 Hola community, it's me Pablo, it's Blender today 65. We are in another week of this meeting, this gathering of just checking out what's new in Blender this week over like all kinds of news because it mainly focuses on development, but there are also community events and things going on around it. And the changes in Blender 2.8 they are coming more like fixes. So I'm going to cover some of the most important fixes that were done this week. There were a few things that slipped in mainly just completing what was done at the beginning of the Blender 2.8 project regarding like a tool system and now we're going to see some of those. And at the end we have the questions section like always. So if you have any questions, please go to Blender.today that's a URL and check out the fixes galore post here where you can see we can ask questions right now there are 13 comments. So leave yours there. If you see a question that you like answers just give it a little heart icon right here. You have to log in only with your Blender ID. So that's the whole thing. So we're going to be answering that towards the end of the show but it might be sooner because it's not as packed as it was last week and that's a good thing. So I still have some new things to talk about. So before skating into the actual news, I would like to mention Blender which is happening in a few weeks. So if you're in the UK, especially if you're in London, there is a Blender London.org website where it says the London Blender Day is a meeting. It's a one day of Blender stuff. So if you're around, please come say hi because I'm going to be there talking about spring and Blender 2.8. So join us and there's some really nice talks there. I can't wait. This is going to be in three weeks, June 22nd. And if you use the promotion code B3DLONDON, like B3DLONDON, all together you're going to get 10% discount. So see you there to see you in person, to talk to you, to talk with the community. That's actually pretty nice. When will you come to Europe? And I'm in Europe. I'm in Amsterdam. I live in Amsterdam for like 11 years now. Then not leave at the common go. But Portugal, you should make a Blender conference and then I've never been to Portugal. So yes, it will be awesome. Now that 2.8 is out to actually fly around and talk about Blender and showing it and meeting new people from the community, that will be pretty nice. So that's all for BlenderLondon.org. You can get more information and let's get to the actual Blender stuff. So there are a few big things, big changes. Some of them are, they break a little bit of the compatibility if you are using, if you're on a Mac. So all five of you that you're on a Mac, there is this, I'm just kidding. It's actually five of you on a Mac and three of you on Linux, the rest is all on Windows. But hey, there are things for you. There is an important performance improvements that were done on this week, especially for the viewport. The viewport on macOS is now much more improved. For solving that though, the minimum required macOS version is 10.11. However, recently we announced that the minimum for like the officially supported macOS version is 10.12. So what does it mean that now the minimum is 10.11? So if you're using 10.11 and something doesn't work, it's not really supported. It will try your best to make it work. But now, but until a few days ago, you could still use like 10.9 or 10.10. So now you can't. It's a 10.11 minimum and then 10.12 onwards. So but that, that brings a lot of performance improvements. So yay. What else? Cycles got improved actually. Yes. This cycles memory usage for instances in 2.7, there was an optimization made many long time ago actually where it's more efficient when dealing with instances. However, that wasn't the case in 2.8 and you will see like the memory usage was different. Now that has been fixed, but not only has been fixed in a cycles level, it has been fixed on actual Blender core dependency graph level. So that means that cycles and also Eevee and pretty much everyone can benefit from it. So yay for making things more standard and actually everybody gets benefits from it. So thank you everyone for the love and the chat. Let's go to London. Yeah, let's go. Actually, it's going to be my second time, but the first time I only spent like a day. So I'm going to be a tourist like Joey from France, you know, like when they go, yay London baby. If you watch France, you know the reference. Anyway, next step next is the UI. Let's we always start with the user interface here. If you're familiar with the show here, I like to go like from the top, just showing what's new in the user interface because it is what we are mainly more used to and more, it's more visual, of course. So the UI has been frozen since already a couple of weeks. What does it mean that nothing will change in a big way? So if you're making tutorials or if you're following tutorials, whatever is done from now on, it should be stable until the release of 2.80 and even 2.81. So that gives it at least six months, five. Well, let's say we if London 2.0 gets released in six weeks, seven, eight weeks, maybe, no, it should be within July. It was promised within July. So that would see, yeah, that would be around eight weeks. So max. Otherwise, it's we go to jail because we keep breaking our promises. So if that happens, for example, and then we take, I don't know, I just speculating here, but it's like four months for 2.81. It means that it's going to be pretty pretty a long way to to for the tutorials to exist for documentation for everything. However, there are a few areas in Blender where they were a bit left behind in terms of implementation. For example, I mean, this changes the UI, but it's so minimal. Like, for example, this widget for panning, for zooming, for example. They they are here since a while since the beginning of 2.0. I think after the cold quest last year, so over a year. But these were missing in other areas such as the, for example, the image editor didn't have the panning and the zooming. And also, if you are, for example, making video editing, where you still have a 2D view for them, for them. The preview of your, whatever your editing, for example. So you still need to pan and to zoom. So for everywhere where it makes sense, I think the clip editor also has it. And now you'll see these two widgets. So, yeah, it's kind of breaking the UI freeze, but it's for it's not like people are going to get lost if they don't see the hands there. But if you're making tutorials, now you can point it out. That is not only in the 3D view, but also in the image clip and sequencer. Also, another very small thing. It's the the the icons here that you see at the