 Hello everybody at the community welcome to Blender today live number 76 another week is the last one before the feature freeze and Apparently the developers know about it because they filled these These episodes like one hour before the livestream went on there were like new new features going on. So Yes, I have to cram so many so many improvements this week So let me show you a little bit of how the the list of things that I have here to show you This is the list because all the way all the way down here. So let's get ready. How are you? How's everybody here so good? Yes. Saludos everyone Nice music slightly loud. I can I can put it down and I'm sorry about the delay. There were some things you too is changing things how we do live streams here So it's getting it's getting a bit. Yeah, I'm gonna keep up with the with the updates Blender updates. That's what we're gonna see this week. So before that I have one one Announcement to show besides the typical remember that this is live. We are like streaming live from Blender animation studios headquarters here in Amsterdam is five Past 5 p.m. And you can ask questions. We're gonna answer them towards the end of the show There's also a Q&A. So it's a bit of sharing the news the updates of Blender and the Q&A the questions for this are already Popping up in Blender dot today here. You can find the thread is already 65 comments. So no no Don't don't wait too long before asking the questions Remember you can also vote give it a heart to the questions that are gonna pop on the top So that way if more means that more people are Interstating knowing so I'm gonna try to answer those first. So first First first. Actually, I want to talk about a job offer Which is always good news to show to share that the Blender Blender you can get a job doing Blender stuff. So in the job sport here in Blender dot community Which if you didn't know It has a job sport. Yes, it used to be on the Blender network now. We move it to the to the To the jobs board The website is being hacked to death apparently because it's very very slow. I hope I didn't mess up my my Chance to load the questions, but if everything is okay, you're gonna find the new jobs. It's I'm gonna leave it loading for a for a bit now because it's about the junior animation Animator in Rome you're gonna find it there. I don't have the details and the website is still loading So if you are leaving Rome or nearby and want to be a junior animator at working Blender stuff Go there when the website loads But now it's time to move to the actual Blender features we have this week Still music too loud. Okay. Okay. Okay. No music allowed. There's okay there Let's get to the features because this week there is an improvement on a whole new or That refresh in the interface of the file browser then there is improvements in the user interface There is edit match sculpting new features. There are new brushes are like three four new brushes or five Some tools also in the sculpting. There's viewport workbench Eevee cycles. Yes grease pencil sequencer rigging IO like GLTF also got some improvements the API depthcraft and even the DNA is getting some improvements But that's that's for the future and there is also some things that doesn't don't even fit there So let me let me get to it The first one the most obvious one the more the one that you're gonna notice as soon as you open Blender and Open a file or save a file. You're gonna find out that now File browser opens It looks much more. It looks different Let's see if I can make my UI a bit bigger so you can see it something like that the the file browser the one that you use for saving files for opening an image for opening for Opening fonts we use it all the time and it's been a bit outdated in the blender It's been it's the same pretty much since always there being some new improvements But basically now the file browser opened in a first of all opens in a new window So it opens in a you know, you know better it or easier to find Not a better easier to find but it's more like if opens in a temporary window So it means that it's gonna stay open you do your stuff and then it closes without Changing what you were working on for example It was very annoying that when you were like doing a render on cycles in the viewport And then you open you want to add a texture So the file browser will take the whole screen and you're gonna you lost your when it goes back to the viewport You would lose your precious samples calculated by cycles. So that's one one of the benefits and the other benefits is that now for example the The the listing of them Here is Benz here. I missed the button to go back up I've been discussing with the developers how to make it better But that's the one thing that I miss from this new file browser Is a one way to go up with the mouse without having to click in this arrow up here. So The It has great many great things It's just the one thing that bothers me But the rest for example, if you want to sort things by name And you can just click there in the In the column also for sorting by date and sorting by size It's much more natural before you'll have to like click on one of the icons I always forgot which one was what you can still do that in the In the pop over here in the top right vertical list horizontal thumbnails thumbnails are now much nicer Look at this folder icon. It doesn't look like a pipe anymore like a j or something like a pipe anymore Now this one looks more like a Like folder and once you are there you're gonna see that The thumbnails now have a if it's a plan file has a little icon here and it has an outline It used to have like a shadow and it wasn't really Like the shadow looked a bit weird. It didn't really give you any any hint now It has this outline around it which makes it a bit more Easy especially when you easy to see especially when you have textures that have like a transparency It's good to see where one of the bounds of that image so This um file browser is a joint effort. It's a It's a community effort. It's of all parts of the community all the kind of developers There is a william ryanish who contributed to the to the First design round julian isle working the actual implementation Then hardly helped out with for example the outline of the of the eye of the of the thumbnails And the icons also are coming from our awesome designer Andres, so thank you everyone for that that contributed this one. There is also to this project. There is a There is a thread where you can see the plan changes are for these for these File browser because there are many things that are still being added every day The big thing was the the whole editor pretty much, but now now there is a The whole other side which is like linking appending you can also browse for example if you are appending You want to open from file? You see it as a thumbnail you can actually have the nice little icons here like to see where okay It's an action. It's a brush and uh, you know looks so neat now the um for example when you're saving files You also have