 Welcome everybody! Hola community! It's Blender today number 73. I'm so excited to be here because it's week. I thought I wouldn't have many things to show but bam suddenly more features started appearing, a whole branch from the Summit of Code project related to the Outliner improvement got merged so there are so many things that I am not gonna spend any more time talking about random stuff except the thread where you can ask your questions which there's already 45 comments so it's gonna be tricky to show everything and and and reply to all your questions but please go to Blender.today and you will find the thread here by Momotron thank you for making it and let's get to this let's get to it I'm gonna be using Blender from the billboard now and let's get to it because there is many things that are that are being improved one of them is the Outliner there is two major features that I'm going to be talking about but but I think this one deserves the most because they are they are used all the time every day every day if you're using the Outliner so improvements like this it's how it should be the improvements like this are actually gonna make your life better so first Outliner shift select on any of the objects in the Outliner and it will select the objects in between so how's that for a change how's that for industry standard so okay let's let's actually see it in action I have this file here from Julian so yes the long awaited feature of just being able to just click shift and then click on another on another object on the Outliner and it will select everything in between yes yay then what else if your whole control is gonna select the objects that you click on them so that's another nice addition and another few if you notice here but something is going on when I am clicking on the objects here in the Outliner do you see what happens yes the selection is synced so it's synced between the Outliner and the viewport this is a it's an option is enabled by default so now when you click on them when you shift click on the objects it will select them at the same time in the in the viewport you can disable this from the filters menu and you can disable sync selection but I think most of the people everybody will want this feature to be on because it's long awaited so okay let's see more selection features I feel like I started this show like bam bam feature feature features yes let's continue this way so you know when you have when you collapse your your collections or when you have multiple objects in one maybe patented to one object you have these icons over here and they were added back back then they're there since forever in 2.80 the official release it will have a number for when you have multiple objects but now they become more useful in 281 because you can actually click on them to select these objects isn't that great what is greater what is great actually is when you have more than one object of the same type when it has this uh this number icon I'm gonna make the UI a bit bigger so you can actually see it um so when you have this number it means that there's multiple objects of the same type now you can click on them and select uh choose one of the objects there and you will highlight it in the viewport yes isn't that nice though so many things that you like they were missing from the outliner um what else box select you can now click and draw a box and it will select everything inside here so this is uh on par with other parts of the blender um on the new blender 2.80 where you can box select even in the viewport which was something it wasn't possible in uh 2.7 what else there is a new I don't know if you notice too but now there is a highlight when you click on the objects you can see the colors so you can see that there one on one object here um the one of the objects is lighter orange and then the other ones are darker orange well these are related to the same colors that you see in the viewport and this is a theme setting that will let you know which object is active or not so another nice addition but one of my favorites actually is keyboard navigation you can now go up and down if you um press the arrows on your keyboard you can go down and it will select the other objects or you can also press shift down and it will add them to the selection what kind of sorcery is this what is blender becoming useful this is the outline of becoming as a useful yes it is what else you can navigate this is like a tree so when you go left you can expand or come or collapse by using right and if you have for example many many objects inside this object for for example i'm going to make this one a child of this so you have multiple level of objects here you can do a shift left and it's going to expand everything inside of that object so that is also pretty neat again more additions um you know that in blender you can click drag down on a column of objects of sorry of buttons to perform the same action for example you can add a keyframe to all the keys there by click and dragging this is a fantastic feature that it's in blender for many years now and this has been added to the collapse and expand buttons here on the little triangles that you see here in the outliner so you can click drag and close multiple objects at the same time so very nice addition what else um what is left expand no no sorry left is collapse right is expand it's my english getting a bit confused and i think it has a little bit of a jet lag still anyway more um invisible objects you can if you have objects that are for example hidden there is a new filter option in the filter pop over where you can choose the objects to be to show only the invisible or actually when i compile this feature was called invisible when you try the new version tomorrow um with the from the billboard it's gonna say hidden because um yeah hidden is a word that we use more often in blender we don't use invisible um so i propose this change to the developer to Nathan and he agreed and he already changed it so this bill that i have here is actually too old it was like half an hour old so that's too much in blender time what else this other feature that i like in the new outliner improvements is the um here let's make it a bit more spacious i'm gonna save this file is that uh constraints for the um for the objects for example or for the bones so if you have an object constraint for like let's see an armature you're gonna see it here it's listed with the actual icon and you can also disable or enable the constraint from the outliner so that