 Okay Where's Antonis Antonis and Ines Antonis left to the cafe he said is okay he skips They both have free time Look at that Welcome to the developer ask me anything I would like to start with a few developer sharing very short The first name and what they did for blunder in the past year or something. Yeah Hi, my name is Thomas Beck. I've got a bit of cold. So it's a bit weird sounding now I'm doing sneak peeks. Maybe one of you seen them developer sneak peeks I'm helping transforming plena into the 2.8 branch with the open GL transformations and I did some things like front browser previews and such stuff Hi, I'm brecht van gommel and you know the last year I've been mostly just helping out a bit with cycles and some other areas of blunder Hey, I'm Mike. I work on open GL and the viewport for 2.8. Hi. I'm I I've been working on micro polygon displacement and I'm now working on the split kernel Hi, I'm routine. I'm working on o6 platform maintenance and I used to do windows. So No, we have a ray Molenkamp who's awesome And he's I mean he supports most blender users right now and he's not even here Hey, I'm best yeah, and I'm working mostly on data management and maintenance stuff Hi, I'm Sergei. I'm alcoholic. Hi. I'm Sebran. I'm doing Blender cloud Blender cloud add-on and pipeline tooling and integration for Blender Hello, I'm Julian. I'm doing many UI stuff. I've done the Google summer of coach projects with the layer manager stuff and doing custom manipulators and Also a bit of viewport and all kinds of UI stuff What I'm also alcoholic, of course all alcoholics we are developers Hi, I'm cure. I work on motion tracking when I have time which is not that much anymore Unfortunately, if you're interested in working on motion tracking looking for people to mentor so come talk to me Hi, I'm Luca. I'm working on the class simulator Hi Yeah, hi, I'm a Lucas. I'm doing a cycle stuff. So light particles I've been doing denoising over the Google summer of code and I have too much stuff on the cycles roadmap Which I should probably finish sometime. So yeah I meanish and last year I have employed full-time somewhere else So I've been doing only some small add-ons the selection sets or helping with the Blender ID and the cloud And that's mostly it Hi, I'm Dalai. Let's hear me doing I guess to move to feel and VR things and now viewport 2.8 Hi, I'm Joey and I've been helping out with Integrating headband display support for the Blender viewport Hi, I'm Monique and I have a bad cold, but I've been helping out with a compositor My name is Euron and I'm also a compositor developer Purpose of this meeting is that anyone can ask anything So who has a question you want to ask to the people here I have a question about the hair particle system Sorry, I have a question about the hair particle system And there's this vector that you call tangent Tangent is two-dimensional not one-dimensional. It's a plane and I've never been able to work out Which of the various tangent directions it actually corresponds to and when I sort of switch on for a cube say I get random directions all of them all of them That's all of the tangent I only want one at a time Yeah, I don't know That's the problem. Anyone who You do try, you can try, but he also knows everything about it Yeah, no, I know Particles in 2.10 branch, never heard of You don't get away with that So particles will be recorded anyway, but in the in the in the current design it's a bit of random And it's not the biggest problem on the particles So we'll work on that, but currently just some random thing which is Tendential to the surface, but the orientation is undefined by users We set up a project to test replacing the particle system with a node based system Something that also could get hair and simulations and an object updating Fantastic idea, but it's really really big. It's a big plan to do this So the focus now is back on viewport and for 2.8 to do things that are a little bit more feasible But what we now have to study is so what are we going to do with the old particle system? We're going to put it back, right? Throw in the canal Because I don't think any of the users here says Ah, I don't need the particle hair system in Blender, right? Anyone says you don't need it? I don't need the hair So if we want to have the first 2.8 to alpha whatever version the test release Ah, it's with that particle, so how are we going to handle that? Who's going to handle that? Any volunteers? Nobody there, come on guys Joey can do it? You can do it Why? Yes No, hair After one year you might say something different But you first do a cloth, cloth is almost as difficult as hair Otherwise I will discuss this with Bastier and other people So particle in the way how it currently uses mainly a duplication system A duplication system is going to be replaced by something node based probably And the tangent is just going to be like an input of that node 3 So it's my hope that we can put back the old particle system? No, it will be re-implemented There is some hope that some files will be compatible But the old system is not going to be ported as is No It will be something completely new For the most of it it will work the same Hopefully, yeah Hopefully How much work would that be? An amount of hours For n is more than k So this is still unsolved We have to find a way to work Anyway, so the tangent problem, nobody knows What? We don't know the old part The old hair system and particle system has been stabilized in a way Which we don't want to fix or improve Because we don't make a new particle system We have to put something back in 2.8 Which will be a little bit different And not work fully compatible But at least we'll have to At least the same quality features So that you can do something Same quality is