bottom, like that in the status bar. This area shows when you're holding like when you're holding a modifier, like a control shift or like right click, like you always have going to have the this section changing to reflect what you can do and what you can't do. So there were a few operators that were not using it yet. And actually, some of them are still not using it. So on the we're on the process of like migrating them to upgrading them to use instead of them, I don't know if you remember, but in like 2.4. If you 2.4, well, yeah, in 2.4, 2, but in 2.7. If you're like like in fly mode, for example, you have this very all the header taken by this very long list of like you get a little Bible down there to read and you have to like a manual and it's a bit too much. So in 2.8, that was also the case until recently, where now, thanks to the life of Linto, that very nicely made it converted it into use the the status bar system. So very nice addition. And I think there are a few other operators that are still missing. So if you want to help out and maybe you can try to spot them and go look at the commit log just to to see how it was done. And maybe you can use it as a reference, maybe. That's so nice. I like to stalk developers every now and then and see what they're doing. See what they're like, how are they changes done and how how to like maybe copy that on my code or improve it. And also on the profiles, you can see what they're doing. It's very nice. But even what they're like what you get, I have my user and I check there what's going on. If I get like a likes or dislikes on the on the whatever I'm working on or like a request, feature requests and stuff. So I had a cat in Blender. We have a monkey. That should be enough. You can make a monkey from a cat. No, a cat from a monkey. Yes. All right, more update before I get a bit too. Distracted. So this issue was around since before the changes in the outliner. So I don't know if you ever notice, but in the since always the panning on the outliner, there was always off. There was always like too much space and it wasn't really being like the with it wasn't really being taken into account. So you have this empty space. And if you had stuff that, for example, were patented to each other. And you had a bit too long, then you will have this weirdness. Yes, that it's been fixed. So if we go to where I have two blenders here. So now in Blender 2.8, if you. Well, you're going to see it. It's hard to hard to show when it was working wrong. But you will see that the panning now only goes all the way to the end of the the outliner where it makes sense, where there is content and there is no more panning when you don't need it. And it also it's smart enough to if you have all the columns set up, it will only work until it would only pan until there. So it's very nice. Finally, it's been long awaited, at least for me. It was so annoying to pan and you get also the the scroll bar there all the time. So it was very, very annoying. All right, let's go. You can increase the speed. Are you talking about me or is that music from soft adult videos? Oh, the music in the background. No, actually, the music. It's some lo-fi that I enjoy and I can lower it if you don't if you don't like it. But it's the musician is on the description of this video and every video, I hope. Otherwise, let me know. Then the stats info now shows more accurate information. I think it was that's a fix, mainly other than a than something that has changed in the UI. But let's go to actual interaction, like UX, user experience, improvements. So the this one, I don't know if you have been using the scrubbing area and the scrub area down here. This one, the one that shows the frames and that you can just drag and drop. So I don't know if you notice the drag and drop. Sorry, drag and seek around. The I don't know if you notice, but it was there was an issue that if you were like moving this around up and down because of the continuous grab feature in Blender, what is continuous grab continuous grab is when you is a feature that it's enabled by default and it makes it so that when you're, for example, moving something or like when you're changing a value on a slider. So like this slider, for example, it makes it so that when I reach the end of the edge of the editor, then the is like the cursor goes all the way to the right. And then so when you move it to the end, you see the the cursor. It's it's here. And then if I move it, it will show up on the other side. So that allows me to continue moving. And it's like a teleports to all the to the other side. And that's amazing. That's really great because it means that if you're, for example, changing a value of your of a slider, it means that you can internally it goes inside and then goes out. So it's pretty pretty handy. However, that meant that if you were scrubbing in this area and then you will move the mouse up and down, the mouse will will be like going up up and going to the appearing like a like a ring. So it was like a carousel of of your cursor. And it was very, very confusing. So now thanks to these little improvement by major improvement, but it looks small by a developer from the community, actually, George Bojiat Bojiat says, thank you very much for this. You made it so that when you are using continuous grab, you can take an axis as the operator as an operator argument. So it means that, for example, for this dragging, you can make it so only affects the left and right. So if you go to the edge of the screen, it will continue going. But if you go up and down, it doesn't is ignored. So very nice. Thank you, George, for this and many other fixes that you're doing lately. So thank you very much more. Since we're here in the timeline or in any animation editor, there has been improvements in this area, meaning that, for example, if you have a bunch of markers and you want to select them, like you can now box select markers inside this area, you can also click anywhere in the marker area to deselect. So it's very consistent with the rest. Very nice. This has been implemented recently by our boy, Jack Luke. It's amazing. It's, yeah, it means now that for selecting, though, you have to be a bit more precise. So when you click on it on the marker, you have to like really click on it because it means that any other area is going to be. Try to be detected to see if you're actually clicking and dragging or not. So very nice. Let's move a bit more. Oh, OK, gizmos. So. If you're a right click selector, if you're a superior right click, and sorry, I'm kidding. I need I need tea. I'm drinking tea. If you're a right click selector, and then this is not for you, you're doing great. You're doing great