these um for example the Here in the um in the naming in the field for the name You can increase and decrease these features were already in 2.7 This one allows you to increase the numbering which you can also do by pressing plus and minus or control plus To add a hundred to the name of the file or shift up to add 10 every 10 numbers um to the To the name of your file and this option now is available here in the field and this is a It was there like functionally it was there before but now the The cool thing is that all the text fields can have these all these widgets can have an extra buttons So they look much nicer. They look a bit more As part of the eye of the widget and it can be used by anyone So it's a nice improvement to the actual layout engine. All right Moving on let's continue Also, there is support for zip files now in with the original like a specific icon I think we should also support for 7z and tar and rar and all the other ones All right more uh interface Let we always move try to uh tackle the interface the changes that are more obvious to the user first just to avoid any confusion. There was a back report about the um um The buttons for navigation being on the right instead of up here on the left Um, there was an actual back report, but it was uh, it was an actual change designed and it was proposed by willam to um to declutter a little bit the top right side of the of the editor of the of the 3d view because um, there were navigation buttons plus tool buttons plus shading slash overlay buttons in the same area, which is far from From ideal especially because I personally always had trouble like When clicking on the overlay on the keys most the shading there were these buttons up here The first change is to move them to the right just to pile them up The second change that is proposed that hardly made a mock-up already is to unify all these buttons into one row of buttons and like um Like a like a one long block So it looks a bit less like little spheres in there. I think that's gonna be nice We still have to see how that gonna work with them How it's gonna look, but uh, I think it's gonna make it nicer Then another improvement or change in actually more like a change the select tool is now called tweak Then it because it not only selects like all the other tools select But it actually is the tweak when you click and drag Besides selecting because selecting is also available in other tools So it's not like a only a tool for selection But it's for tweaking when you tweak the position you click and drag And you basically are adjusting the position and it's also uh more industry standard because other softwares also use that naming Then uh tiny one the this Properties tabs they used to have the word context in them and it was a bit confusing Because it was context render and then render properties now. It just says um It it doesn't have context anymore. So it's a bit more clear then um a shout out to a Developer eddick developer. I always try to give shout outs nowadays because every week there we are at least have one two or even three new Names not new developers, but new names in the industry in the blender community because maybe they are developers For many years, but they're new to contributing to the blender code. So in this case eddick abraham abraham son Is that islantic? I hope so because then it would that would make a um per capita Iceland the highest number of developers right the in this case, uh, he um made a change. So the Some values some sliders in the interface Had a bit too many Like the precision was a bit too Too low. So you will move a little bit and you will change too many values Like values too high And uh in too high of a jump. So it wouldn't be very precise. So he Went ahead and tweak all these little values here and went through the travel of choosing nice More sensible values to make it easier. So thank you very much And there's a whole bunch of new icons regarding in the US as the last topic, but uh, andres Ambrose also been working on icons for the folders for drives for snapping check mark transform origins and So much more. So thank you andres Le, um Let's move on. There is edit mesh. Okay, let's start the edit edit mesh Then I'm gonna talk about sculpting and then the viewport. So So organize this week And I also had some tea in a blender favor flavored Mag which I think you can get at a blender store by the way. Oh and these t-shirts We also are planning to make them and send them to the blender store. So you can get them soonish In this color. I think it's gonna be slightly less Bright so you can actually use it outdoors without people like turning heads to see um but um More on that soon edit mesh select interior faces now detects the region So there was actually a bug report that evolved into a feature Fixing the feature really. Um, so the bug report was to Was about the selection of the interior faces was completely wrong Sometimes it was selecting faces when it shouldn't and when it shouldn't do something more like this You know selecting the actual faces that are inside of the mesh so Campbell went ahead and made a fix for it. And now it's there. It basically Takes into account the surrender of the non-manifold edges. So Nice one a back fix or back report that becomes a feature or a fix so Nice one. All right time for sculpting paulo dobarro our Spanish hero that is taking skinning so much love to the To the sculpting workflow and painting workflow in blender so much so needed He's been migrating some of the the features from his sculpt branch into master, which means they're gonna be in 2.81 In the last hour Yeah, okay, these tools were before on the branch. So there's been it's not that he made it in one hour Probably he did but now he there's also some more tweaking involved But in the last hour he's been committing and pushing these changes into master So if you have downloaded them the billboard today or yesterday Probably it's not there. You gotta wait until tonight or tomorrow morning depending on when you're watching this So tuesday basically so draw sharp brush These tools is very nice here. Let's see. Let's see the video. It's it. It was added a few hours ago So it's not fair. I didn't have time to actually Do a test but he's awesome enough to actually make a video about it and explain that this Brush it draws this like if you use some presets for like sharp Sharper curves You can make very nice wrinkles or like Creasings in your in your clothing or stylized hair on hard surface or hard surface models So very nice addition it works by deforming the mesh from the original coordinates Um, I like the draw the draw brush. So very nice Super cool Another brush. I'm gonna go quickly through this. So if you want to see this you can See them the differential 55 30. I think I'm gonna make it slightly bigger So you guys can copy later and read more about it Remember all of this information is public so you can go and read it any time Or you can go give it some love here like john side did to paolo then the other Patch it's