not so difficult actually Oh no Well you get nice tangent going all directions Okay Sorry, another question about particles No, it is about the representations of the part Do you hear me? Yeah, it's better It is about the representation of the particles Simplified in a 3D viewport Not the hairs, but the emitter particles There was a talk about pond density texture And it is based on the radius of the particles So will it be possible to have a representation Kind of outline that represents the pond density texture Is that about pond density? What do you mean visualization of pond density? I mean when you have a lot of particles You can check, you have a checkbox to see the size of the particles So you have little circles around the particles So instead of having a whole bunch of circles Will it be possible to just have the silhouette Of the interior particle system? Maybe That would be a Yes, but we don't have it That's more viewport question I think No idea Thank you Well no, nothing about particles So I have a friend No, it's me I'm not going to kid you around I'll be to the point So we've tried coding and add on, tried And we use the background process a lot And we probably do some things which might either surprise Or probably appall you We keep this thing alive, a background process And we run scripts and we talk to it We send messages to it and we get it to do stuff Because we're trying to distribute Blender's data Across other machines and then get them to do stuff And send it back What we don't know is how different is it Running Python in background in Blender To running in foreground Because we've noticed they don't always behave the same way When we do stuff Is there any sort of like gotchas that we should be aware of When we're doing this? How different are they? I say mostly you have to be aware of the context And operator's things Because when you are running an operator It's using what we call a context Which is mostly kind of dictionary things Which regroups what is available currently So if you are running it from a 3D view You'll have a 3D view context With the point of view And all that kind of things If you are running it from the console You won't have that kind of information And if you are running it from background mode You won't have that kind of information either So you have to be careful when you are using operators That what we tend to say That in Python script If you can avoid using operators It's better You should try to directly call more low level functions Directly in the API Or in the bmesh API maybe If possible avoid operators Operators are really down to be used by And user from the UI More than from the code That's not always possible But it's better Come on guy You probably don't know me from Mantaflow And the guy Yeah Could you explain the decision To postpone the nodal everything design idea You know what I'm talking about? Would it postpone it? Yes, so the node everything where Everything is a node Yes In my understanding If everything is a node And you don't have separate types of node trees You could plug whatever you want Into anything else And that's kind of a fundamental design So postponing it would I mean it's a big project And it's a long way To come for until we can Start putting everything to a node Because we need to bring dependency graph To state where it's ready for Cranular everything first And then in dropping out all the legacy stuff Which is not compatible with the system Even in Houdini That is really well designed To be a totally node based system There are at least two types I don't know really well But they have the object level type With seeing graphs and relationships And they have the geometry Level with points and particles And they separate that And in the visual interface They visualize it even by Horizontal nodes and vertical And the vertical ones are different Types of data than the horizontal lines So that kind of design Processes we still have to go through And then from a blender point of view Because in blender we have modifiers And we have measures with geometry We have physics and we have simulation And then we have the objects And constraints and All the other stuff How do you handle that in a node system So we are still working on Making a design but this is not Nothing final we need you guys To have with getting a good Design proposal That's what you want to say maybe Yeah I just wanted to say that It probably means rewriting a lot Of parts of blender so it's Huge project in itself And power to conduct it in parallel With the viewport project Which is already quite huge And many other things so Just have to take steps to do it One of the things that Is working on the depth graph And many people don't know What that thing means or what The purpose is But it's really big It's like the whole Updating animation system The data system, the scene Before you start rendering or making games Or making anything All of that is controlled by A dependency system to make sure That everything gets updated in the right order And as fast as possible And once you have that system Then you can do things like duplication Massive stuff or Having 20 characters in a very Efficient way and you want to do Overrides with linking Or if you have proxy With the override is a better one Where you can have one character File and you link it in Five times and you tweak on settings And you get five different characters With local properties Like color of hair and cloth Or textures and that kind of things That's all related to what Serga is doing I am doing this I am doing 2.78 A release maintenance And back to record No, no, no, no, you don't have to do it anymore That's what I was doing No, no, no, next week No book tracker next week Awesome, thank you Please stop reporting