in life. Just just continue how you're doing. However, if you're a left click select or if you're using Blender by default, this fix is going to help you not lose your mind when you're using gizmos. Because now, from now since a few days, the. Clicking on the gizmos, it's not you can basically clicking on the gizmos. If you just click on it, then it will be taken as a as a selection. So you can click and it will select the object behind. So if you're wide, wide, what does it mean? That if you were right click select, it doesn't it doesn't affect you because in right click select the selection and the action is split. So if you use right click, you're always going to select. And if you left click, you're always going to drag the the manipulator, the gizmo. So for this, though, there has been a few changes over all in Blender, so you can actually click. And also the the gizmo transform, it's only activated on click and drag. So you always have to like click and drag, which is usually what you do. Right. So if you click, it's taken as a select. And then if you click and drag is taking as a transform. So together with this, let's see who's right click and who this middle click select. How are there? That's that's a powerful one. What time is the Spanish one? The Spanish live stream is in in one hour, one hour after this video. This video ends. So yeah, in one and a half hour. All right, let's let's continue because for this speaking of the click and drag, there was an issue with the click, drag threshold that happens when you like, for example, if you what is a drag, right? What is considered a drag? It's it's when you click and move your mouse more than a few pixels. So the issue is, though, that when you're using the pen that can happen by mistake, where you can click, you're more prone to just like click, drag and move by mistake, even by a little threshold. So for that, Campbell split this setting into two settings. So in the user preferences, you can now tweak under input. You can have the all kinds of the drug thresholds you have in for mouse and for tablets. So that means that for tablet is a bigger threshold. So it means that you can by mistake when you're trying to select things. If you move it like a less than 10 pixels, which is default, it's going to be OK. It's going to be like I consider a click and you will have to move it more than 10 pixels, which is usually what it happens. Like if I'm using the pen here and you can see that usually you you you try you do it more than 10 pixels. If it bothers you, you can always change it in the user preferences. And for the mouse, it's three pixels. So it means that if I click and move more than three pixels, that's when the motion is going to start because usually you you're a bit more of you do a bit more precision work there. All right, moving on speaking of gizmos, the gizmos for translate for moving here on the window. This one was failing in paint mode. So now that has been fixed. So this is just a fix. And now I'm going to mention more fixes than actual new features because we should be moving towards fixing stuff. So this could be considered a fix. It's a it's a big one by Lucas Stockner. He the cycles, the noisier has been improved to avoid halos around bright edges. So if you have some edges of your mesh that are like super bright too much, then the the noisier can make like a halo can get crazy and could get crazy before in the past, not anymore. Thanks to this patch of Lucas Stockner. So if you have like weird halos around bright edges by using the noisier, it should be fixed. A halo fix. Yeah, a halo fix. All right, let's continue. Let's move to key map changes, fixes mainly. So the sequencer now from the sequencer, you can well, from any animation editor, basically, you can specify the frame start and frame end. So you can do like control end and control home to specify the start and the end. And this will also work on any other animation editor. So, for example, if you're in the, let's say, in the animation here in the dope sheet, you also whoops, why press control F12? That is anime that is rendering the animation. All right, here. So control end and control start is going to set your start and then frame. Used to be E and S in the in 2.7. Speaking of 2.7, now that is a nice segue. The control up and down has been added back to the 2.7 key map. So if you're not familiar with what that is, it's for those that don't like change or want to take it an easier step into 2.8. You can choose to have the key maps behave like in Blender 2.7. And that was one that was missing. One of the few shortcuts that was missing is control up and down for for moving for expanding the window, which now is control space. In 2.8. Then all right, let's move to more fixes. So these are a bunch of easy fixes. So I'm not going to show much, but it's just good to... I picked a few here from... This is my list, by the way, for today. I picked a few that I saw on the commit logs that are important, I think. For example, the anti-ellies, yeah, there was an analyzing problem. And I like this one because it's also contributed by the community, by Adam Nidal. So he has fixed the anti-ellies thing on the light probes in Eevee. So if you had some bludgy reflections, then now this should be fixed with this new. So you can see here, I think it's pretty clear the difference. You can see it better here in this one. You can see how in the left is without, and then in the right is with the fix. It's much, much smoother. And if you increase the filter quality, it's also going to be like super perfect smooth. By default, the filter quality was a bit too low, so that was also increased to 3.0. So it should give by default, with the default settings, a bit nicer reflections in Eevee. Then there was plenty of crashes. There were like so many crashes fixed this week from dependency graph, from Cycle, from Eevee, from Outliner, from everywhere. But there was one when showing the transparent film in Eevee that apparently a lot of people were having. Then the alpha of the render objects was also kind of weird when using clip materials. The reflections also were not visible on materials that had alpha clip, alpha type clip. I'm just mentioning once, so maybe if you're using Eevee and you know what I'm talking about, you are familiar. If you didn't see reflections on your materials when you were using alpha clip, then now has been fixed. Then if you're using a world, if you're taking your world shader stuff settings, and you couldn't find the emission node in the world nodes, then that has been fixed. That also is a big one, that if you're looking for a node that you can't find it, don't always assume that it's not supported. Maybe it