actually a paper by pixar That was that is implemented by paolo in blenders now all of us We have a little bit of pixar in our blender now. So basically it's um, It's a kind of the form brush that keeps that it's physically correct So it keeps the the volume as as it should and it's um And it's awesome and it's awesome So you can find here more information the video and the actual paper by pixar you can see it And I think it was developed for finding dory. I think um I think so the Name is regular as kelvin sled brushes or also called elastic the form and here you can find the When he was used so they had this octopus in the and finding dory and yeah It now blender it now part of blender. So awesome More because that wasn't enough apparently. Let's see the other Tool that was added to sculpting is called mesh filtering. So it applies filters. I think if you have watched the Livestream that I did maybe four episodes ago. I think with paolo dovarro He was here together with julian casper and we went through the updates changes improvement the features that he coded in the Sculpt branch which now many of those are part of master. So it's 2.81 in this one in this particular case This mesh filter tool applies a number of actions filters on the mesh in this case is for example Inflate so when you click and drag it would inflate the mesh You can also constrain it to specific um axis in this case the form y x y z You can make it into a sphere. You can make it a random So it it all the points are moved in random to add to add some random noise in sculpt mode So if for example, you can quickly make a mask and then go to this tool and add some random noise to it if you want to make some maybe some fur some like a rag So very neat I think you get the idea the filter type I bet I bet this is just like the the beginning and it's gonna be It can be expanded in the future to have other kinds of filters to transform this Mesh is everything. Okay going on in the here in the the chat. I think it's cool. I think nice I don't have to make the windows size so big anymore because I'm wearing glasses Remember if you have if you think you see nice, but just not so nice It's because you need glasses once you get them everything becomes full hd quad hd so Recommended I know many people know that already, but I said it's a nice thing to say All right. Ah, thank you for thumbs up everybody matias men viola is Well, okay, we're gonna show some of his work now on the on the crisp pencil area Because he's an artist that now is also doing patches in z what? all right Continue with the last brush that was added by paul adobarro mask filter under the mask Generator, so it's actually two operators One of them the mask filter modifies the whole paint mask So you make a mask right you make a or black and white That thing that looks black and white that you're masking out a part of the mesh And you can apply filtering like making like shrinking or expanding the mask or you can also I can show you a video um For example in this case you draw the mask and then you can sharpen you can make it Um, like make it smaller shrink it expand it and grow it blur it all those Nice filter. So it's a tool now that you can control the The masking much better and the other tool is basically the dirty vertex colors, but it generates a paint mask So it takes them. It's the same way that you use for the vertex Paint that takes the angle of the faces and then just add some color in there No, I mean occlusion, but almost not a pointiness, but almost but it makes a mask out of it So very nice dirty mask is a name. So all right, let's move on I think that's it for sculpting sculpting was not part of the topics of this week and then suddenly boom for more Brushes and I bet because of the feature freeze that it comes next week We are going to see the next episode also crammed with features But that doesn't mean that there's no improvements in performance or in All the the general back fixes, but um those new features are unrelated to those they work on improvement improvements on performance It continues and is an ongoing project. It's just not a walk in the park to do it Next viewport viewport cycles evie and shading because there are also changes in the nodes Let's try to cram those in viewport the first and only No first of only there is a new change and a other effects the work bench The look dev which is now gone. It's no longer called look dev It's been improved or upgraded into being the material preview basically and look that feature the big one Which was being able to change the world of the the world color. For example Let's see if I can find the file the one that allows you to change them the Let's see evie and let's try the web wasp on here The one that allowed you to change the hdri. For example, it now works on cycles as well. So that is Pretty great. So if you leave your mouse over you're gonna find out that the look dev mode now is called material preview So just the name change the features in it the option that allows you to Change the scene lights. For example, it's still there seen world. It's the same that hasn't changed Now there is a new feature for the strength. So you can control how strong is the HDR effect that applies on your on your On your look dev material preview on your material preview the great thing here is That now this feature works in render preview as well. So what does it mean? Well, when you're doing evie stuff, it doesn't really mean much because it's about the same But when you're hey, this looks pretty nice Hmm cool lighting. Um, it means that if you're doing any kinds of Um, well, I have a long list of meshes here because I have the add-on for extra mesh tools Um, so if you're using cycles Here you will find that the Um render preview now also lets you choose The hdrs and use them for lighting So you can actually do the same kind of Um adjustments and try and test your shadings in your own hdrs So that's a functionality that was added for evie. And now it's here for everyone. So that is very very nice in Um The look dev or material preview you still use Evie internally. So if you're doing cycle stuff, it would be like a material preview like it was in 2.7 so basically you can and test your shaders and In for painting for example for doing bump maps. It's much faster because it uses your gpu Um, and it's accelerated and it's evie and it's awesome evie under the hood But when you do the actual render, you can see it now in cycles. So very nice And remember that here you can add your own custom hdrs. So you can test your scenes um, your shaders in your own Um setups and the strength is also available for cycles Nice am I being all like choppy now because of the cpu being eaten. Yeah, so fine. All right Now we can sleep heavy. What's about that? Pablo, do we finally have the option to choose to display render only? No, it's not there yet Um, but this hasn't been really proposed any Um, how should it work? Is there a proposal? It would be that thing makes the having proposals having mockups having the