 And we are live all the community. How is it going? It's spring here in Amsterdam And it's also spring here the blender animation studio the movie is finally out Since a few days already it's over 300,000 views so far great comments great everything So now today we can allow ourselves to have a more relaxed chat with director writer shading lighting effects fixing comp editing You name it Andy got Alcik. So hi. Hi. Hey. Hey, so clap clap clap sounds clap sounds. Hey So Thanks everyone for tuning in it's live. It's 5 p.m. Here in Amsterdam So you can ask all the questions to Andy. I just shared the link I think it's on the description or in the first comment of this video But I'm gonna share it here on the live stream as well on the chat here on YouTube so we can Start answering questions in a bit. Not yet. So many people. Yeah from everywhere. Where are you watching this from? By the way, so people from all over the place. So it's not that I'm sure it is that I'm just standing on a on a beer crate. Yeah. Yeah. Wow. So How is it how are you right away? How is it after how's the life after spring? I'm fine I'm fine. That's it's very relaxed currently and Yeah, I'm just just chilling out Not trying to do anything too demanding because the last couple of Months have been very rough to finish up everything and then there was of course their final sprint Sprint sprint sprint at the end of the project But yeah, no, it's just a very relaxed. That's amazing. So the main thing on this project was getting Blender 2.8 Ready and by that exactly the cold quest. So somewhere. Yes Last year in May around May the whole team changed from 2.7 to 2.8 like From like in one day. Well, pretty much even though like it wasn't all that smooth in the beginning I mean, it was when the code quest started, right? Everyone was coming here to to the new studio actually and Then after a while the spring team moved in so far while we were still sitting in the center of Amsterdam alone like Spider-Man. I'm just gonna Blender here and Yeah, and then we were coming here and then the deal was you move into this new building You're gonna be using Blender 2.8 every day every day. So in the beginning it was a bit shaky because Yeah, 2.8 wasn't ready and then over the course of the code quest It was developed further and further and further and a lot of stuff changed and the top bar was added in and the Collections and everything the collections was re-recorded like the way collections worked inside of Blender was recorded And the fact that Blender kept sort of running and files from 2.7 kept running is insane. Yeah Yeah, so what we what we do I have to talk really loud by the way or oh if you can't yeah anyway So what what we want what we were doing in the beginning is we were trying to keep it very Parallel because Blender wasn't that ready for animation yet. So the dependency graph was still very very much under Under heavy development So we tried the first week to see okay Can we do the bare minimum of stuff and then we tried with a couple of shots of the film like the actually the first shots That you see in the film with the icicles were the earliest Blender 2.8 files of course after a while we started to rework them and And redo with them of course, but these were the first building blocks where we first Try to figure out what is this collection thing? What are these view layers? How does it all work and then by the way there was workbench so How they work with all the all the fancy UI things like where you can you know color objects randomly in the viewport And and all that kind of stuff that was very new to us So we had to get used to everything and try to find a Way of working the strange new piece of software So it was yeah was pretty rough and then after a couple of months it got like to a point where it could Actually use it and then the project was over and then it was Well, so if you didn't know by the way spring it's Made with which what's a render did you use by the way? Oh? That's a touchy subject at the touch question. Yeah, maybe okay We're gonna leave it for the end, but one of the the main things of Spring if you haven't seen it, please go watch it take a moment because we are gonna spoil you so bad There's gonna be some spot. Yes. So okay first thing. That's not a chocolate next thing Spring is full of clouds So one of the big improvements that were done to two cycles was to render clouds, right? Like two volumes cameras are the volumes and we even though we had that previous project Yeah, there was some improvements that we were made and actually some Some bug fixes that we found along the way and then Yeah But most of the time like most of the time the volumetric stuff really wasn't that much Under development that was like the one thing that we went have from the get-go We said, okay, we're not gonna do heavy development in rendering because we have most of the tools already cycles Which this was rendered in by the way Spoiler this was rendered in cycles was was already pretty good So we knew that we had all the features that we could That we could make this film with so but all the rest of the stuff like how do you make a scene in Blender and then output it to the render and all that kind of stuff. So that was all very Very much under development that was very like very experimental for us as well because how do you put all this stuff together? Using collections using view layers basically replacing the 20 little buttons. We had in 2.7 Exactly with an actual massive collection system. So yeah, when you're when you're working in a film like this You have a really complex Array of stuff that all needs to get shoved together