wasn't added, like in this case, by mistake. And also there was a crash if you were using a sub-surface scattering node, but it wasn't connected. So that's something that maybe you do it by mistake, you're just tweaking the settings and it will crash. This would fix it. So like this, there are many, many other fixes all over the place. So yes, let's continue. Talking about the weather, gee, I'm that boring. Talking about the weather is like 50 degrees. I hope it's not the Celsius. Okay. Am I that boring? Fixes should be exciting. All right, more fixes. The snapping node also works on curved objects that have modifiers. So snapping, if you had issues with snapping on curved objects, then that has been fixed. Then sculpt mode throwing with modifiers was still wrong in some cases. So if you were doing sculpting with like the drawing of the sculpts and you had a bunch of modifiers in and it was wrong, that should be fixed in the most cases. So go check it out again. Then I'm just going through the fixes. I'm a few more and I go to the questions just because I think these ones are a big one to mention. The empties, when you're using empties as bone shapes in your amateurs, in your rigs, these would not show. There was a bug. So now that has been fixed, the markers, the tracking markers in the viewport were not selectable. That's also fixed. Some improvements in the sequencer. Oh, the last week I was showing a feature which also when I was using it looked a bit weird. So for example, I find said smooth. So the let's see. So I was last week, I think I showed the edit normals operator and it happened that I was showing it with a new shortcut, which is Alt N and rotate. And I remember clicking on it and nothing was happening. They don't know how to go to the settings and then tweak it. But now if you click on rotate, it should be interactive. So the moment you start like actually clicking around, you click on rotate, then you can move and rotate. It's interactive now. Before it was interactive, just what's about in the code, the menu. What else? The FBX and GLTF and Colada, like those big, important network add-ons have tons of fixes. So go check them out. If you also had issues in the past, download the latest Blender 2.80 beta and try if it's happening again. And last but not least, there is this huge improvement in painting performance on Windows with many courses much improved. So if you had like a bunch of course on your computer, like i7, i9 or Threadripper on Windows, then this should be fixed. There was a bottleneck that it now got fixed. So the more course you have, it's going to be faster when painting with the texture painting on Windows. And that it's all, I think that's all. For B surfaces, that addon also had an issue with creating from B surfaces from curves. If you are familiar with that addon, that has been fixed. And that's all for what I have ready. And now there are 26 comments. That's not too bad. Let's see if I can get through it. All right. Facundo de la Rosa. Hi Paolo. I have one question and one suggestion. Will animation 2020 include muscle simulation? Please change the hotkeys of the brushes in skull mode. Hey, that's two questions and a request. No, sorry. Okay, so first the first question. Will animation 2020 include muscle simulation? That's not really planned yet, but I wouldn't leave it outside of the of the equation because with everything nodes project, it means that modifiers we're going to be notified. So that gives a lot more freedom to build these kind of systems. Also, if there is any kind of like procedural modeling also gets in that area ish. So I wouldn't discard it. It's not completely planned right now, but it's I wouldn't discard it at all. All right. Is everything okay here in the chat? More questions are bad. No, it's not bad. Actually, it's pretty good. It's good. Oh, and the second question from Facundo was like, please change the hotkeys of the brushes in skull mode. You have to press a lot of keys just to change the active brush in 2009. It was way easier. 2009. What was it with numbers? Right. Please the feedback. There is a dedicated here depth talk section in the forums here. User feedback where you can where you can discuss this kind of things. Also, there is the paper cut. So if there is something that is wrong, specifically that is wrong or is a paper cut something that it's annoying. You can now create in this section, you can create new, new threads and get the discussion going just to see how it would be the best way to improve it. But this kind of feedback is super important having the speed of 2.7 be back in the workflow in 2.8. But remember that 2.8 is also the workflow release where projects where some shortcuts have been removed for you to put your own and new ones. So that to even speed up your workflow even more. But in this case, if there are shortcuts in 2.8 that are slower than 2.7, then we should work on that. Next question by Zink. Zink monkey dab. Hey Pablo, does Francesco have any plans to make tutorials for Flamenco or attract? It would be pleased to have such info from setting up a project to setting up the render network. Or should we wait till the asset manager is implemented? No, I wouldn't wait for that. But if you're not familiar with what Zink monkey is talking about, Francesco in the past, he made a few video tutorials explaining the overview of how Flamenco works, which is the render manager that we use for rendering the agent, and spring of a movie project. And we've been using it for many projects now. And now it's been greatly improved and we should give another training. But I think this training so far should be quite, should be even though it's a few years old from July, almost two years. The content itself hasn't changed much. There are new features though, but maybe we could, if more people are asking for it, actually have a bunch of hearts. Let's give it another one. We can get to run it to make something new. Because attract and Flamenco are really not that hard to be set up. Attract is the tracking. You also made a video about it. Attract and Flamenco are both open source software that allow you to track your productions. And they are their service provided by Blender Cloud. So the code is open source, but the service is like the ready server setup. It's provided by Blender Cloud. You can set up your own at home. It takes a bit of knowledge to do it. It's not like a one-click install, but you can do it. So the way it works, you connect your Blender sequencer. You connect your strips. You submit the shot to attract to the web. So basically you can connect. You can have your whole movie in the video sequencer and then show the shots in here in the web. So you