bugs For the while, okay So next year Okay, hi I am currently learning Python And I am beginning So I just want to use Python on Blender For the moment So I tried the Documentation to begin with But I feel like It's already starting with Terminology that I did not Really understand And personally I really like Video tutorials So I was wondering Is there a good source for Video tutorials Or something very clear for beginners To For Python But Blender Python Do you Already know Python itself I watched like 10 Video tutorials on Python Just And read about Some pages On the documentation Because I mean Blender in itself Is a rather complex Program All the documentation And all the tutorials I think Assume a better knowledge Of Python already And a kind of Minimal Experience with that language first I mean So for terminology You should probably start with The Blender manual itself Just to get used to the terminology Because it's common for interface And for the operators That would be the starting point And then answering like if there is A good resource for The tutorials I would guess So maybe we can add some to the cloud The Blender tutorial I could do some Tutorials But it won't happen in the next month I think so if you could wait For two or three months Then I would gladly do some Is it really true that developers Hate documentation No No It depends There's a problem with them Developers don't hate documentation I love reading documentation They don't like writing them It necessarily So what is the trick to get you guys To write more What would you do? I wouldn't do anything What I do have Because I've been busy with The Blender kits On the educational side And the German Python community They have donated a course On learning Python Using Blender It's the PyMove 3D And they've donated to The P3D 101 education part So I can give you the website And it's a really nice tutorial Where you just Start learning functions And things using the Blender interface So that might be a nice Startup for you It's B3D101.org B3D101.org B3D B Blender B3D101.org And I know the German Python community have been doing These courses for Already three years at schools In Germany And they're very happy about it Because I heard that in Google The trick is that the managers Have to do the documentation And then the coders can do the code Is that true? That's not true I thought it was a brilliant idea Right? So the high paid people Have to do the documentation Document I know I know What I have to do What emails It's true though There's no rule that says that the managers Have to write documentation But I end up writing a lot of documentation And I do happen to be a manager So I suppose there is some truth to that Do you have any tips for how we can handle that In an open source community Is there any way Of just kicking asses a lot It's hard to say I think for us We have a requirement on documentation As part of the commit process So you can't just land your patch There's a check box for a bunch of things Code review is one of them Documentation review is another That has to be done before you can actually submit it You can also make a user committee Approve on commits So the commit only gets in If a user can understand what it's about What? No No The base you commit with pictures And nice dialogue And awesome That kind of thing Was an idea Was only an idea So Tom, once you get back to code And you want to put something You'll say, nah Where is the documentation? I will reject all your patches And you will go to the patch tracker Which you hate If you read my documents So they're always very nice And I posted the docs No Prove it I will Yes, exactly That's why I'm Why not combine two ideas You had the ideas I think 10 years ago Of documentation bodies So Documentation bodies So that the code doesn't have to Make it nice and pretty So why not Why not leverage it Out to somebody else but still Don't Yeah But still don't accept the Commit Before the Documentation is done Of course that you guys Have to do the documentation Yeah, we have got user module What? How it's called there is a user Module Member But What Peter said is right We have module teams in Blender We call that modules Sequencer, text editing And lots of modules in Blender Every module has a team And the team has two roles It's owners, people who can make decisions And planning and stuff and team members And we would like to have every module Always artists And users on board Feedback on the modules and people who can Help the developers Then also to provide them With nice demo files or with some Text and tutorials And a great example is of course What happened with the motion tracker We had Sebastian teaming up With ShareGuy and that was a great Feedback system Because ShareGuy could do his work And you were showing off how awesome Everything was going to be Yeah, it was fun But it is usually fun Especially if this is a development In an area where you feel connected to Anyway, you can help out So go to wiki.blender.org And Could you do that wiki.blender.org on the computer There is a contact Developers link And then you have all the developer Main list And there's also a way to find the module teams With the names of the people That are usable for specific parts In blender Just a short suggestion Regarding getting into programming With python So there are quite a few open University platforms online And for example on edX There's a course from MIT regarding Object-oriented programming in python And I think doing something like this In the beginning is really helpful And makes your code much nicer Especially if you don't want to Okay, hello First I want to Thanks all developers I'm a developer too And I really love The Risky that blender Developers are Go through the barriers And