And to produce a final frame and that was the big the big Milestone for this project. Yeah, actually do this. That's that's crazy and then the I'm still amazed everybody said of course looking at the render So it's like like actually the renderer even though it's way faster than in 2.7 You can compare it's like more than 30% faster in 2.7 It shows the the fact that many tools that for many options that are considered experimental like Micro displacement it had they're having used here for like actually displacing the dimensions when getting more more details So that is still crazy crazy to me I don't think we used micro displacement though sure for the real real We used cycles displacement like the the little plug you do in there in the the note output But not micro displacement. They actually micro one. Yeah, because I think we ran into into issues So you get the you know dicing the scene and then you get slightly side tessellation problems And you tested it for the mountains at the beginning. Yeah. Yeah, but in the end Yeah, if there was one thing that was really like the thing in this project like the memory usage went through the roof with us So I don't think micro displacement will have really helped But yeah, there was a lot of displacement in this film and like we were using principled BSDF and principled volumes all along the way. So those things that were also developed and improved for this project, but a big thing that it was a first for this project was actually denoising denoising yeah, because this is the first film that we used that used the cycles denoiser and We actually were using it and we were extending it in a in a different way where we also Where we didn't just make it as part of the rendering process Yeah, but we actually did it in post like not in post post like for cycles For for the you know in the compositor where you do the bilateral blurring and that kind of stuff based on normals but in the actual cycles denoiser that Luca Stockner made Brecht actually made Operator a change operator kind of thing that lets you denoise based on a multi layer EXR sequence So we were getting these enormous frames from the render from back with all the layers that you need for denoising and then you Yeah, you just run a little Operator command thing and then you you basically denoise the entire thing. It's super hackish But that was actually very interesting. It kind of works and it really doesn't take much I think I demoed it a few weeks ago, but it it's it feels a bit hackish, but it's not really Or you think it is haggish the problem is how you just does not x it's not exposed to the user and how to execute it Yeah, so quick crash course and just enable the denoising Data and then in the terminal you will find that you have the operator called with py dot cycles Operates operators cycles and then you will find the denoise animation. That's that's the one So that's a crash course. Of course, it takes a bit more than more than that because you have to have it for example if you want to The for denoising is this but for measuring images with different samples for example, you also have to use the this operator with a different Seed number, so there will be documentation for this on the blender cloud. Yeah. Yeah, it's this is not For like even I don't know half of what you need to do there I think you also have to use the exact same output path as you have for the input path and then you need to load it in the movie clip editor and Then yeah, your denoising settings are not what in the scene that you're originally rendered with but in the scene that you currently are loading But so I wouldn't really recommend touching these things so far a good point Yeah, because it's using this yeah, we're gonna confuse people so just wait for the training on the cloud But yeah, it's using actually the ones on the scene that you're running the script on not the actual scene where it comes from so after that confusing part of I Think it's it's about time we move to the questions because there are many questions and We'll be cool to to get over all of them. Let's go. Most of them. So okay 19 comments so far So remember for asking the questions you can go to blender dot today and you will find the thread here It's called spring is here or I also pasted the link over there so Hey Congrats on you the blend animation with spring. Thank you Could you explain? How did you manage scenes with like high-poly and low-poly assets for spring for now? We use two blend files with high and low and How would you how was it work? Alright, so usually we we don't do a blend file base So imagine you would have like you have a whole production repository at some point You have the shots and some points you have all the props for it So we're looking at the props currently and we would do it so a prop is Stored in one blend file. So you might have the staff of spring in that one blend file That would be called staff to blend and that's the thing that you link into the individual shots Along with the character and everything stuff to blend. I happen to have it right here. Yeah. All right now the way that we manage the low and high kind of way is using Using collections. So you have a collection in your scene. That's called high And that contains the the high staff and then low which contains An optimized version for the animators now in our project You would most of the time the animators were actually working with the With the high-resolution version just because they needed to you know to get spring to interact with the staff and that meticulous kind of way like I mean You can see it in the shots as healthy animated. It's super