can share it. You can assign tasks. You can assign like a due date and share it with other people online, with your team online. All right. Next question. Andreas. Hey, Pablo, I wish the unit system, you know, the units for dimension inputs were back as they were in 2.79. The input fields respected the setting of the unit scale value. So when the unit scale was 0.01 and I entered one into another dimension, it was interpreted as one centimeter. Now it's always one meter, no matter what. If I set the length to centimeters instead of adaptive, everything is interpreted as centimeters. But it gets ugly if I want to use meters and everything gets converted into centimeters. In 2.79 I was able to mix that while having centimeters. Long story short, it would be great to have a specified unit denomination for when adaptive is selected. Yeah, that sounds like a paper cut. Adaptive. So yeah, maybe please leave this as a suggestion in the user feedback here or maybe on the paper cut, even because it really was left over like an oversight when the adaptive feature was implemented. But Jack looked and we know how productive he is. So maybe that could be fit into, because it looks like an unfinished thing of 2.8. So it could be slipped in as an improvement on the current, even though the feature freeze, you know. All right. Why do you have one million vertices? Give it a thumbs up, Pablo. Thumbs up. Oh yeah, I've been giving thumbs up to everything here. All right. Hi, Pablo. I want to just thank you for all your work to communicate Lender to the manager. Thank you, Sarah. It's a hard work, but it's paying off. We see actually the amount of viewers and everybody online hasn't increased since I was doing it in a different channel, but the people getting in touch and saying that thank you for making it. Even people from big studios or like it's insane how this works. So thank you very much for tuning. And we're going to continue making this even after 2.8. There's life after 2.8. There are even the summer of code. Maybe I can do one episode direct only about summer of code improvements. Branches that are not summer of code, but are still interesting like the skull branch. There are ideas for future Blender today's. I have a question right now. When you transform anything in Blender, the user has to search somewhere in the corner of Blender to read the numbers. This is really unintuitive. Will this kind of info be over the widget itself? And this way the user eyes will always be. Yes, actually this has been implemented, not implemented, but it has been proposed in the past. So yeah, this thing issued either be here. That's one thing. Or also sometimes you don't always have a widget even when you're transforming. So you need some kind of transformation because when you press G for moving, where is that information going to be shown up? Right now it's shown up here in the corner, which is far from ideal. It's mainly a left over I would say from 2.7 era where you have the numbers in the header. So now the header is on the top. So this hasn't really changed much. It's not a trivial thing to fix, but they're designs already. And the idea basically is to have those numbers show up here in the center in the top of the viewport. So they are closer to where the user is looking at. Maybe it could be an exception that for these kind of widgets we have the values here. And maybe for other kind of operations we show them in the top. Maybe. Because we already have that kind of behavior. If you're for example doing anything with brushes, if you do shift F or you change the size of the brush, like the strength, you will see that it shows in the center of the brush. So with the concept it's already there in a way. But thank you for it. I'm going to upvote it. And let's go back to here. Can the quick effect in Blender get automatic note update on the fire? Can the quick effect in Blender get automatic note update? The quick effect smoke and fire need the Blender render engine to render the images. And Eevee cannot do it. We called it quick effect when it's too slow. Like in 279 it will take 10 seconds. In 2.8 it takes 1-2 minutes. Get automatic note update on the fire. I have hard to see, but if it's too slow then it shows some fixing. I think the quick effect is a Python script, basically an operator that just runs a bunch of operators. Is it like a macro? So it should be easy to fix. Maybe it can be reported as a bug. I mean if it's way too slow then maybe there's something wrong in it. Let's see. Play some Fortnite? No, Fortnite. I never played that. I never even seen a gameplay. I only seen the dances. And I think, I don't know if it's available for Linux. So I only play Linux games. Yeah, they are game Linux games and there is also Proton by Steam. So that runs pretty much anything. It's a branch of wine, the emulator. Anyway, not emulator, the layer. Next question. Is it just random? Is there a way to sort of paint way density on two material objects? Because as you know in the real world a hammerhead made of metal is far heavier than the handle made of wood. A fact that deeply affects physics. Is there also a way to simulate plastic deformation? So it's two questions. Plastic deformation. Plastic deformation. This is interesting. No, I don't that I know. Can mantaflow the kind of stuff? And then the weight density. Well, that you just changed the mass of the object, I think. When doing physics. I would think so. Of your body. Physics. Sinooga. Hey Pablo. We lost some of the 2.79 settings. So I made a proposal to make them better for the 3D gizmos. We lost a few of the settings. For the size. Handle size and hotspot. Okay. Yeah, I completely missed this one. But if we lost the settings, maybe you should give it as feedback. Try to get more like the discussion going here if it's okay. And then. Write more of a proposal here in the depth talk. Just maybe it was just not brought in. From 2.7. Next question is from Frostcrack Studio. How can I add normal maps and textures to a model without the node system? The node system is too slow in London 2.8. That's two questions. How can I add normal maps and textures to a model without the node system? Well, you can if you really want to. It's way simpler to use a node system. Like to use a node interface. But you can and can. If you want to add a normal map here to the normal. You can click on it and then go through this interface which is far from ideal. But if you really want it, you can basically just load as an info. It's a texture. It's an image. Texture coordinates. So basically I just try to find the data here. I can't find it now. But basically you give it something with an input and the input you would use for like a