gives a lot more power to the outliner you don't have to manually select the object and go to the constraints list to do it to to fix it so that is very nice addition so we can stop having so much work to do in the properties but more in the outliner especially because it goes to with the with the same um it makes sense with the other options right let's continue the sequencer and vertex groups so if your mesh also has vertex groups um for example let's add a vertex groups let's see let's press the dot by the way somebody on twitter i read that they didn't know that if you press the dot in the in the outliner it goes there to the selection so yeah blender is full of these little things i think the dot to center the selected is everywhere in blender even in the curves or in the graph editor in the dope sheet or everywhere i think so yeah try to blender is very consistent with those things so try to uh to click those and you know the this is especially for selections it's very consistent so yeah now you can see the vertex groups from here and you can click on them to make them active so there is a more of a connection and there is more work to be done here but let's continue um with this one speaking of clicking on icons when you have um when you have multiple cameras so let's go to the camera here when you have um many cameras so for example um let's uh oh i let's let's make it in a new file it's easier so i have my camera i have multiple of them and you can now click on the camera icon not on the object icon but the object data icon the one that is green uh to make the camera active so you can switch uh more easily between which camera is active from here without actually going to the viewport that's another very nice addition um then uh what else set pattern for entire collection so now when you have multiple objects selected and you move them as a as a on top of another object a new whole shift is gonna put all of these selected objects there as well so it's um it's also objects within a collection it should also work die way so there is what else change active ah this is more like a fix it's when you have for example when you have a um another a second collection and you delete or hide this collection it would happen that the collection will still be active so you could add objects to a collection that was hidden um so that's a that's a in 2.80 but in 2.81 or the um working progress development experimental builds that you can download already you will see that whenever you hide a collection the pattern collection is going to be made um uh active so in that case when you add an object it's going to be properly added to the pattern collection in this case the scene collection so yeah let's see um what else is everything okay everything okay here in the chat i see some a little bit of spam but yeah uh let's try not to spam so much let's share the enjoyment of these all these new features uh what else you can press f f 2 to rename and an object so this was added um in the everywhere in blender you can press f 2 to rename the object that you have in the viewport it's like a global setting it works pretty much everywhere but in the outliner if your mouse is over the outliner you can rename the object that is active here so it's a it's a bit more consistent than you can edit them in place only works with your mouse over um over the the outliner and last but not least is the eyedropper so for example when you have when you're adding a um let's say object constraint or whenever you can pick with the eyedropper a object you will be now be able to do it from uh let's say i add a copy location this when you click on the eyedropper you can now pick objects from the um from the outliner so it also works there so many things i think that's everything i have to cover regarding the outliner regarding what it's implemented in the outliner but the developer that made this Nathan Nathan Kratok by the way by goes by the name sacman on fabricator on developer.blender.org fabricator is the name of the software that's why sometimes i call it that way but yeah so these are the things that he added for the google summit of code project which has ended it's just finished but now he got apparently super excited from the feedback from the community about having even more features for example properties syncing so syncing so you can click on a material then it will show the material for example it could also be the same for maybe i don't know modifiers or uh sorting in the outliner that's also very important to add because right now on blender you can only sort automatically or not and when you say don't sort automatically it will be sorted by the creation time so whenever you you made the objects which is a bit silly and it's uh it would be nice if you can sort out things a bit better so yeah that's it with the outliner i feel like i've been racing for all the changes here naphan you've been amazing you all started with um with a tweet some time ago last year i remember a shout out for this year a shout out about a feature that you added and now seeing you like pushing such a project like the outliner up to the next level it's amazing and welcome to the developers community i think uh we're gonna have you over for a while especially now that the development fund is growing i hope you want to stay with the with blender development speaking of blender development another big thing that dropped yeah like a few days ago it's a new denoiser yes this is a new way to um to denoise your image so uh if you are familiar with cycles denoiser cycle has its own um denoiser here in the past settings in denoising it has its own built-in um denoiser i think i can make the UI slightly smaller so i can actually fit all the buttons here um so yeah blender has its own cycle has its own denoiser there is also other people making their own special denoisers now there is a new one i think that's a future for denoising uh it's not like one denoiser can do everything but have multiples because they work for different um they work different for different purposes animation static renders so yeah the one that was added is the intel open image denoise high performance denoising library for ray tracing yes it made it it made its way into blender is actually uh AI based and with the deep learning i think it's the first case of deeper learning learning we have in blender where actually it's uh yeah it's a it's a library that learns how to um that learned over time how to um denoise images based on for example the the color of