whole interaction It's um, it helps a lot And I think that's it area stretching overlay Oh, yeah, the area the stretching overlay the one that shows for uvs Um that shows if the uvs to stretch or or the area It's uh, the texture it looks good enough. It's not stretched. It now works for multiple objects. So That's pretty neat But you know what is pretty neat, you know When cycles gets updates does not forget the path tracer render engine in blender Have you ever had an issue with? Shadows where it goes it looks like old dents and horrible and like little stairs on the edges like for example Like this. Have you ever had that issue? Well, no more because now thanks to a paper that was implemented by That was presented at seagraph and it was implemented by lucas stockner And I think he implemented it the same day because the patch says this is an alternative to that was presented at seagraph today So I remember seeing lucas in at seagraph, but I think it made the patch the same day Well, now it's out in in cycles. So the uh, you can actually see the um If you are more into the actual Math behind it or the actual implementation. You can see the um, the actual paper by yawning carly And you can see here. There was presented seagraph 2019 And you can see a little bit more of this So awesome awesome long standing issue now Pretty pretty nice Now gone. All right next eevee eevee is the other rendered engine that also gets improvements and performance improvements and more like a refactor the shadow maps shadow buffers where um, they were there added for um for blend for the first version of eevee But there were it could could be a bit um a bit better and there has been like there was a branch going on about the temp Refactor in the whole shadow maps and now it's part of um Of the latest blender. I don't have a picture now. I don't have but I think if you just um It should work pretty much the same the settings are pretty much the same There are a few changes, but it's basically just nicer out of the box and especially for soft shadows You don't you don't have to select to to set it to to soft shadows anymore because um They are like a like the actual shadow. You don't have to because it's taking into account for you But basically good shadows good shadows next um the bump. Yes bump improvements in side in sorry in eevee too much cycles So if you had any and if you will see like an obvious difference between eevee bump and cycles now that should be A lot less should be a lot more and similar. All right next. All right, 35 minutes past five Shading there are um the mapping now now is mapping node is now using dynamic inputs. So the If you're use shading and you add a mapping mapping node now, this is also using dynamic Input so I think if if you have seen the show in the last few weeks, I've been talking about how the How these nodes now can have dynamic inputs So not every option needs all of them or if they have to be added dynamically by other nodes for example, now this is allowed And this is another node that is getting it So it's a lot of work under the hood and to make things nicer and to make things that Don't make sense disappear or show up um So that will that that's I think that's part of the the google summative code so More on that The noise node node that was added recently as well. Um, there is now a multiple No, two multiple dimensions and I think the other one Yes, the noise texture also is has multiple dimensions. So now they they match This might break Backward compatibility So if if you had a render that it has to look exactly the same Maybe you want to finish that animation with 2.80 before to point moving to 2.81 Or just render the whole shot in 2.81. It shows that the noise It's uh, it doesn't Won't look the same like if you would look like In one way like black and white black and white now is white and black white and black So it's pretty much a saying nobody's gonna tell except if you render some frames into point 80 and some frames into point 81 But nobody in their safe Same mind will do that um That is all for shading. I think shading ev cycles All right Time for another sip of tea because I still have grease pencil video sequencer ringing miscellaneous and blah blah Geez so much Developers, please take a break grease pencil Add support for polycurve to the convert to strokes operator last week. I um, I showed you the that if you have the I'm pressing the shortcut from 2.7 here But the convert operator um, he used to only work from corpse to um Crespensial now it also takes polycurves to Only vésier corpse now it also takes poly corpse into account then another feature that I mentioned before that was actually developed by a study artist by mantis maniola. I did the the the study boards for um Cosmos laundromat for um Agent 327 and for caminendes 3 And he's now coding. What the heck? Yes He made this operator that sets the active option material based on the selected stroke So you can um, so it's more easily to change than set active materials based on whatever you're drawing So very nice. Yes, but don't stop making art, please I can call it. It's fun, but it's uh one way One way how they wrote that you get sucked into it and then you stop doing art I I know a friend that have that went through that All right, another feature from a crespensial. It's to um Is the it has to do with the fading of um, for example, if you have a crespensial object and you have a 3d object, there is an option that allows you to Hide to to fade the other other objects. So it's called here fade objects and allows you to like um Focus only when you have that that object selected If you have other objects selected, then it's fine Then you should see your scene like it is But if you have the crespensial object then everything will go away It's a temporary overlay that applies when you're painting when you're drawing just so it makes things a bit Um, I would easier to read and a bit more easy to to draw on it's an overlay So you can disable it at any time But the new feature is actually related to apply this effect only to the active object and not to all the crespensial objects So, um, it's a little button here a little checkbox on the fade objects and I think maybe this should Be reworked in a way because I think it should be the other way around like only fade the active object and then One toggle for all the objects. I think the maybe the boolean can be Can be set different because this is the same concept I don't know if you've seen this feature, but it's the same concept as when doing when when you are in the the post mode for example If you're in post mode of an armature You can fade the geometry that it's Um, wow, this looks nice. I don't think this is expected to work like this Anyway, the the whole point of this feature is to fade the once you have the the Bones selected in post mode is to face fade the geometry All the meshes Behind it or around it or all the other ones so you can actually focus on the bones So it's easier to see the bones, but apparently there's something funky here