bump. And then the bump you use as a strength. You can use the... This is the most terrible interface. But you can if you really want to. Image texture and then you click and then you have the texture and then you load your texture. So you can and can. But I just use a node system. I think it's... Oh, by the way, in the node system you can just use... If you find it too slow. Just go to like when you're adding them. Just right click, add to your quick favorites. So if you're using image textures a lot, add to quick favorites. And then when you press Q it's gonna be here. So you can add a whole bunch of nodes. And just work even faster than with the other way. And use the node wrangler atom. Alright. Alon and hi Paolo. Thank you very much. Thank you. I'm gonna blush. Will it be possible to fix the annoying issue with the Blender preferences window and position? Whenever it is resized or move around after closing a reopen it will reset to this tiny box on the top left again. I run into this so many times because when when working on like developing or showing things, every time I call it it appears in the top left. So I hope there are ways to fix that. I don't know if it sets a case with the renders like when you press F12. It also appears in the top left. I am maybe yeah it should be a paper cut then we can that should be fixed. It's so annoying that appears in the top left. It should appear in the center. Or remember yeah the last position like other windows. Yes I am with you here. Not because of the nice thing you said also but this issue is so annoying. Eevee often needs to be forced to update when working with shader nodes. By force I mean you have to do something like move in camera or something to update. All these update issues are part of the big change that got 2.8 which is the dependency graph where every operation has to be tagged to be updated. It's something that has to be done like it was just part of the new implementation. So there's not like one fix for everything. It has to be on a case by case basis. If you find these missing updates get the latest blender first. Try it because these fixes happen all the time. And if it still happens make a simple case. Describe step by step and report the bug. So for reporting a bug remember you have to go from the help menu report the bug. Why do I say it has to? Because in the form it will prefill it with your hardware settings. So it will say like I have a G4 and I have a Linux with a 1.264 bit. So it's all information about your operating system and the version that you're using in blender. So it's no personal information being sent here. It's not even sent until you create a new task. Yeah, just use the help menu because it's much more efficient. All right. Next question. I a limo in 1980. Hey Pablo says say on the modifier stack. And you hold left mouse on an arrow and drag down. When you drag down it collapses all the open modifiers. Will that feature be added in the outliner when you drag down? Okay, so what you mean is that this very nice option that I don't know if other softwares have, but they should because it's very nice. It's that the, for example, when there are settings in a column like all aligned, for example, this all these boxes, you can just click and then drag down and it will change all of the settings at once. And this works all over the place. It works even like he was mentioning, or she was mentioning and didn't check, but it's in the modifiers, for example, you have a bunch of modifiers. You can basically just like click on a button. In this case, this one, but any button works and just like collapse them all, like click drag down. And this setting works in the in the outliner works pretty much everywhere except these buttons. So maybe that is a nice paper cut to do to add. So please make it into a nice little paper cut here in the outliner development and user feedback or paper cuts here, paper cuts. Maybe that's not a lot of work to do. And it's an easy thing that can be done here before the, before to Panetti. Alrighty, let's Arturo Leone. I don't know why it's like in Italian Arturo Leone. Hi Pablo. Love the show. Thank you. Good question. In EV, is the object motion blur going to be implemented in 2.80 or it's going to sleep in 2.81 or later? No new features for 2.80. The goal is to be as stable as possible. So no, object motion blur. There is object motion blur already, but not the formation motion blur. So the cameras and the objects, if you, if you have an, so if you have a cube going from one side to the other side, it should have motion blur. So yeah, I mean, I don't know if the best thing is to try to show it here. But, but yeah, if you're playing with them, it's an easy thing. So you should have the motion blur. I don't even showing it, but it should be. Otherwise I am full of wrong assumptions to say the least. But camera motion blur should be there. So if you're moving with a camera, then it should be, should be there. So if you're moving up, let's see. And then you go here and then you go down. Should be motion blur. So yeah, it is motion blur. I don't know if you get to see it, but yes it is. It was just wasn't moving fast enough. So yeah, it is. Next question. John. Hi Pablo. Is there a way to add a custom Python operator to the quick favorite menu without the whole process of building an addon? Thanks for all you do. Thank you. No, there is no like, if you want to add a custom Python operation, then you need to make an operator. So you don't really need an addon for making operators. Operators are one thing and addons are completely different thing. Not completely. Addon is just like a little house to give it to that operator. But you can basically, in the scripting, you have the templates where you can create, you have the operators like very simple. So this operator simple, for example, you just register it on load or you can run it and then it got registered. So now this would be called simple object operator. So it's simple, simple object operator. So it is done, but how to access that? That's a very good question. How to assign it to the... Hmm, is it in the history? No, because in the history we can't add things to... Oh, well, we can actually. Hmm. So interesting. So if I run the script and then I run the... Okay, now I'm just playing with it, but basically the script, right click, add to quick favorites and then, yeah, you can. Interesting. All right. Sorry for the sidetracking, but you can in a way, but yeah, that's the only way for now. However, I highly recommend to make your own addons, really. Like, even if, like, you don't have to make an addon to put it in them, like sell it or like whatever. Addons are awesome for keeping your own