the pixels or like um the scene in general because it now contains also 3d data so it can use your normals to make um to make the denoise a bit more accurate so in the file that i have over here i made it with the help of uh sebastian i have this render for example it's just a monkey i'm gonna don't expect the um high uh detailed scenes but i don't know if you noticed but it was very noisy the image here let's go to the compositor let's have the the backdrop here and so this is my image without any denoising so it's just one big big noise here if i um run it through the new node called denoise you can um you can see that the result will be denoise but you can see that it's a bit too harsh if you just use the the image pass it through the denoise the image socket and then output you will see that even though it denoises it's a bit too extreme because you lose detail especially on here on the on the geometry on the sides so if in order to fix that you can give it a bit more information to the node you can for example say okay um as albedo use the the color the diffuse color of your render in these guys cycles and as normal you just give it the normals as image as image and here let's see let's have a look over here especially or here in the eye that it's all very fuzzy if i give it the right info you can see that the noise here goes away so you can see the difference there actually the difference is huge here you can see with yeah even with the bad compression from youtube you can tell and uh you can see that here the details are preserved if you actually give it more information such as the normals or the um the diffuse color as albedo so pretty nice it's awesome to have new things who doesn't like new things the more options internal image denoids is now a part of blender and it's going to be out in blender 2.81 you can already try it if you download the blender.org uh experimental builds you're gonna see it um you're gonna see it here right here if it's not available today it should be available tomorrow but i think it's already available because it's been there for a few days and the linux people may have uh noticed that the build was a bit behind there was around three days behind but now it's been fixed and now you can try the latest and the greatest here so props to intel for making things open source all right are you ready for another bomb to drop there is there are a few improvements from our friend paulo dovarro mr sculpt is um he's been pushing a few of the changes into um into master into the the main branch you know that he already has his changes in a branch that you can test on graphic all you can see that in graphical there is the um there is the sculpt mold features that is also available for all the all the different platforms this is all built and maintained by the community so thank you community for that and some of the features are now making its way into blender 2.81 into the upcoming blender 2.81 which is november hopefully but it's there it's it can be used so one of the features one of the big features was a voxel remesher based in uh using open vdb so open vdb means fast voxel remesher means awesome because it's not gonna um it's gonna use uh it's gonna make like a volume out of your mesh and it's gonna use that as um as an input to rebuild your mesh to remesh your mesh or meshes and it's gonna be uh very very now it's gonna make it give you a nice mesh more uh a bit nicer than if you use dynamic topology dynamic topology is great for adding details in specific areas but it can also be very slow because as you paint um blender has to recalculate the mesh at all times and that can be slow unlike the voxel remesher which you just do once and it should just work tm so for example say uh when would you use a remesher well if you're sculpting pretty much i think all the time so especially when you are sculpting at the beginning for example if you want to give two little um like mickey ears to let's say to uh susan and you want to join these objects for example if you want to start sculpting this it can be a pain when when for example when you're getting to this area and you need more detail and if you even if you use um if you use for example let's go to sculpt mode and um if you use dynamic topology it's not going to fix that issue right if you still have this separation between the meshes and it's not going to solve that so for that you need to remesh your mesh your geometry so in this case what you can do is if you're in um in sculpt mode it's available in the sidebar but if you're not sculpting and you just want to remesh your mesh you can still do it from the mesh properties um panel tab under the remesh panel you're going to see it here you you can specify voxel size and a few options for smooth normals or the preserve the paint mask so if you give it 0.1 it's going to be a bit too big it's going to be the voxel each voxel is going to be 0.1 so it's going to be very low resolution so let's try it i just do just to see it i run the remesher and as you can it didn't do anything let's see hmm is it working here because i have it uh i didn't compile hmm okay it's not working so i never mind but let's see even a new file i tested it right before starting so let's see and let's go to here let's go to sculpt let's go to tool ah i had uh it had the topo on i think i think yeah no okay it's not working never mind you know this feature is amazing when it works it's the best thing it's gonna change your life and i tested it before but because i have a new a a new um build ah okay no let's i have a build build there is nothing to worry about double click here execute here let's fix things live this is how you do things under pressure so tool remesh bam look at this ugly monkey it's been remashed but so never mind what i use now is a version from the build bot from the from wherever you can get the latest experimental builds the one that it wasn't working on is my own personal build that i disable things to make things faster so never mind it's gonna work for you at home don't worry please do this at home the um so what i was showing before is the remesh settings that you can enable here from the um from the remesh panel under the mesh tab or also if you're sculpting you can have it here on the sidebar just for convenience just in case you're working full screen so the um so the setting by default as you can see here zero point one so it's not gonna be very detailed if you go lower you're gonna see for example zero point three you're gonna see that the box cell