amazing how like how she actually seems to be touching the staff It's so well done So yeah, in that case they would actually use the high-resolution staff like this. Yeah, and and so what we would do is We don't have a script kind of pipeline for it anymore. We would just swap out the the collection name So you would link in both things there are staff high and the staff low and then You you basically swap out the names you can also do that with a python script. It's it's actually fairly simple Yeah, but we didn't have that that many props to switch back and forth. So we we were able to do it this way Yeah, I think the rest of the question was Like a bit of confusion of yeah, but I noticed that in profiles on spring contain both types in one collection called GRP so how referencing and switching is happening. So the GRP thing is basically a Leftover from the old group system that collections kind of try to replace but they also kind of want to some be something new so we we are working with prefixes to objects and Other kinds of things a lot. This is not the best file to look at because it's a bit messy But so a GRP is a prefix to a collection that tells The artist that this collection can actually be instanced or is meant to be instanced to a different file So it's called GRP is called group So this one you can actually take into your file and then why is this high and low collection in the same thing? That just means that you can You can just instance, but you can just load up the staff in your file and then you can do the visibility setting in your blend file locally in the shot or Or well, you know by a python overrides and that kind of stuff Yeah, but most of the time we had like for the staff for example the high Resolution one was never actually visible to the camera and the low resolution one was only visible in the viewport and In that instance the low resolution one also didn't differ that much from the high resolution one So it's not the best example, but most of the time you would have a collection that has a GRP prefix and Then There would be a low resolution one that the animator see and a high resolution one that only the renderer sees and we never ever See in the viewport. Yeah, did that confuse you me too, right? It's just used to and then you choose what to show in the viewport for example for depending on the task that you're running Mm-hmm, are you doing so for example in this case? We have this is the lighting file. So we have only spring high There's no reason to have spring low Hopefully one day this will become a Cache that the animator the animators export and the lighter lighting artists don't even have to deal with Yeah, but for yeah for animation you don't you don't need both because then you need yeah This this the naming base thing is not really the most straightforward way So you'd have an asset manager that knows okay There's this asset called staff and that uses high resolution low resolution medium resolution variation number 25 or whatever and yeah Yeah, and that deals with this so you don't have to remember all these thousands of names So that's something we still need to address. Yes next project is gonna have an asset manager. Let's hope Let's hope the same as a new we always say the next project has to have a new particle system or a new compositor or We keep making films with what we have next question Very interesting how you organize all your stuff in your projects your assets your shots shots in the sequencer the assets and How everything is managed in your edit using blender There's a lot of questions how to organize your quest to your scene. So for example You name the the sequencer in the sequencer. Is there any particular order that you use for like for the actual? Editing or like for the grading of the So in the sequencer, okay the what you can see here. I hope is the edit of spring and The top part that's not really that important These are just some colors that help to identify the shots and then some adjustment layer So this the top most part was done in grading and then the bottom part is what you're working with and we have different different Levels of shots being done and you can see in the bottom most part. There's the layout. So there's the layout You don't have to explain everything. Yeah, so yeah, just yeah, it's hard to explain So at first you would maybe start Your project by storyboarding it so already you can scan out scan in your storyboards and then put them in the sequence editor to Make an animatic out of it. So you have a very simple version of your film That's hand drawn and and you can already make some decisions about timing. How long does this scene take? Does this feel too slow or does it feel too fast and then you can see in a sequence and you kind of Feel get a feeling how your film looks like And then what you would do After that is try to do a layout where you replace the The animatic or the storyboard version with a 3d animated one where you are making decisions about How is your set looking like how are the camera angles and then you're trying out different camera angles different sets and you're You're basically adding more detail as you go along And that's what we would like all this kind of stuff We manage in this edit and this edit is also tied into our shot tracking software attract Yes, so the topmost channels like all these colors like the blue stuff here and the green stuff These are just color strips. That's how I did it here And these give you an idea how long each shot is and that gets adjusted along the process While you're editing this but these are the actual representations of the shots in our shot tracking software