changes in Blender and being able to update Blender without, like, changing the code underneath. I have... That's how my addons started. I just want things that I don't want to touch in the Blender code and I add them via addons. And then I share it online because people seem to like some of the settings. So, yes. Next question. Hi, Pablo. I used the last tool in Photoshop and I can undo point-by-point. Is it possible to do the knife tool with Blender? No, not possible at the moment. Fabian Sasueta. Actually, is there a possibility to have a separate software dedicated only to viewing models running on the EV engine similar to how Sketchfab does it? It would be nice to have effects such as chromatic aberration, film grain, blah, blah. Is there a possibility to have a separate software? Yeah, well, you can make... You can fork Blender because EV is Blender, basically. It's not an external render engine like Cycles, for example. It's not a standalone. It's Blender, so you can fork Blender and remove everything. And then you have a player, but it's kind of an overkill. Maybe, no. No, it shouldn't be an overkill. So, hey, JD Eddie. Another work you guys are doing is an interactive axis going to be working in PaintModes again. If you go to PaintSculpt, you're not able to rotate the viewport with the on-screen widget. Oh, that's what we fixed today. So, if you are... I just showed it before. So, basically, if you go to, like, TexturePaint, and then you can rotate the view even here. So, huh. Nice. I fixed that I was done before this. So, if you don't have it in your latest Blenders, just wait until the build gets updated. Another question. Hi, Paolo. Thanks for all the work you put into these rockets every week. Thank you. My question. Are the current bugs with the physics system going to be fixed before the release? And the critical ones? The ones that are, like, high priority. Supposedly, everything that worked in 2.79 should work in 2.80. Yes. Mainly. But currently, there are many bugs with the small compartmental system that didn't exist in 2.79. Okay, then it's... Then I wouldn't expect them if their bugs were not... Wait. So, there are no bugs in 2.79, but there are bugs in the same thing in 2.8. Then we can assume yes. However, if it involves a deep issue in the physics system, then I wouldn't keep my hopes really high because we have something awesome coming up, which is the flip-based Manta flow. So that is going to basically replace the system we have now. And with that in mind, it would solve a lot of issues. Maybe bring new ones, but solve a lot of issues. Physics, you know? Physics. Next question. Blender3D asks, just a question, why are you using distracting music in the background so you should not be offending? Well, I'm not putting it just to mess with you guys, so you can tell me if you don't like it. And I will put it down. I find it relaxing, especially because I'm in a small office here and then you could hear, like, the rest. But just let me know. Hey, he likes the music. Thank you, Robert. Come to Dutch Comic-Con Amsterdam, Pablo, wait, there is a Dutch Comic-Con in Amsterdam? We love it, yeah. Okay, thank you for the feedback. No, apparently music is fine. Sorry, if you don't like it, I just barely hear it. Yeah, that's the whole point, that it shouldn't be... I try to pick the most quiet and easy to listen. Next question by Noel Velich. What's going on to be more or less the minimum amount of bucks in the tracker to consider? The more or less minimum amount of bucks in the tracker to 180. And there's a lot of work to tackle. Over 1,300 reports. Well, remember, some of them are very old. Some of them are issues that are not even an issue, maybe shortcuts that was missing. And then you have to explain, no, because in 2.8 the shortcuts mean that changed. And there is a lot of those 1,300 that are not even that important or they are not even bucks. That being said, there is an effort from last week until the end release of 2.8. It's not about a number of bucks. It's about the important ones being fixed. So 2.8 should be super stable, right? Should be as stable as possible, but still is the first release of a series. So the focus now is on high priority bucks. High priority is crashes, completely making your life impossible kind of bucks. So that's the main focus. You will see like there is the back reports in Blender. In the developer.blender.org you will find that the bugs have... Well, not here, but the bugs in Blender. Because I have my... Sorry, it's just here. If you go when you're not logged in because I have tweaked my list, you will find here that you can filter them by high priority. The high priority are the ones that are marked as like, okay, it has to be fixed. And in this case, there's only 23 so far right now as this moment. So yeah, multi-window measure crash, for example, smoke crash. So all this undo crash, all these ones are like the high priority ones. Next. Vianne asks, this is a question. I want to congratulate you. Oh, thank you. And everybody over there at Blender for doing such a marvelous job with this awesome software. Big fan of the stream, never miss out. Saludos a Mexico. Gracias. Vianne, I appreciate it. Thank you for the nice wishes. And it's nice to have this feedback from you people to have this live Q&A. I have, I changed the setting in this live stream, by the way, to try to have the chat a bit more interactive. I hope everything went fine. And it's six o'clock here. So I am over time already, but since, I mean, it's in the Internet, right? We have time. So let's do five more questions to try and address every once. All right. So OMGDZNEC asks, do the improvements on the Kolaad exporter mean we don't need to use the add-on from the Godot folks to be able to import? Actually, there was a fix from the, like that was preventing the Godot exporter to work properly or importer to work properly. So there, he's a fix there. So you should check it out. The Dragon, what do you think about B4Artis? B4Artis is, I'm not wrong. It's a fork of blender that changes the interface for making it more friendly. I've never had a big issue with blender itself being not friendly. There are things that you have to get used to it, but I started my first software was post-blenders. I never run into these issues. However, I know that other people like the friendliness of them. There is also Blender Pro, Blender Pro, which is like an application template that was added some time ago. And I don't know if it's still under development. Apparently it is. So yeah, there is Blender Pro. There is B4Artis. I don't recommend to use them because the amount of documentation and tutorials available for Blender, as it is, compared to