detail is a bit it's a bit better but you still lose a lot of detail so you can go even further however keep in mind that the more um the more detail that you give it is gonna be a bit slower but it's not incredibly slow per se but yeah um it's gonna be slower so in this case if i wanted to be rounded i can add a for example a um soft surf and then i can remesh it again and now i'm gonna have a bit more of this shape so if i'm sculpting and i'm gonna have a very nice level of detail here and no matter for example let's make it a mickey again uh let's add an icosphere on this guy um and let's add another one here so let's see how it handles intersections um let's join these three edges and do a control j to join in case you're not familiar with that tool and then box cell remesh and bam now they're connected isn't that great now if you look at the at the the mesh it's actually fairly clean and it is great for when you're working with the bullions or when you're doing this kind of weird mickey shaped um objects and if you're sculpting it's just amazing because it takes care of all the stitching for you so it's pretty nice it's not triangles actually it's uh it's it's quite as as much as possible and there are a few you know i think it's quite it's quite all over the place yes it's math it should take care of it but yeah this is amazing to having this is just great you can do all crazy bullions stuff and just keep remeshing so the workflow would be instead of using dynamic topology from now on you can you can still use it but uh they don't work together you can you have to either disable dynamic topology after you do it and then you have to run um the remesh it's just two different workflows one is for adding the detail in a specific area and the other one is for adding um detail all over all your mesh and uh i would recommend if you're going to be using this all the time choose to add it to a quick favorites or add a shortcut for it so that way you can quickly um quickly get it working so for example if you make something weird so let's say you break your mesh in a way that it's beyond solvable especially if you use like the pinch in a very strong pinch and you make you when you when you have this mesh with this mess we all been there right let's be honest so you can remesh and it should take care of it and now it's all quads it's beautiful it's the most beautiful mesh you've ever seen so yes game changer like justin says here it's a game changer so awesome let's go sculpting now with the rest with amazing feature what else because sculpting also a few improvements regarding the performance now when you're sculpting when you when you i have a video here that it was actually made by paolo where he shows the difference between sculpting um previously in blender basically when you use the grab brush it will be very slow and after rtx off rtx on no kidding this is no rtx involved this is just limiting the amount of updates when you're moving the brush um basically by just doing that then the performance is improved immensely it's not using anything weird it's just within the code blender code um it's just limiting the amount of refreshes that is doing so it's super nice because it's uh it's an improvement i that doesn't require more processing power actually requires less so very nice thank you paolo for looking into that another feature was the uh brush curve presets so now when you are when you're sculpting you can use uh custom falloff for your brushes so it also includes a few built-in ones it's in the falloff drop down and i don't know if you get to see it there i think it's being cut but i can show you here in real life i atl so it's in the tool settings it's under the falloff popover here and you can choose the built-in ones built-in types of falloff or you can use your own custom one so you can draw a curve and this will be the falloff of your brush so if you're using the grab brush for example you can have this very exciting multi-point because i did it i made it weird i made it like that so if you do this it's gonna be pulling ooh exciting oh this is very interesting nice so you get you get to the point but actually this was implemented in order to solve one of the issues with the grab brush that it had a weird curve that it would make it it wasn't smooth so when you were pulling things it wouldn't be nice um it wouldn't do it would look like weird it would look like clumps um you can see the here in the in the video you can see the difference so it's it that it did these things like wrinkles on the sides which maybe you want but if you use a smooth curve instead the grab brush will behave a lot more more predictable it will actually grab how it's supposed to so that's also now built in the inside of blender now let's see your accent like indian accent oh cool thank you i'm actually latino so it's a latino accent with some indian influence i guess um what else um 3d view now you can choose when you are using the um the pen the pen brush oops here oh i copied a bit too many two little characters so okay let's get to it the navigation mode uh maybe you run into this before where you are using your pen and you rotate around and sometimes the sensitivity is a bit too high so a small movement would be would be like a huge um uh movement instead let's see if i can fit it in the screen here but basically this issue was and due to the sensitivity of the of the of the brush of the brush of the mouse movement so to speak so now with this new patch from pablo de barro as well now whenever you're moving i don't know if you notice but whenever you're actually moving everything under the viewport it goes with it so that is very nice let's see um what else that is pretty much oh for the sculpt and paint i still have to talk about evie about ui sequencer text editor and miss other features and here's my list by the way i don't know it's a huge all right i'm gonna try and get fast to it evie in evie now if you're doing compositing you're gonna or motion tracking for example you are gonna be happy about this because evie now supports holdout so it means that you can have in evie you can have your materials um you can set up your materials to use the holdout just like you would do it in cycles and now it works basically it works like a mask you can mask out so it's great if you're doing like if you're replacing um parts of your footage with 3d or the other way around so very nice addition evie holdout support yes also there is an improved in the way transparent psdf works so the transparent