So the shot tracking software knows where that shot is in the edit What the name is what the duration is and then what the tasks that are associated with it are for example You need to animate it. You need to do a camera pass. You need to light it You need some other things you need to do like nice and come rendering and all that kind of stuff everything so so Stadium for the cloud Yeah, it's like the edit and attract that's kind of the two-way things where everything goes together And then you have all these kind of blend files that make up the shots and these are in in our repository And this is where we make the film and animate everything short Yes, and the great thing about all of this Pipeline is that you can actually use it yourself the Attract is available for all blender cloud subscribers and the add-on also so If you have a blender cloud subscription, which is how spring got made and how all the open projects get made You can just get the add-on and do it yourself use the same system with that There is documentation on YouTube or how to set up by in the cloud render cloud YouTube channel how to set up your own Attract stuff Next question Just want to know what kind of dark magic did you guys invoke to make spring so good coffee dark magic? Yeah, coffee helps a Lot of dedication I would say I mean the filming. Yeah Yeah, I Think like we have a really I'm so proud of our team upstairs and the animation studio part of Blender here These guys are so passionate about and like about putting so much detail into Into the shots and into every single moment of the film like I think that's really what makes it so special like you can look at it We can watch it multiple times and just enjoy all the detail Yeah, so you're actually caring about the project right like that the passion behind the things of this and using blender is awesome So yeah and improving it being able to improving it is amazing. Yeah Cool. We have some clarification about what will happen in the texture editor. Okay. It is more technical Yeah, but with the texture editor There is no much to clarify because it's a it's a it's a product. It's a part of Blender that it's a bit I wish you will be everything notes stuff or Well, yeah, not really it's more like the the painting or flow system like a texture editor Oh texture painting. Okay. Yeah, I think because I think that's what he means. Yeah, so another question. What about Montaflow? Mmm There has been plenty of updates on that on the like commits there on the actual branch There are plenty of changes, but yeah, I think it looks really I would love to test for 281. Yeah, then we have to make a film. Yeah for that with that so Hello, I love I absolutely love spring. It really shows all your honing in the craft looking forward to the next movie Already, how would you compare the scale of spring to the previous open movies? That's a very nice Question These are going to be a new blog post or an update. Yes, there will be more blog posts especially on the Development fan part because of the home stretch, but I'm gonna talk that later in this episode How would you compare the scale of spring? Actually, that's a very good question. That's a good question. Yeah I've done I've done 10 years of open products and I would say it's by far I mean It's difficult to answer because like there's a lot of stuff in this project that we have never done before We've like as I said the memory went through the roof. So we really scraped on Like like we were allowed to render with 16 gigs of memory in 2019 Yeah, yeah is like that's not really that that reason anymore But our render film had that limitation anyway, and then we made it work with with 32 gigs. So 32 gigs of memory is what we liked a top. So we said there's a roof. Yeah, the roof of course we blew it off But whatever So a lot of memory big memory usage the environment is very complex like You have a big forest you have a valley you have mountains and all that kind of stuff. So that's very complex I mean in Centel you had lots of different environments. That was that was a complicated part But I remember I know in cosmos for example with all the sheep in and there's The singing and no not the singing is made it even more complex But there is all everywhere and they also have simulations and you did both of them Yeah simulations. I mean I like Sorry, you did not you did both of like in in spring You did the hardcore part of having bunch of huge characters and you also did it for cosmos with the lesser hardware and lesser blender in a way Yeah, and cosmos. I think it was like the tornado part was really the most difficult one in like in terms of R&D because you need to actually you know make the thing work and find out how it works For this project. I was already used to Doing cloud simulations or smoke simulations. So I knew how to do it kind of and I did it So that part like you learn with each project. So but I would say it's by far the most like the most Complex film even though it doesn't try to be because we really wanted to do something very simple Like one girl and one dog and an army of smoke monsters with tentacles and fur and that kind of stuff In the mountains of course just saying yeah, so So, yeah, this is by far the most complex another question box online. Congratulations to anyone who brought spring back this year beautiful graphics animation is so cute Blender it will there are more chances about ah, yeah, we haven't had a chance to find spring t-shirts We should be making spring t-shirt. Would you buy a spring t-shirt fewer? Let us know. Yeah, it is now if there is enough people we can make some Well, we need at least the crew of