show a blender radio show and so the tools are there it would allow us to actually even if we don't have the top bar blender should still be useful so then why not having it again in the viewport so then the problem of having the mode switching in the viewport is that it would make the interface jump all the time so in blender 2.7 when you change modes you see the buttons all jump around and that's distracting so in 2.8 if we could align some of the settings to the other side then it means that the jumping wouldn't bother that much because the menus jump anyway in 2.8 well in any version basically because all the menu and these menus and the mode switching basically change the way the amount of options that we have available so it's okay that it jumps around but on one side of the screen we could leave the options there not going to jump around which is the shading and the overlays so it would be basically splitting the scene that the viewport in 2. all the tools on one side that depend on the mode the tools depend on the mode the sub modes and the menus all of this depends on the mode and all of the left it doesn't jump around because it's always there it's for the view so view on the one side tools on the other side that's something to be tested on then I could keep going on but I think this video is already long enough I just wanted to mention that there are topics that people are trying to talk about that for example what happened with add-ons where do we put them in the document now where there is the proposal of what could happen with the add-ons the add-ons could also have their own active tools they could also put things put their own panels in the end sidebar for example are also in their own tools or something that will make a lot of add-on developers happy is that there could be custom editors defined by add-ons okay, that is huge I just dropped a huge bomb here so I think that it's all for for now it's been a pre-hectic week next week will be even more hectic because there is not only all the 2.8 things going on but also some of us are going to ANNC for the ANNC festival animation festival we're going to be demoing the Gris Pencil there that is really close to being merged officially so that will be pretty fun and I hope to make a video with Daniel Martinez-Lara director of Hero open movie made with Gris Pencil and also it's been developing Gris Pencil for years now helping the developers so yeah, that will be pretty interesting and here is just playing around showing off some of the awesome Blend file provided by Daniel Bysted and that is all what a long video I think if we're not showing my face makes me talk a little more alright, go go play download Blender experimental from the build bot and I will see you again hopefully I can say a date but yes, as soon as possible ciao