shader that uh node in blender evie now works a bit closer to what cycles does so all the tricks of having the blend mode add and multiply they are not needed anymore they were removed in order to um because now actually if you just use an add node in the the shading nodes in evie it's gonna work the same way but uh it's an improvement it's gonna be it's more compatible with the way cycles work and this is all in an attempt to make evie and cycles closer together so that's the goal that there is no gap all right so um next clamp node to cycles and a map range node yes this is a these are two new nodes that are added for evie and for cycles there is a clamp oops there is a node clamp which basically allows you to clamp so remember if you have to do it before you have to use like a multiply node or like put a like a um a floor or like a do some crazy um crazy things which are no longer needed because you have a clamp node and together with a clamp node there is a new node called map range if you're uh if you're familiar with um compositing nodes it's basically the same concept you can map from one value to another so very nice additions the um there's also some work going on at the moment with optimizing um evie for lots of objects which are not a lot of geometry for example you have a big forest of trees but the trees are like a not low poly for example um blender evie gonna it's gonna work a bit better in that regard that's not there yet it's being worked on it's on a branch but uh yeah expect more optimizations all right um let's move on ui user interface these um these are very small little additions here and there the reports you know when you for example copy an object and you get these reports down here for errors for um um warnings for information for example in this case if i copy an object i get hey one one object copied if you click on it now it will show the new not so new info um editor the editor that has been around for ages in 2.4 you had to like or in 2.5 you had to move it from the top now in 2.4 you had to move it from the top um now uh the info editor got a view got a few improvements you can right click and it has a context menu it also has a new view menu and a few other options here you can also box select and uh it's getting a little bit of attention um also the one that is getting attention is the text editor so the text editor now contains a auto highlighting by default so if you open a python file or if your file has dot pi at the end it's gonna enable it's gonna have syntax highlighting enabled by default so that is very nice um the shortcut there is now a shortcut for comments so you can control slash and it's gonna be uh it's gonna comment the lines where you're in so that is very if you're familiar with other text editors for for programming you're gonna be familiar with that one there is also and a lot of work has been gone into reshuffling the buttons here to make it a bit nicer and there is also a right click menu which you can also use for toggling the comments or indenting and uh copy paste and all of that so yeah it's getting a bit more standard standardized so i'm really happy actually to see that the text editor is getting attention in order to make it a bit more 2.8 ish in other words more friendly um what else i don't know if you notice but when i opened blender before the first time i had the splash screen and this is a small detail but if you resize blender now the the splash is always in the middle i don't know if you noticed that before but it it wasn't the case it was always like somewhere around so that may not be that may not sound like a big addition but it is it's a nice fix that was added by the community so i wanted to highlight this thank you Luis he's he's contributed this and i think i believe this is your first patch i think so thank you and welcome to the developers family we hope to see more uh more uh patches from you so i'm gonna give it a heart icon there you go awesome thank you again um more the sequence are got a few improvements the um the sidebars and the um there is a few in the in the interface in the the sidebar and the sequencer and the preview menus they got improved um they are sorted a bit better there is maybe mainly making it a bit more consistent um everywhere the um there's a new show a new key map which if you um for example have multiple um multiple strips and you press brackets yeah left brackets or right bracket square brackets it will select everything from on the left side or the right side and i believe that's a more industry standard way so also very nice to hear that the sequencer is getting attention this is mainly a work from uh the user tint what in in the in the community and also william reinish so thank you guys for giving it giving some attention to this to this editor all right now time for the well i'm running out of time but there is a a lot of fixes and tools and features all over the place that i want to mention first one preferences by default now the add-on listing in the preferences is gonna show only the add-ons that are enabled so by default blender used to show like a whole list of things that you probably didn't even care about especially because on the top um they were like the import exports so if you're not really into like importing and exporting what would you even have them so now only the enabled add-ons are there and you can see them at a glance you can disable the ones that you don't use and uh blender will should load a bit faster so it's a nice thing to go and do every now and then this um what else there is a new no there is a refactor on the math nodes and this is a small one but let's get it here because i'm excited for the future of this this um this tool this addition so this is a small one the math node now has been refactored it doesn't look like it but the inputs um here these inputs are now more dynamically added so when a kind of math that doesn't need two values it does not going to show two values before it didn't and maybe gets a bit confusing but it's a uh it's a small thing but the factor the fact the fact that it got rewritten it's very exciting for the future so now it's a bit more it makes a bit more um it makes a bit more sense and there are many goodies coming for the nodes by the way not in this release not in this today blender today by the way however i've seen a lot of people excited asking about the um the uv editor why blender uv editor should have you know should be better should be should have a bit more features should be have more