like when Python goes from 2 to 3 Blender says go on From 2 to 3 in python All python community in production Doesn't go to 3 Doesn't pass from Python 2 to Python 3 And I use a lot of python And blender In high level I like to low level python can do And I have a question About You try the lattice Python but In the python community There are subtle Interpreters Like That The snake who eats His own tail And I want to know If there are some builds With blender with another Python than different Or more Fastest one Not to my knowledge As far as I know Problem with pypy That it's not Fully complete It doesn't have a full Support of python 3 language Last time I checked At least I don't know what it's Right now but And It's Always the same problem because In theory it should be the same But there are always some Implementation details that can Make things hard So I don't know I don't think it has ever been Tried so far and It could be interesting because Pypy has very nice Yes it has very nice Performance improvements in some Points But again More time to try to gate it Working and other things They used to be a problem With Painting modes That when you have a very dense mesh And then you zoom out You paint the mesh and it's like Only black lines for the wireframe And then you zoom in again And some triangles Haven't been painted at all And this used to be a problem For vertex painting, texture painting And weight painting And for a long time actually Yeah I'm talking about render Then this problem Was solved like a year ago For two of the modes I can't remember which two of those Three but one of them still has it It's like very weird I think It's the same problem For the user brain it's the same problem And then it's solved In some areas and others it's not I come here Yeah Actually we had a Google summer project on that Topic this year and I mean the guys Pretty much finished it I'm guilty because I didn't Made a real review of it yet But it should Be able to go in master pretty soon And it's pretty much Changing the way We are doing the detection Of the features we are behind The brush to something More modern, more efficient It's nearly ready I just have to find some time To review it seriously and It can go to code You shouldn't be I mean we make fun about it But of course we don't have people To report things in the backtrack Of course it's very important That's also good I want to encourage anyone here To do that And help out if you have some time It's fun to be there because You see people reporting things And then you can take their examples And check if you can reproduce it Because a backtracker Is not about you to say I have a problem It is you to make sure That the developer can reproduce The issue so that he can work on it It's not a support system It's about a system that helps Making blender better I would like to know more about libraries And what's the plan for linking Because what we have in blender already Is very powerful And it is unique to blender Because we can reference The content of an external scene directly But are we going to make it A bit more powerful Like for instance having the possibility To make something happen At mesh level And then bring the mesh back Into the referenced Object A bit what happens with proxy With rigs but being able to Apply like a physical simulation To a cloth or something It is a production Need In some way what's in the group Because it's very useful Having it all bundled Into one single object But I wonder if there is some way To affect what's inside I think Both Sergey and So short answer is Something is going to change here But it's also related On the override concept In the dependency graph and the proxy Everything So something is going to improve But there is This way to Go through first You also want to have better and more abstract way To define what an asset is That means if you link in Or use an asset in your project files That you have overview on Where is everything coming from How can I copy it Or use it and what kind of interfaces It's important for pipeline I would like to know If the 2.8 project Or maybe if it's connected to the viewport Thing Blender currently has a problem with huge scenes So if you have really many objects Blender is incredibly Slow. So is that On the list of 2.8 somehow Or No All right I'll give you There's just a bit Two problem here but there's also the problem When you have a lot of objects When you are adding something Or deleting something, especially adding There's currently some Kind of Problem in the code that's Checking the wall list Again and again each time you have An object and that Eating quite a bit of time currently Will have to fix it but yes it's mostly Viewport The viewport part of that Definitely that's one of the targets Is to make the drawing of lots and lots of objects Or complex scenes better But that's only a small part of it Loading the Object management behind the scenes I'm not sure how that's going to be fixed But we'll work on that. So currently there are no plans to Improve anything in there Because most bottlenecks here Is the dependency graph and the update Of all the references where something has changed And there is no currently plans To do some dramatic Optimization is here because We have more serious design Issues to be solved first So we just leave it For later to probably look into But just don't use How much object like The whole Idea of an object is that you have A unit in the interface Which you can select and move around And create relationships with and put Contrains on and animation systems So you have to make that unit useful And if you say yeah I want to have 10 million objects in my interface Then you are abusing The concept because why would you You could also say I can have 10,000 