those available for B4Artis or Blender Pro, you can't even compare it. Everybody uses Blender by default almost. And with a bunch of add-ons, people are used to use add-ons, but still it's the same blender. So anything that is added to Blender, like any new feature, then it will get documentation and support immediately. Also, if you're using a heavily changed version of Blender, like B4Artis or Blender Pro, and you run into an issue, you depend on the developers working there to fix it instead of the whole Blender community. Maybe if it fixes internally within Blender, like in the Blender code, then that can be reported, of course. But if it's something specific to the way that one works, it's not trying to take credit. It's amazing what they're doing, and it's good that it's trying to bring a free and open-source software to more people. That's amazing that they're doing it. However, it has its up and downs, right? The cons that you don't get as much support as you do with the Blender that thousands of people download every day from Blender.org. Thousands, yeah. There is like 15,000 times Blender gets downloaded from Blender.org every day. Every day. So, yeah. Without even counting the builder builds. All right. So that was question maybe four. Yes, number three. Slug Nugget. Is there a way to force update bone constraints to every frame when exporting or baking a skeleton animation? There is no way that I know unless you do with a Python script. With a Python script, you can use Handlers. So, if you have Handler a frame change, I think it's called Application Handlers. Frame change, yeah. So, you can add here on frame change pre, you can see the list in here. Wait, where is it? Let's start a new Blender. It's way faster usually. All right. So, go to scripting and here in the terminal you will type ppy.app.handlers. And then you will have all the Handlers, which are like the events that happen at some point. You can, for example, when you save, when you render, before the render, when you change a frame, before you change the frame and after you change the frame. So, in these operations, you can hook in actions, operations, like anything. And that's what I would use for pushing these kind of things like updates or doing crazy stuff. For example, I was using the render pre Handler back in the days when we didn't have simplify. It was a simplified setting when it was only for the viewport and we didn't have it for the render. So, I made an add-on that it will basically render pre, disable simplify, render, and then put simplify back. All right. That was question number three, number two. Manolo Bango. Hola, Pablo. Here are a few suggestions. That is, when I skip this one, not because of the suggestions, but because it's too long and it's not like a real one question. So, next one. Come run animation. Hey, can we have the noise on baking? We're suffering from noise in baked textures. I don't know the limitations of the noise system in that regard, so I can't even say it. And hey, we reached the end, actually. Bjorn, hey, Pablo, looking forward to your show every week. Thank you. I don't know why dynamic paint is not fixed, although the cache problems are reported repeatedly. Dynamic paint is not fixed. Any reason? There are priorities, I guess, when you have two or more canvases. Only one of them is baked with one canvas. Have you, well, if it's even reported already and many times in the last month and they're not being fixed, they're not an easy one. Hey, was this thing not on? So there is maybe... Sometimes developers also wait for multiple reports. Not wait, but if there's something that is not very clear and you just try to tackle the other priority bugs, then maybe someone else reported something about the same level than this bag of dynamic paint, then they get merged, you get more information, you can gather about this specific issue, then that's how you can tackle a bit more easily because what is wrong in one area can affect many other areas. So yes, if this has been reported many times, don't worry, the developers are aware of it. So let's... We're understaffed, yeah, because I reported in mid-April, which is like one and a half months ago, six weeks ago, and it's not even triaged yet. So yes, Blender needs more support and as always, there is the little advertisement that was already 3,300 people supporting the developers. So when we get to 10 developers, then that's when we can start talking. So consider joining, you can do it even for as little as five per month, and it's a community effort because there are corporate studios that are helping out with more per month, like in this case, in the market, or Ubuntu, Google, Intel, but if you see, this is the corporate and the majority of the money comes from individuals like you and me and everybody that helps out. So thank you very much for that. I hope you are happy with how this show went. I took a bit too much from what I expected to have in this show, but I was actually expecting not having a lot to talk about. The next week is holidays here, so we're gonna have to skip that one and see how we get together. Then we can gather more information. There is also the summer of code activities going on. There is daily builds of the summer of code projects. So you can already start playing in Graphical and the Blender Community website, where you can have the Outliner branch. So if you wanna try the new Outliner improvements, you can already, 23 minutes ago, was updated. Look at the amazing community that we have. This is awesome. So 20 minutes ago, the Outliner branch has been improved. So if you're on Windows here, you just click download, you try the new things in the Outliner, and it's just, I don't know, isn't it awesome, open source, like you can actually do this? Just try a new Blender, yeah, whatever. Oh no, I'm gonna try some sculpting, bam, I'm gonna get it. Oh, it's a new Blender. And then you got all the Blenders that you can try. It's insane. Even the Amantaflow for like, physics, sculpting, adaptive sampling, so you can render with less samples. It's just awesome. She's awesome. All right. So it's been a while. Thank you, everyone, for staying until the end. I will go with style, if we can call it that way. Let's see. Are you wearing headphones? If the music was a bit too low, then this I will try my best to not be low. And it's the same music we do as always. So if you're wearing headphones, watch out because in five, four, three, there. Thank you, everyone, for tuning in in another week of Blender today. I will see you again next time. Next week is a holiday in the Netherlands, so I will see you next time at the same place at the same time. So tune in, blend away, and ciao.