love well it's now getting some love there is a new feature from the community from jesse in the community let's let's give it another shout out to these community developers jesse why um he made this new operator for the uv editor that selects overlapping meshes so if you have a big uv and you don't know if they're overlapping or not you can quickly just basically select and use the select overlap overlap and it will select the meshes that are the islands that have other islands overlapping so very nice um very nice addition and it's good to see another part of blender getting a few a bit more love and attention so thank you for that all right 15 minutes left more features you can't complain today there is features to like throw around so for example let's say you have a material added here that you're actually not even using you have this material and um let's start a new scene so i have this material that is um that is red right and then i have another material then i made it blue but i'm actually i'm not even using it that happens all the time if you have if you import meshes if you join meshes you end up with materials that you don't really use so there is a new operator here in the dropdown that it will remove the unused um slots the ones that are not really uh being used so i think it also works for slots themselves yes so we'll remove all of them it will show you how many is being removed and um that will help to clean up your meshes a bit better so it's can also be used by um by adams for example if you do a lot of import export weird stuff you can run this operator to make sure that it will remove the um the materials that are not being used what else transform okay this is an improvement in the um the performance yes somebody asked for performance improvement well now um proportional editing when you have bunch of objects and you move one and it has to calculate the surroundings in order to move these um objects with it or meshes or anything that is proportional editing got a performance upgrade of 30 percent around 30 percent for six million vertices so the test the improvement is not linear so it's not like with 12 million you're gonna get 60 percent but it's uh it's actually very very exciting because it means that around 66 million vertices got 30 improvement it's very nice um another improvement regarding that you're not gonna see until if you're a windows user and you use the msi installer you're not gonna see this improvement until the 2.81 release but um basically from now on from 281 onwards you will be able to have multiple windows installs and the same computer and up until now blender will override your um your installation and now you can have thanks to this fix you're gonna be able to um install multiple versions and um what else well since we are talking about installs the blender version for snap is available for 2.80 this is a new thing so if you're using linux you can use the you can install blender from snap and it should be up to date and this is also maintained by by us by the by blender the vf blender so it's a nice um nice thing to keep your um your versions up to date and that's all that's pretty much all let's go to the questions before i run out of voice sorry about that sorry so many features that i didn't get to i won't be able to answer many let's see how many comments do we have here so it's loading 59 comments all right i'm gonna answer the ones on the top because they have the most points and they uh they mean that they're the community has been asking for them so all right let's see um hello paulo hello so uh hello paulo i can't expect to see global illumination cache for cycles um eventually there's a cycles roadmap cycles roadmap roadmap on the wiki where you can see the state of some of the features um that are being proposed by the community remember there is also the um the dev talk forums oops dev talk forums where you will find cycles there is a whole section dedicated to cycles but let's get to the question itself i feel like addition to cycles will speed up renders a lot yes um especially for architecture interior yes adaptive sampling is it coming to 2.81 you can read more here adaptive uh subdivision or sampling sampling here um implementation implementation has not started but they are considered important so this is the status of it but now with 2.9 getting more attention hopefully we're gonna get more developers focus on this as well and have you heard of cat anime studio yes i've heard um the um the studio that is making even oops japan here no japanese dot engadget here um engadget published in japan and published an article where they uh mentioned that kata studio the one's making even galleon is um using it's moving to blender for this for the last movie the one that is coming out next year they are not using a lot of blender they say they're using a little bit of it but the next project should start with blender entirely they're now using 3ds max and they're switching so and one of the things i call their attention i call their attention is a grease pencil that's pretty nice all right what else and then an image um and i mean all right next when will be the baking be improved in blender right now you can bake metallic maps for instance also will baking be accelerated by nvidia optics i have no um no ideas about those plans um what else will be also be quite handy to be able to access the bake panel in eeve yes but the bake is not implemented it's not just the panel but it's the whole thing is not implemented yet in eeve um yes actually people are really excited about the kata thing also if there is a lot to be excited because not only they're gonna move they're moving to blender but they also became sponsors twice one of them it's studio kata corporate silver so next to one to google and the rest and also as a corporate bronze from the project studio q which is the the actual studio making it so very exciting that they are supporting they really um they're they are you know committed because they're supporting and they're switching to blender so only great news um okay next question um sofi asks is it planned to make notes for physics as in houdini yes everything notes is a project it's in development under the functions branch the first release that might see some of these updates should be around 2.82 um because 281 is too soon for any feature to be part of 2.81 it should be finished before mid september so in less than one month whatever is going to make it it should be finished it should it can be just