particles and I'll use 10 million to manage it The groups are Already much faster than Loose but how many objects are you talking About? The supermarket And then there is like The All the Things like You have to show All duplication systems Instead of using Single objects for every Object You can make one package and duplicate it Wait I can after this So you just use that Then you don't have real objects Of course Ignore it We'll be fine The problem with many objects in Blender is really interesting Currently I am doing some work for A company that has a CAD Software and they are using In the software They can have Like a board With lots of stuff on it and it's Super fluent, it goes to cycles Perfect rendering super fast Then we export it to blender We can't even use blender at all Because with 3,000 objects in a Viewport it slows down to a crawl And the interface is not even Responsive anymore Then I select all the objects I join them But it's super smooth This is annoying because I don't think 3,000 objects in a viewport is a lot I guess if a studio will render A scene You might want to switch to the static BVH in the performance settings That should help a lot No, it's not about cycles, it's about the blender Cycles can handle thousands of objects Isn't it like a mixture of dependency Graph and viewport And all that stuff, all the bottlenecks It's a part of viewport and it was already One third, so can we move on Please But there's definitely stuff going on Especially in the viewport and I guess There come huge viewport speeds Up and also like switching to BVH selection which is going to Make selection faster and all that kind of stuff So Yeah, of course the dependency Graph student issue, but I think We're definitely improving things there Are there any plans for Compositing frames in the compositor So you can maybe composite one frame And then press play And have a quick play Last, sorry Well There are some ideas about it But the first The first idea is that the compositor Should be real time That you don't need to buffer Anything except if you really like It and then we can Perhaps use the movie tracker to Cash the The frames or We have to blend a player who Can cash the frames for the Play You are a sample based compositor Is that also based on I think that's real time for you to bring back What? I'm sorry? You said you're working on a sample based compositor Is that also to show A lot of real time issues Or A full Real time So So the thing is People and many pipelines Are used to have a renderer People to save out 5,000 files And then go to the compositing department And they have to read in everything And then you want to make a renderer Out of it After effects or whatever You wait two hours and then you have to first render Of the whole composite And more advanced software Is allowed to cash things And show them in memory With a 32 GB memory And then you can preview everything You mean probably that, right? Obviously you can easily do an export And you'll get an idea from just Clicking play rendered animation I'm just thinking of You know it might be easier to Just see a playback in the viewport window Rather than render The animation is a really small thing But I thought it would be quite nice There are ideas about it To have the compositor Really inside the 3D view But it is really still An idea But then you can also do it Based on OpenGL renders But Still need to look into that You can look at what the movie clip Added to the export It's under the hood But if you start working on it It automatically tries to Make a cache so that you can Play back a few things very fast And you don't have to set it Purposely on or off But while you're working on previewing And suddenly things start to become very smooth But that would be a way to look at it Could somebody delete The 2.48 Or 2.49 Python API documentation from the internet Please Delete No Every time I search for Python API information I always end up first reading through Two pages of stuff from 2.49 Go to Google On Google? Prove it I know that Francesco is working on A different way to render the manual And maybe also API documentation so that we have a nice version Drop down in some corner somewhere So you can just switch between versions Francesco walks down Can we render questions? Cycles I think I've mentioned This problem at a conference Before If I have An architecture visualization Where only the camera is moving Lucas, I've been talking to you about this In Stuttgart, by the way If I have a model And just the camera is moving And I want a real quick render But the model is pretty big Then I spend like A minute on building the BVH And two seconds of rendering And the static BVH Button does nothing to me But in the viewport It works perfectly If I want to just have a few images I'll Yeah, there is a reason for that There is this dynamic and static BVH And what that does is Dynamic BVH means that you have two levels First for every mesh It builds its own BVH And then it builds a top level BVH With all the mesh instances And the static just does everything in one So that means that if you have like 100 instances of one object And you have a BVH in a dynamic one But you have 100 times the faces And the static one And the reason why the option doesn't do anything for you Is the option is only for the viewport And with F12 rendering It's always doing static BVH So in your case it would be better If you could select dynamic BVH For F12 rendering That's a corner case So it's not supported currently It could easily be added It's like a five minute patch But it's more like hooking up more data To the persistent data option Which currently only support images We can add BVH in there as well And that would solve the Performance issue if I get it correct Whether