t-shirts. Oh, yeah, would be so cool Yeah, well, there are more chances with the lender 2.8 official release. Well, I I Hope spring can have a place in the 2.8 splash screen maybe on based on that awesome because it is the project that pushed it the most so maybe on based on that we can have a Design for a t-shirt so spring is beautiful. My wife has to play it as a game. Nice I'm sure if you're taking any non-spring questions. I'm gonna ask that one after check that one after let's try to Leave the questions that I can ask Andy here. So What's the next project? What is the next project? That's a good question. I have no clue what ton really wants to do I mean People know that we're gonna be working on the agent feature film at some point. So like right now we're Researching how to make a feature film. Yes, that's something we've never done before some people have done it Some people surprisingly use blender to make feature films. So that's cool. There's some expertise already That's the next big thing. Hopefully maybe some some smaller short films in between would be nice to do a short film I'll I would like to see a bit more of the NPR part of lender Yeah, I would be so good to do an ED a rent a film like not only amazing no more eight-hour render Wow so We're getting close to the half of the show where we move into like the the more Technical part of lander would like to hang out in there. You like how do you like the The technical side of lander. Do you do make add-ons yourself? Yeah, I make some really bad add-ons I know it's a blender is really it's it's very artistic in some ways But also very technical and others and I kind kind of like the blend between the two So I really like the technical stuff and I mean 3d in itself is technical So yeah, lender kind of manages to to like cross the line really well And it's been the the artist's technical side and then on technical side can become really nerdy or not Which other open source project do you use? I Creta for texture painting and drawing a gim for some retouching not use that heavily nowadays inkscape for all the vector kind of stuff Djv for playing back image sequences, even though it's discontinued then I have to think Pretty much everything that's a role everything of the blender animation studio, which for good or for bad We are we try to constraint ourselves to use only tools that are accessible for everyone So or make the tools ourselves and make them available for everyone like flamenco for rendering or attract They are open source. They're available the blender cloud has them as it's so it's easier for you to access them But if you were good enough with computers and stuff, you could probably run your own server So I think we're good with the with the with the spring things It's a I didn't get to ask many questions from the live stream. Unfortunately. There's a lot of stuff I wasn't able to look at. Yeah, crazy. How many people there are crazy insane so favorite feature in 2.8 before you do and favorite every coming Everything notes are everything now and Okay, I would say it's probably a V collections workbench The UI changes are great as well because everything gets much more accessible and easy to find so that's super cool and You can be not nice in it The fact that we are in the blender foundation YouTube channel doesn't mean you you can be Candid I could I could Storm and and and flamethrower and for hours. So no, no, it was it was it was good Like all the all the the complexity that that collections added really just made everything go like Possibilities, so that's that's really cool. Do you think a spring would have been would have taken Would have been possible with 2.7. I mean we kind of yeah fair question Of course you can make it with 2.7. I'm not with the same. Yeah, not in the same kind of way Like with the same organization and the same complexity Probably would have been done quicker because we wouldn't have that many crashes, but that's why we do it, you know to improve blender well It's been a pleasure to have you here. It would be awesome to keep doing this kind of video It's a cool place to hang out and I was getting more technical because we also have an extra visitor today So you're free to hang out if you're gonna disappear you're gonna disappear and then we're gonna get Welcome back what happened to you. It's good to see you man. Thank you, Andy. Bye. Bye My god, nice new camera bubble. Oh, yeah, I'm getting fancy here all the blender foundation sponsor channel. So what come Welcome the life of linto You were here last year. You were in blender today and then that oi blender code quest Blender developers YouTube channel if you don't know the line he worked. He was the manager project manager of blender 2.8 Coordinator coordinator doing the cold quest the cold quest, which where is your hoodie man? Oh, I brought a different one Well during the cold quest which brought the blender 2.80 project Forward now it's back together with all the other developers. Most of them They are here for one week for the home stretch here in Amsterdam the goal of it is to basically just To when it is it's going fine, but now we need to wrap it up We need to prevent the goals to drift too much from because we're all fixing bugs But at some point you need to say if it's time to To get things finished and wrap it up and try it. We're definitely agreeing on the release date spoiler But that's my more for the end of the week. Yes Did you hear like you just drop it but there might be a really no okay Not too hype it but like the goal is to have at least an idea of when is the release Going to happen, but remember that before the release there is