something that you start adding and then you try it should be finished because that will give the developers around two months for fixing and working on performance and making things stable and then the release can finally happen maybe around november with a stable release and then start the process for 2.82 and again a whole month or six weeks for adding only finished features so yes let's continue him running out of voice at the moment so many things to talk about to this week this week when will the asset manager come to blender and same as everything not thank you actually is for replying the questions adult um same as the everything node uh priority is uh yeah 281 not maybe not because it should be added as soon as possible but 2.82 is more realistic piotre hi paulo what's the plan for addressing the edit mode performance well the edit mode performance is just like and everybody everywhere else in blender has high priority but there are no plans uh as far as i know besides the continue improving as much as possible the highest priority at the moment is undo which is a huge bottleneck but um yeah the developers are aware of it don't worry they're working on it it's just not a walk in the park yes grando mask will there be animation tangents like those used by pixar in future blenders so like something like blender devs can implement animation tangents not familiar with the tool but there is new tools coming from the new animation module in uh the in blender in general you can see in developer.blender.org you will find on the sidebar all the different modules and you can see the animation one which is now led led by uh sebran and it's it looks empty now but actually the team upstairs the animators they're working on uh animation tools improvements here to be listed there all right next question cinomax ask hi paulo i think the measure tool shouldn't be an active tool but more of an object maybe a new type of empty in empties these ways when switching tools it doesn't disappear and could be used in so many ways including rigging that's a good point actually i never thought of it good point good point uh let's move on cobra asks we now have preferences as floating windows and soon file browser and asset manager what does it take to make them always on top of four windows this is doesn't seem right to provide floating windows without the proper solution i wish also the internal blender menus also detachable and on top this way you don't have to go through them or pressing keys yeah the the floating menus would be a good idea the problem is when those menus that are context sensitive for example um when you i have here so these menus that show up and disabled if you have them floating what happens to them like they disappear or they're always there oh so yeah it's a bit tricky and the floating windows you mean like the preferences that you can't have them floating all the time well um i don't know anybody working for windows in this for fixing this but if you use linux most of the um the window managers allow you to have it always on top so you can continue working have any window not only blenders always on top um but if you're using windows i think this is not enabled or i don't know if they even implemented it uh next question peke go asks hi babelow i want to ask about everything notes i asked the on the developer portal but i didn't get an answer yet so i thought should ask here what does it mean it's it means something like we see in soft soft image houdini uh so it's also on the data blocks level transformer notes everything notes is this project that hopes that most of the areas in blender if not all of them everything should be noted so material level um maybe up to down to um modeling in the future but that's like way in the future but for the time being is modifiers particle systems um animation nodes um while shading we already have but yeah that's that will be the idea um next huddle but i think for one once the function branches branches a bit more advanced i'm gonna invite the developer um check that to come over to the show and make a special about everything notes next question huddle says hola babelow last week i asked you how to unhide all collections at once i guess the outliner is the answer yes i was wondering when could we expect the dashboard roadmap page on the blender website these chronological records to reflect devs priorities for me uh yes i know what you mean i have it on my it's on my to-do list the dashboard but we have to define how which kind of information should be should we see um and how much of that should be automatic because if it's everything is manual then somebody will have to take care of it and i hope i don't have to be or developers don't have to be or where if it's maybe on the wiki so all the developers can update it maybe um we have to think uh exactly maybe i can make a thread on dev talks to get the feedback from you guys bintang asks thank you for all the hard work you guys putting into blender is getting awesome every day she's wondering we have holdout shader for evie now there are plans to have collection holdout lashes like in cycles that should be part of the override system so yes i think that should be possible using overrides just like in cycles basically uh yes let's see uh also do you know that in particle edit mode the particles won't update when you change its settings uh please report this as a bug if it's supposed to if it was working in 2.7 but remember that the particle system is end of life it means that it's not gonna get anything but fixes uh no new features um until the new system comes out in 2.82 probably um hello i have artifacts in the grid viewport i tried the windows linux the same issue ideas paper cuts not a paper cut seems like a bug so please report it next question notes are pretty great check out this free realistic procedural wood generator there is a note screenshot what um so it's a realistic generation uh but it's in gumroad gumroad is not free they ask you for your email if you want it even if you put zero they ask your email you can't that's not free they are they have your email so um anyway um what is it is a it's not screenshot can we expect some kind of the proceduralism with 3d modeling as well as everything notes comes um yeah i think with the preset system when we have a preset system hopefully for the asset manager we could have this kind of um of um of setups already because everything notes should take care of it but even with the current system it should be possible to do it to