going on because in 0.5 is fine But then zero goes the cruise pencil disappears and then one the meshes disappear So this is a fine fun one if your developers are watching this check it out all right next video sequence editor So this is more of a not the actual video sequence editor But an adam an amazing amazing adam That has been developed for a while now for a very long while power sequencer. Okay blender power sequencer By nathan or gd quest known as gd quest. He also makes amazing tutorials on youtube Especially focus on gaming or like a godot. There's I learned a lot from the godot tutorials That he's been making now this awesome adam for editing because he edits his videos in greasepan in greasepan In the video sequence editor So he made this adam to make it Easier to edit those videos and now they are part of blender the comb built-in you have to enable it, but it's like the Like the node wrangler, you know, he adds more functionality to the node Editor and hopefully some of these features could be added to the video sequence editor one by one It's good that everybody can can see it now can can are aware of this I don't and then they can see hey Maybe this feature can go into blender and eventually all of that can become into blender So next rigging features rigging yes last few weeks we got a few improvements on the constraints on copy rotation copy scaled if you are Not aware of it and you are into rigging check out the previous episodes thing last week there were There were a few tricks to the to the constraints and this week there is First one in the armature. It's not a constraint, but a modifier That allows to here. I'm going to give you the link so you can read more about it if you're into it But basically adds inherit Scale options to remove shear or average the scale. So before it used to be just a toggle To inherit the whole scale, but now there are actual options where you can go in and tweak it You can fix a shear average known or known legacy, which is the the previous way of doing it just a boolean but This one gives you a lot more control to have that To to to tweak the Inherit of the scale. So if you want to read more check out the differential d5588 next alexander gabrielov is on a roll with the whole that has to do with animation rigging constraints he um Added this for drivers support decomposing rotation into bending followed by twist So the rotation instead of just being just rotation now It's decomposing too many more components. So More flexibility As far as I know, I didn't have time to actually try it So please if you understand what you're what I'm saying all these words that I'm coming out by just reading this differential Uh, check it out. It's in d5651 more copy rotation the copy rotation now has um mixing nodes new mixing nodes for the constraint That is called copy rotation So you can actually have replace add it used to be just replace now can add before the original after original or offset which is the legacy mode then there is also a copy transform node that also has the blending modes So copy transforms you can have mixing for Replacing before the original or after the original more um Paste the link for rigging place Um, I'm pasting out the pace the links is the developer.blender.org slash d and there is the Here I'm gonna paste one of them, but just replace the last part of the differential by by the number that I'm sharing it so the The copy transform node also got it and the transform constraint got this feature here transform Constraint here transformation um Implement a mix mode option. So it's the same concept as as before allows selecting how the new location rotation scale is combined with the existing Transformation so here you can see again mix replace or add for transformation. So having This looks like a huge huge improvement because it's changing How you mix one constraint with the other Hmm. This looks like a kind of box waiting to be opened because it's um Having so many things can happen from there, right? And so many variations of adding and replacing values remember that the uh constraints are like modifiers So they depend the order depends on each other. So Uh the the order changes the The result that you get so crazy crazy math I can only think of You know the that meme of the the guy looking with the numbers here floating Um, all right next miss Elanio's these changes didn't fit in any category Um, but are worth mentioning Okay, raise your hand if you if you miss the background images feature from lender 2.6 7 2.7 and 6 one of the um, um Long-awaited features from that That made it a bit hard to make the move was to have Was to be able to make the the new object the the empty image. For example here. I'm dropping an image Um, there's just a screenshot of blender. So it's very meta that what I'm showing here Okay, people are raising their hands. So one of the features that I was missing is the ability to make it Show up only when you are aligned to the axis to a view axis like top right left bottom So now there is an option which will make it Um, we'll allow you to do that basically you um once it's active It would disappear unless you are in the um in a View that is aligned to like top level right or left How did he do that what the dragon dropping now you can drag and drop you can drag and drop any image So for example here I can drag and drop and it appears shows up dragon dropping shows that So people are raising their hands. Um Yes, they miss the old Um, there were so many limitations with the new with the old background images They were attached to the viewport. So it meant that if you load a blend file without the load UI, you will lose your It would be lost also it the The moving and the drawing and everything was like having duplicate code. It was it was hard to maintain Now this is a part of blender. So it's a part of blender It's a 3d object So you can transform it with the same tools that you would transform anything else you can draw it with the same With the same code that you will draw any kind of image. So there are many many benefits More um more features. Yes, uh transform support snap to children with affect patterns affect patterns So last week if you remember I shown The oh, I'm all the way upside down here. So I show that now you can transform the um patterns without transforming the children now this transformation supports snapping. So yay batch renaming the batch rename it got an improvement remember last week the start of the show or one of the stars of the show was that Now you can batch rename multiple objects or strips or nodes or anything at the same time Then there was a feature That allows you to use regular expressions And thanks to you mean means to tani. He made a patch where You can now use groups Of regular expressions. So thank you, June All right, and I'm almost I'm almost done. I almost have like 10 minutes for questions. Sorry gltf support for texture transform on any texture yeah gltf got improvements For textures and for exporting custom light ranges So if your light has a