release candidates where people get to test them The releases before they actually go live with two point in the past. We had the case that sometimes People don't really test the release candidate that much They only test when it's the actual release and some bugs slip by and then you end up releasing 2.79 a You know to this day like you're talking about how was the past months for everyone here And we're still fixing bugs that were in 2.7 that no one just bothered to report So they still have those so it's gonna be coming all over again The other important part of the home stretch is to decide what to do after 2.8 is out because you know, we have a bright feature ahead and 2.8 brought so many new users and consolidated so many pipelines But it took way too long to complete So we're not thinking water the new deliverables gonna have the different projects in blender Those we can probably spoil a few of them. I don't know if you have you already have because the everything started today Actually, then they got together today. So if you have any Spoiler, yeah, we're gonna answer some questions by the way You can keep asking questions on a blender today. I'm gonna ask him But so what was today about that there was a meeting a kickoff in the morning Well, we started the way the same way you're going to start tomorrow and Wednesday with the blender's Animations to the feedback. So they did you guys had a post-martin? Yes and a lot of these was where I was translated to not feature requests but Constructive feedback on the blender 2.80 because they're using 2.84. What one year almost nine months ten months at least 11 months straight because you guys switch it to 2.80 after the first month of the blender cold class last year So you're starting these sections of every day in the beginning of the week with their feedback today was animation team feedback so big so vast and it's not even Very fancy. They're really trying to focus on low hanging fruits There's a more techno terminology for things we could for things quickly tackle and then get a huge out outcome for it Yeah, we had that talk just a little now that we had that presentation. So basically Since we've been working on with 2.8 for over a year. It's just There's so much feedback going on on where to focus and where what's work with what works and what doesn't work So the idea is that the blender studio, I mean, of course, everybody's using it all over the world But the studio here is like full-on like using it even before we was like collections were a thing or like, I don't know Or even where the same system that we have now So it's very important for the studio to give feedback And that's what the animation team did and that's what the render team is going to do I hope to be there because I also have some feedback on 2.8 on what to improve So that's that's part of the goal. Yeah, so when today so we had the presentation from the animation team And we started talking about the future projects Which I guess it could teach some of those topics, but this this this If they're not like too happy, you know, don't don't say like no, it's feeling like the user interface There's a lot that was done for to put 80. Yes, there are things one thing prove for instance dragon drop as a more And nothing's preventing users from drag and drop panels all over blender beside the fact that's not implemented So there's a lot of Besides the fact that it's not implemented Okay, so it's this is an example or the asset manager asset managers finally finally coming with the 2.8 1 2 I don't know 281. Hopefully, yes on animation tools. So part of the things that was discussed with the mission team was to bring now more fast with interactive feedback Motion tools the motion path to motion paths. That's a big one So not even not even like fancy ones just the ones that we have now, but faster that is like huge and VR It's another one. I really don't so those are those are the four ones. I'm planning to be involved More like hands-on. Yeah, okay. You as a developer But it's also the other ones that the community are working on like the sculpt features Spencil was in the least because Gris Pencil is planning to have a cutout and support so cutoff features Yes in the upcoming releases, but on 2.8. They're focused on stability now We had cycles which means still on boarding and reviewing patches from the other the contributors and yeah So keep moving features ahead. What do we have here? I I just happened to have this plan for here and it looks super creepy when I was getting close You can actually see through But now I just wanted to So have you seen do you see Blender today when you are home by the way? Do you do you stay up today with the news? I used to do it for now and then yeah nowadays it just Time is being of essence. I wasn't able to watch much. Okay. Well, I didn't even see spring What? Spoiler alert. I mean, sorry, okay? We're not gonna focus on spring from now on so I just to show you I'm gonna actually put you up today It would happen what happened last week because we use with the travel from Brazil and everything you may have Sure, so this week is was a lot of updates on the UI in the interface level So not nothing like huge game changers But for example now the which is more like a fix the when you collapse the nodes They keep the same size as when they are and collapse So they yeah before actually there was a different size for the collapse nodes and when they're and collapse So they were jumping around. They was super annoying You you do some scripting I heard right. Oh, I used to be a full-time scripter for a few months of the time well, you will be glad to hear that now