it's static or dynamic BVH for the final render It shouldn't matter that much If your scene doesn't change And the camera is moving So he's really caching the BVH to the hard drive And it's loading from hard drive instantly So we removed that option Because it was overflowing everyone's hard disks In one day So we just needed to bring it back In memory cache At just one point the BVH caching Used to work but with 278 We now have adaptive micro displacement Which means that BVH actually depends on the camera positioner Because of the adaptiveness Which kind of makes this whole thing Tricky again Because in viewport it's not retesolating You can actually check that if you put the camera Close to the object At what point you shift that Then you move the camera The adaptiveness doesn't update But it should update for F12 Quick question Is blender ready For rendering production quality Animations Is there any drawbacks Which one needs to be worried about Do we need to go to some other rendering engine Like Cinema 4D Or something Well we render Cosmos Lundermot internally in blender and cycles And it's kind of production quality I would guess Yeah, so is there any limitation Like if we do a full Fledged film rendering We are doing in Amazon web services And say Say two hours film And it takes a lot of time and processing And then at the end we find out That a lot of things went wrong So what do we do about it Like is there any problem or it's perfectly fine And we'll be okay Full Once full animation is done Everything is done Scene is set up And then we want to do a full rendering of the film Yeah, so A lot of time for rendering So we'll be using Amazon web services So once we So we are making a feature film We want to use blender We want to know Is it okay Is it production ready And is there any problems Which we need to be careful about What are you using currently What are you using before Okay But you have people in your company Who have used 3D software before No All new Of course But you always have problems If you start using any 3D software I wouldn't recommend you To make a film with Cinema 4D Or with Maya Or with 3D Max It's totally unusable But some people manage to use it So blender has the same problems It's very problematic And there are bugs And there are always issues But if you have people who manage to Get over that Then you can understand how the software works You can get way too far with it You've seen last night The film festival So it's fantastic All high quality production level Of work So if you have the right people You can do it Is there anything which one needs to be About You know once you put money in Cut good people on board Cut good people That's the only thing Well it's a developed thing Hi I'd like to ask Will there be a version 2.79 This topic is forbidden For until January 2017 So second question When When The 2.8 Version is out Will the previous branch Will be supported or will be left To the road Will just merge 2.8 branch over the master And keep moving from that Point Within 2.7 Will be left Without fixing Yeah I mean We have always done it that way Even when we release 2.78 We stop supporting 2.77 And that's the way We just Already supporting the last release Already a huge burden We can't just support More releases So Just to ask Other people who use VR in Blender Wow Okay Okay I'm currently implementing a new UVN wrapping algorithm in Blender And I'm here in Amsterdam for the next 3 months And I was told that maybe On Fridays you can come by the Blender Is that correct? Oh okay Friday 6 o'clock mail me A ton from Blender We want that Friday 6 o'clock Every week I have a question About versions Will there be a 2.7.8.1 version? No that's just kidding I saw in the roadmap For 2.8. somewhere Throne that There will be some kind of Support for OSD Universal scene descriptor Is there any specific plan for that That's nice to hear We're looking at it And we're using it as inspiration On how to work on things We're very interested in The final format Supporting it but it does need Support in Blender itself And the biggest hurdle there Will be again overrides So again we come back to Serge I won't give him the microphone Yeah it's going to be Really well supported So I was In Los Angeles at the Pixar Launch of OSD And even though it's really Promising and fantastic Etc etc etc But they're still not finished So they're still looking for help Especially from Autodesk Where they try to set up To get the character files to work Because currently the character pipeline They have is designed to work only with Presto Presto has a way Of defining characters and deformations Which is insane Nobody understands it Somebody try to explain I still don't understand how it works But no program in the world Is doing this So if you want to have Blender or Maya Or Modo or any program to use OSD they first have to make A USB description for characters And we are waiting for that So it would take a year I think I have an additional question About the file format Is there any plan Or I don't know any specific Or wishful thinking plan To make part of the File format or Even the entire file format Human readable Like have a text Part of the file with some of the Parameters like for instance like With locks render Or other renders have Quick answer no For stuff like where you need to Investigate it or something like that We have a bundled file Python script which goes over All the data blocks And handles everything you need To worry about for you Part of the reason for that is Because our file format changes So if you decide this is Format and someone builds For protection on top of us And then we change something In the file format Which you don't want to commit Into another issue is that All the human readable formats