have it so yes and let's move on oh fudge it's a one minute past six i'm already over time so let's do five more uh questions all right gurlaldip Singh asks hi paolo can you guys please add shadow catcher in evie like we have for cycles um thanks for making blender a great software that anyone can afford oh thank you i think the having the holdout is the first step towards having a shadow catcher so it's not a high priority at the moment because priority is in performance in making evie working for everyone and to be stable but yes it's um it's uh everybody's asking for it so i bet developers are aware of it um mil porote hey paulo i'm a new user and i have a main doubt and a bunch of fast questions that came after exploring blender main doubt what is shown in the picture is it a bug or what okay this is gonna take a while uh no that's not a bug that's exporting that's that's okay that's interesting this dot tells me that there is a face here but there is no face here and you're making it inside so you can actually and if you if you have back face enabled then you don't see the back face of okay that's tricky um that you can get this behavior by making the things the proper way but uh if if this happens just out of nowhere by default then it shouldn't happen other questions i know there is a branch about precision modeling yes do you know when it will be ready for an official build um no i'm not aware i'm not uh i don't know exactly when i know it's being worked on like a uh at the moment and i can ask the developers actually karmano is a name and i can ask him about when but i don't know if it's four two point eighty one there's already too many things but maybe two point eighty two there is a thread on dev talk by the way about it so make sure you check it out if you want to give feedback to the developers um it's here there was something about here no precision modeling so it's precision discussion for here this one so make sure you check it out and give feedback to the developers all right that was number four yes number no that was number five number four bar tex ipablo decade ago blender uv tools were amazing unfortunately not anymore um so long story short i think is what do you think about the uv quest i love the idea of a uv quest and but i would think that after 10 years we should just get rid of uv's but no they're here to stay so hopefully with um udim will bring some love back to the uv editor uv mapping kind of world and the feature that we got added by the by jessie that was also a nice addition and i bet there will be more people willing to to contribute for something like this i think the more noise that we make the more like a um um right click select proposals and the dev talk forum and you know like feedback the better because i know that she's after watching this and after knowing the love that is getting for adding some uv tools i love that i i think it would be very motivating to add more features like this all right what is the problem with uv's no problem it's just that it's just the pain that it is to work with uv's um and the uv unpack it could be a bit smarter um the dragon asks i ask oh sorry uh here the dragon asking the question number three is uh can blender get an option so we can see inverters faces like in 2.7 this already we mentioned i in the last um episode and i think in the last two episodes already the that yeah it needs to have an option there should be a shader option uh no shader maybe just custom color for the for the um for the overlay and okay question number two can we get blender tool similars to this i i mean we have to watch a video uh okay it's a short video spiral tool i bet there are multiple add-ons that can make this thing actually spirals actually there is a an answer in the building add-on as mesh mesh extra objects even custom math functions okay i will leave you the community for that i'm running out of time so let's see does blender 2.8 run better on quadro what is the advantage we get from these quadro cards which we don't get from 2080 2070 so the well here the community's answer thank you guys for taking care of this um but yeah usually they have more VRAM and they are a bit more precise so if you're working for nasa maybe it makes sense um but if you're just i think it's just better if you just do random like like regular use it's cheaper to have a 2080 so i would i would maybe have two of them instead of having one uh quadro and the last question i read that vulcan integration is in development yes will there be a metal port for mac os in the future no they will perhaps yeah exactly the community's answer everything thank you guys you're making my life easier this is this is how it should be you know uh sometimes i don't get time to answer the questions but here you get this is the right answer we are um probably gonna use molten vk because switching blender to metal nope but having a like this uh wrapper around it it would make things a bit easier all right the blender smoke simulation is just a bonus question far from production ready can we expect development yes there is mantaflow thank you guys i'm gonna give hearts you'll get a heart and you'll get a heart and you get a heart everybody gets a heart all right enough enough how are you guys on the chat is everything okay is everything okay yes all right everything it seems to be under control i had a great time i think i've been rushing through all the features i hope you follow some of them you can understand them otherwise uh go to the dev talk forums there is the meeting notes where you can read all the changes i will try to put all these changes or at least most of them around in the in the thread so you can follow them uh try them test them they are available go blender or slash experimental try it it's the software is breathing is changing every day so for example the feature for invisible uh objects in the outliner was added and now it's called hidden because it's more consistent so it keeps changing all the time let's make it a bit more uh let's let's make it a thing to try the software go feedback improve it because it's like having a million developers instead of one thanks again for staying until the end i had a great time i hope you join me next week at the same time in the same channel before i leave remember you're wearing your headphones that we go with style so in five four three two one thanks everyone thanks everybody for hanging out in the chat until so late i'll see you again same time same place next week ciao now you are breathtaking