different uh custom range now, it's also supported and many more fixes So try it if you had issues try it again API changes implement an operator callback for dynamic description I didn't I have the link somewhere here, but basically there is um There is a new option on the operators if you're making items You might be interested in this There is a new option that you can pass like a dot arg like an argument and you can make it So the same operator has two different tooltips for example. So if your operator changes depending on whatever Action your maybe it's the same operator for multiple actions. You can make it have different tooltips So so you don't have to put all the different ways to use your operator in just one tooltip All right, then the last one is a python api is a method for reordering constraints So before it was only possible in the ui now you can also do it with python so Very nice And I think I'm gonna cut it here because there is also improvements in the depth graph, but um It's just under the hood stuff that it's very important It has to do with performance, but it's hard to show Because it yeah, it's so much work under the hood and library linking and reading and Tagging and what kinds of stuff? all right Um, let's see Let's go to the questions. All right. I'll try to load the page again Let's see how many questions did you guys leave? Let's see 89. All right, and I have nine minutes Pipeliner ask hi Paolo. I have a good idea for a future event As soon as everything note is there someday in the future Hopefully Can you add a note? Can you do a note quest so people can join and create more notes? Actually, that's a fun idea. Yeah um also A note quest is what people can join and can create more notes Well, people have to be able to write in c Like c code and the code has to be Like good enough to like match the quality standard So it's gonna be hard. There is not like contributing a a madcap or HDR it's it's gonna be a bit higher level, but all we actually pretty fun To get more people involved and also improve the documentation in making new notes. All right So let's next question. Hey paolo will the animation notes Implemented in blender as a standard add-on. I think it deserves its place in blender as a see for the mocraft alternative Love the show. Take care. Thank you very much Animation notes as a standard add-on It is an add-on. It just doesn't come Bundled with blender because it's like 50 megabytes. It's like a it's like a quarter of blender. It's pretty big the um It definitely deserves a room in blender, but with the everything notes project More less of that add-on should be needed and eventually hopefully it could be replaced or you know Transforming to something more powerful even that That breaks all the the limitations from the animation notes Adam It's a remember that animation notes add-on and the developers of everything notes project. It's the same the same person so That is being kept in mind Penguin asks bonjour paolo bonjour bonjour The circle select tool currently has a pretty bad radius hotkey On top of that, it doesn't permanently change the radius. This is clunky. So it's more like a bag report No, no an actual question um, any plans to change the radius of the circle select with A shortcut or make it permanent change seems much more intuitive Circle select tool On top of that it doesn't change permanently. Yeah, I would I would mark it as like um like a Like a Like a paper cut maybe Because if it doesn't keep the memory doesn't remember the the radius of the tool It sounds like a maybe not so hard to do or paper cut that the developer can contribute Next question same Simon Is there any plan to make the huge lists of monocolor icons more readable? They look slick, but honestly they were a huge step back in terms of functionality I can't even seem to find the right ones unless I literally look down the list one by one. Where is it? And where is that? Like the list of monocolor icons but where? um I agreed like color icons help but in another way they also make everything a bit more noisy more um It's hard to see when everything has color And and they will be all fighting for the the red color or like green or maybe we can add more categories So that I I completely agree. Maybe like the these these columns. They could have different icons at different colors for each whatever they do The Yeah, I think we can just add more categories, but every icon having their own color Can be can become a bit noisy We've seen it even like in scape is doing it gimp did it and many of course many industry standard to Apps already did it time ago like Photoshop and stuff But the trick would be to have custom everybody should make their own All right Let's see. Well, Pablo looks like an anime villain. Why what was that? Nani All right, let's uh continue. Extroit. Hello, Pablo. Thank you for this wonderful eyes. Thank you for watching it Just one question when the modifiers issue when the modifiers issues will be fixed Especially the bullion modifier and the issue with coplanar faces in the meantime How do I proceed in order to subtract one mesh from another with coplanar faces in 2.7? It was easy the carve solver worked fine in 2.80 the car was deleted and then be mesh is buggy please report the bug and Um, remember that there is a new bullion Um branch being worked on so they will be work on there will be improvements on that um And here you can send me the link to the tracker so many hearts problem description and uh how is working on it. So yes, it's uh, it's being worked on as you can see is The task is made by a developer and is assigned to the same developer So he made it and assigned it to himself. So don't worry. It's being worked on and This is really showing how much Import how important it is. So don't worry. It's been it's gonna be uh worked on um, all right next um Could you tell us why dynamic paint is not showing up vertex not showing vertex map in the viewport? I think you mean weight map. Uh, it's the The dynamic paint has a regression from 2.7 Which doesn't show weight paint changes. So if uh for people that are not familiar with it dynamic paint is this awesome This awesome feature that it allows you very quickly to have a um dynamic paint to have for example a canvas and then to have a mesh that acts as a brush So you can actually paint if you are in the Color vertex, so you're looking at the vertex and you make for example Let's let's make a particle system and let's use that as a brush So let's use instead of the mesh volume. Let's use the particle system and that will Paint and this should show here Should paint the yeah should paint Okay, now I can see it, but Hmm Oh, I didn't select the particle system Huh, I didn't I don't know how to set it up. Why I I test. Okay. Anyway, this should show and this should work What is not working is the um the Um, maybe here the color flat. No Yeah, strange because I saw it working recently the what is not working actually is the weight paint mode Preview and that has to do with a bit more deeper