Are really slow to read And maybe Bastian also wanted To say something Well, besides the preference issue Because Loading texture, you know When you are importing obge files It can take ages compared To binary fbx files So it's But we do have a tool From the sources tools To get Representations of blender files As a JSON file Yeah, of course, of course But use the RNA API If you want to access Blender files To get data from blender files There was somebody else Who also do render management And he had a similar question about it And there was not so much about Having a human readable blend file For rendering With all the properties for scenes The image sizes Tiles and all that kind of stuff So it was not that you wanted To have a blend file in ASCII But you wanted to have the render settings In a file which you can handle And probably that's more what you mean But the beautiful thing In blender is of course the Python API And the Python API Gives you access to all the properties And you can very simply define A file format yourself to save All those things and manage it To have it all automated I have a question Just about Detecting changes in blender's data From the Python API There's a couple of ways that Python lets you know That something has changed once through Is updated But is updated doesn't always tell you If things have changed So we had to sort of hack ways around finding Things like Context window manager But things in there don't always tell you What the operands were, it was just like This thing run and I was like great What did it run on? So do you have any tips for basically Drilling into what has just changed In the data space of blender Other than using those two mechanisms So is update It was a mechanism added To support viewport rendering And it's mainly meant to be used in there And it might Keep some case where something was Technically changed but because It doesn't really need it, it does not affect On the viewport, it's just ignored Because otherwise it will get some Extra updates which you don't have to I think We can do some more flexible Notification type of thing In new dependency graph because We keep track of much more what's happening Actually that information will be really useful What we're doing so we can actually say We know exactly what's changed and where it is In the development ethernet defining that As opposed to doing what we actually want to do Which is distributing data between blender instances When things change So probably something will be changed here Because it's also hitting some Design issues in the new dependency graph So we will need to do something smart here I don't know how much time we still have left At least the microphone to People who have not said a lot Like hey, so when is your Mantaflow coming in the next release? I think we should Get it into like 279 Yeah, wow, next year In February, thank you So When is the viewport alpha coming This summer The alpha is going to have something in this summer What will the show Fantastic stuff Something PBR The big deliverable is PBR Are we going to get open shop div So div is pretty much almost there Yeah, yeah, yeah We'll get a real time fill We're going to have a real time reflection Real time shadowing, that's fantastic So what is your project for next year You're going to help with the logic system Maybe Maybe, okay, that's our most Yes And your project for 2017 Pretty much everything cycles Network rendering Finishing denoising Denoising Yeah, I've been looking into gradient Domain path tracing No promises or anything, but it looks Like it's possible and it might be Kind of interesting Making cycles five times faster Okay, good What is your project for next year Working on cloth at Best case scenario fixing No, not hair Fixing collisions and maybe bending At best case scenario Some deformation stuff That's another solver Not really totally cloth Good Are you going to do something in blender next year I might kick the tires of cycles As a change And what is your What are you going to present next conference I'm going to fix the UI Oh no Saving Stuff in Blender files like local stuff Actions and partial blend files And pipeline management stuff Small Something bigger Crowd simulation Crowd simulation With the duplication and the overrides From him, you can make a crowd simulation Good, so what is your big target For next year I would think what nobody else dares to do Finished Finished, yes, management Ah, come on I'm finding a new O6 Maintainer maybe Come on Do you want to do some cycles development I need to find a maintainer first You shouldn't make so many kits That's good also Oh, you're making new maintainers New generation So what are you working on next year Cycle split kernel Ah, the split kernel AMD what Excellent More wireframes More wireframes What is your big target It is so secret I would have to kill you Ah Well So the sample compositor Is going to be released in First version I can put it into master But I think that people will Follow me Follow me Summer time next year We have more We are continuously developing On it, but it is really on How much time we Actually can spend on it So we can't say from a K in one year We have We spend one day per week on this And then Let's expand the conference To several months Then we continuously can develop I ask you again next month You will Monique You're working on with him on the sample system Yes I know I'm working on the sample system And blender for kits thingy Excellent, we talk about that Yes, I know And usually When it's open, it's going to be ready for five It already is It's already in But It's him He decided to Last minute change some buttons In different places Because I want to make it good man Like shit And like These are the blender developers