issue One way of fixing it would be to simply add weight paint, right weight paint preview. Basically, it's just that However, there would be It would be much better if there would be more a more generic way of displaying custom data For example, the functions branch the everything nodes All the nodes could have their own Could write attributes to the mesh and that way you could pretty you can visualize them Um with this new system. So the we've been talking about it before here and the Solution could be to have a overlay that is basically custom Custom data. So it could be face orientation. It could be it could be anything. Really Maybe it's a flip normal. No, it's not the flip normals. I don't know exactly but um, It's strange. I've uh, I had it work in the other day. So Maybe I need to I need to sleep. No, I don't I only need tea. Yay. All right. Next question. Yay Um, I don't know that's a reply Next question. Hi paolo any comments already? No chance. I will be red. Hey, you have you are being red And thank you by the way for being part of the blender cloud and a silver development fund supporter First question. Could you please ask developers to implement support? Vertex groups white maps in shader graph. It will be super shader graph Uh, it will be super handy in some preferred procedural graphics I know shader graph is a word in but I'm I'm trying to remember what is the equivalent in blender. It's like the no editor Could you please ask developers to implement support vertex groups will be super handy in some procedural? Yes Yeah, it probably has to do with that. Um, that sounds like a everything notes project. Um, yeah make a Make a like a proposal or Yeah, a proposal and see how other how it could work how it could fit within blender It's always nice to see pictures. You know, how how would it work? Is it a note? Is it a one note? It's an attribute note. It's a many notes for each. Um, So, yeah, that is nice to see it and actually see it person not in person Almost in person we can print it and see it in person Second question by damian Could it be implemented to have some kind of offset for the noise maps when they use in conjection conjection With a display modifier offset for the noise maps Could could you just do that with um Maybe with drivers and using different objects or different. Yeah Maybe it could be implemented As a feature but I think it can it can be done possibly now and again If it's a display modifier, then it fits into the modifier notes part of the everything notes project Artur asks how is it your new laptop? I barely had any time to use it but I've been actually and on on twitter the other day I I was um, I I shared how fast it was Compiling blender. That was crazy in three minutes. Okay, this looks very Um, but in in three minutes I compiled blender from scratch like a completely I removed blender the folder. So Yeah, it was uh in a bit over three minutes. It was compiling blender So I was very happy about that. Of course. This is a full full Compilation so if you only change a few parts of blender you can It will be so much faster, but it's it's fine to see how long it would take it before I used to remember It used to take like 20 minutes or so um Question there is actually four questions. All right, could we have the render? Results taken out from more textures list for example a small switch button That's a very very good point. Yes. Yeah, it should be yes. Let's make a proposal I don't think a small switch would be Uh, I think it's a completely different list. Maybe it could be part of the image editor The image editor and the the render view should maybe to be two different editors like two different sections So that way we can have in more you know more Functionality added without making switches and stuff Why are there only eight render slots? Because um, but you can add more I think Can't you so if you render So I think yeah, you can add more look look look look look Go crazy with slots. Um, how to select the active render slot you can click on it Um, or select it here from the list or no, that's pretty much it um Can render slot be used in the compositor what I sometimes do is a render the most noisy part of an answer of a channel No, I think isn't there not available in the compositor as far as I know It's always gonna be the the render result and um Is a render layer. No, that's the only thing you can choose. You can choose the output of the render You have to save your render somewhere um But yeah All right, let's um Let's see More hey paolo, why don't uh uv tools have gizmos like the 3d one only the transform tool and it's where it's working. Well the Reason is time so the tool system was added mainly as a proof of concept well, maybe Like the goal was to improve the modeling tools and the whole tool system in blenders like a new concept Every editor could have this tool system But there's only so much time So the 3d viewport is the one that got most of the attention especially for the modeling tools then And for painting for sculpting this this is this was a huge amount of work having all this this this system also for um For painting and texture painting and stuff the UV editing was added last like the the last few weeks before the blender 2.80 release No weeks but uh months But yeah, it was there was not a lot of time left especially in you can see it in the vfx and the the motion tracking actually the The if you remember before the 2.80 release there was actually a tool tool system here a toolbar on the clip editor just so you can Two things there right, but it didn't there was no time to actually add the tools. So they were Left they were removed broke back to the previous version And to how they looked previously and it's just a matter of time really. It's just a matter of time all right Five six minutes past six and I started the five minutes late. So let's do Five more questions. It's only fair Even though it's a bit late, but let's let's let's get to it. Cobra has hey paolo. Can we have paulos? radial Background color in master the patch is no longer working for 2.81 and I hate hate. I keep asking him for an update It would be nice to have it shipped with blender. Well, he is the developer really and He is now working for blender So I can apply this if you want the radio gradient in the background It's unrelated to sculpt mode. So I didn't commit to the sculpt branch The last comment is from april and he's a nice guy So and he is now much more experienced with blender Code than he was on in april. So maybe you can ask him again I think he thought he wouldn't mind especially if this was asked in Well, my face is here now Um, especially if he was asking them If this was in april, maybe he can get it to work now But yeah, he was he coded it. So I bet he will wouldn't mind too Give it a try or at least have a reason why not maybe the mesh system But this sounds like something he could do in why he's sleeping having a siesta. All right. That's dragon question number four is Will the face orientation color get an option to changes? This is also coming on every week And when will blender get an option to make a proxy of a mesh for animation? proxy of a mesh of the mesh for animation I don't know exactly this How how this would work like proxy of an armature or a mesh You can make a Proxy mesh and then apply animation on top I am not getting it I think you just would be just Easier by adding an armature and just do a proxy of an armature And the question about the face orientation has been asked multiple times Um there. Yeah just needs It's developer support Is there any developer out there that it maybe wants to uh to look into it? I think Having being able to change the face orientation color. It wouldn't hurt anybody. So it like it's part of the It could be part of the design. It wouldn't mess anything so Make a proposal. Um So we can see it better pictures All right Sheenies ask hola paolo. Thank you for your streams. What about you deem support? We were hyped about this feature And the feature will make it to 2.81 but a couple of days ago it got marked as a milestone for 2.82 So Yes being the fact that this friday is the deadline And well, I can only say that if it was marked as a milestone for 2.82 It means that the developer working on it It didn't have time for it. It's a Yeah, apparently it's not a not at easy because he was actually working on it for months already and then Yeah, if that's that's sad, but that happens, you know, sometimes Um, yeah, sometimes there's not so much Time for it unfortunately Sometimes features look like they work fine But if you try all the like blender is a huge program, right? So maybe It works fine for ev but not for the workbench or cycles or not for There they can be issues and if they can't be tackled on time. It's much more important to have a consistent release schedule like okay if we can't make it on friday Then let's just not do it. Let's just not add that one feature and have a release which 2.81 is already huge fixes in new features It's it's a it's like 2.80 but out of actually actually out of beta. It's a lot more Stable and more a lot more feature complete than 2.80. So if it you then can't make it I think it's it's just as smart to leave it to the next release Um dead dragon If you want the custom title bar header, why not use the source code from epic games and real engine? It's open source Uh, yeah, it's I don't think it works like that like a copy-paste code And they're just so different, right? I think they don't use open gl for drawing the the the Windows and buttons and stuff all right, let's um How many questions? Okay, let's do two more Also, also any news on the asset manager? No, no news on the asset manager. Unfortunately um The developer working on that was looking into library linking because it's also related to the undo the speed of the undo so the developer that was assigned to work in the asset manager is now um working also on the Making undo faster, which is something that is high super high priority Right now much more than the asset manager. I know again. It's been talked about But again priorities. All right And the last question by eliot casco in it. Hi paulo diehard blender fan here Yes, hey transferring from maya and have a look back since anyway My question is is there any plans to implement network rendering again like in 2.7 for render farms that have no internet access? these um this add-on was in 2.7 but basically because the api didn't change in 2.7 for so long it was Still working, but no one no other developer really jumped in and worked in making it Updating it for 2.8. So I think it's just a matter of updating it and maintaining it Every feature that gets added to blender any add-on anything Has to have a maintainer behind behind it like to support it in case of backs fixes. Otherwise, we're just adding way More work into the current developers Shoulders, so it's not fair if this add-on If the developer of this add-on was to implement was to fix it and make it work in 2.8 I bet it will be part of it. It would be received just as it was in 2.7 What you can do for the time being is well, if you're a bit tech savvy is to use flamenco, which is the The render manager Render manager that we use here on the blender studio. It's open source It's It's very easy to use it if you have a blender cloud subscription, but of course that uses internet So if you don't have internet and you have a local network You can install the all the everything locally and use it. It's open source But of course it takes a bit much more work to set it up But once you have it, it should be totally totally possible all right Way past the time Let's let's let's call it a day because I have to do the live stream in spanish still in less than an hour so So yes, it's gonna be It's gonna be tough Put your says let's get to 400 likes. Oh, thank you. Yes. Actually the the likes count actually works helps a lot to To to get to spread the word. So please do it You missed the this yak too bad. Hey, no, let's let's get to let. Let's get it Let's do it again next week however There's something I have to tell you about next week is that I might I I don't know I might travel I might go being in Madrid for one I have to see for how long but basically that means that the live streams I might not be able to do them again at five So I will try to squeeze in in at Late at the later at night some sometimes like I did it before like four hours later. I will try to To to do it at around that time. So we go back to the Also, I won't be doing it from here because I will be in Madrid But I still have to sort those things out But if I do it, we might have a little bit of my Vintage vibe because I might be late at night and might bring my beer back and Chill like we used to in the old days for a few weeks And then I'm going to come back here for of course continue doing it in the blender animation studio Like we always do but I don't want to stop doing these videos because it's super fun. It's engaging with the community It's awesome. They're all everybody's so nice. So let's and developers have keep adding features. So let's get To our business. Yes You know, it's if you have watched blender today You know it if you haven't watched and this is the first time that you have watched If it is the first time that you watch blender today, please leave a comment I want to know who how many people are actually watching it for the first time because there are many like Like jokes that I do that maybe apply to only people that have watched it for so for long for 76 episodes So far over one and a half years. So Let's get to it If you're wearing headphones, watch out because it's gonna blow your ear holes In five four, we're gonna go with style three two One All right. Thank you everybody. I had a great time. I hope you too. Let's try and meet next week Stay tuned on twitter for updates on the ones that time and also here on the youtube channel to see When it's gonna happen instead of reminder. I will see you again next time Next week We'll see the time, but with the same osones. Ciao. Gracias