the path for the text if the text for example if the script for example is It's saved on your hard drive. It's gonna show up in the bottom right here the path, but not only that I mean we're discussing today was mentioned that for me the text answer is one of the orphan projects and No, it's not for instance. We have the header text there. Okay, we kind of agreed on is not deprecated or ops or obsolete or orphan Yet we agree on having a very simple scope of features and if someone wants to integrate these with the bugger Probably won't support it But carry on into okay. Well, I never mind then The feature is that the the actual the big feature is that the Every editor now can have a footer not only a Header but a footer. So what you see here on top is the header like every other window every editor But now what you see here at the bottom is a footer, which happens to have the text internal now But if you have a doesn't show the current line, you're selecting. No, but No But actually you have that here you can see it here. No, but the current column Current column every single Text editor has okay. We could add those. That's the kind of thing we were debating over late So what's the scope of the text editor? We're doing like today in the morning But that's an easy one like that feature you can put it here and there is even a place for it And I'm actually super excited about this footer idea Because I would love to for it to be actually here in the viewport itself The future idea a footer. Oh, yeah, I don't have it in more places. Yeah to have a footer in the 3d view I think the 3d view itself could benefit because that way you could have say for example the stats down here of your Object and then you can because it's transparent. So you wouldn't yeah You wouldn't what if every time your mouse over something then it takes over the To footer we have in blender and then what they won't hear you. Oh ink. Well, that is that happens Already with them with them. I don't know. I mean seeing so I could her editor footer No, I think it could because sometimes you don't like for example now You have the stats here, which if you're doing like video editing, why would you care? How many objects or triangles you have my point? Why do you then have these stats and then the footer on the VSE the video editor? Yeah, as well, maybe Whatever you have Think about how tools we have one tool active for the whole window that might affect all the editors Could the the footer could also have this role interesting. Well, you know a developer a very nice developer has a proposal on removing the bottom and Heathers so basically making the headers always be a header on the top. I love the idea. Yeah I actually am also behind this idea. I would love to do I think it will leave to this less Confusing like when you're making a tutorial and you open a file that has the footer the header at the bottom Yeah, it's just weird. So what you guys think do you think it's a good decision? It's still under discussion actually got kicked out I think for like later to talk about it because it's a controversial show, but I I'm actually behind that And we discussed at last year even we moved that we change a little bit that we got we changed the default position So I think all the editors by default go to the top. Oh, yeah Yeah, but we didn't remove this option together So another little fix that was added this week was that now when you have the Sidebar and you go overboard. It's just it doesn't go away like now used to like become transparent now Actually, it just clamps to that the maximum size. That's very nice Another one actually which sounds small, but it's huge is when you're changing the value in a slider And you do you notice like I'm moving it all the way And back in the days the mouse you would appear on the other side of the screen Whereas now appears exactly where you left it. So the mouse this pointer Stays where it was where it was. So it's not like confusing anymore I kind of got used to the other way where you would expect the mouse to be somewhere on the other side But you shouldn't get used to bad things So, okay, let's continue um and another one that is also small but helpful for people that are using the actual The actual um Quad view to use a quad view. Oh all the time all the time. Yeah Well, you're gonna use it even more now because now you can tell where the separation lines are I could tell but okay now it was uh, you couldn't see it before and now there's that separation line And also I noticed that the toolbar is just one for the whole thing. So it makes it so much more useful It makes it actually handy. I never use I'm not a big fan of the quad view is nothing It's common for archvase. Yeah, exactly. If you're looking at the whole set I know you want to see more more cut more cut stuff So that's it for the interface then there is a new feature that um, we're gonna get to the questions in a bit Just want to go through the um this feature that is only for Gris pencil for the time being But basically allows you to when you're uh, when you have for example a Animation like this amazing animation you can change the color of the channel per layer per Gris pencil layer in the um What's the channel in this case The channel in the dope sheet. Oh the dope sheet. Yeah. So for example, if you have a um Now if you have so many like layers It's easy now to spot which ones are like the ones that you're animating And another thing that changed the last week, which is pretty small but being in the same time is that the The way they're sorted in the dope sheet is the same that they're sorted here on the side So it makes it one on one and it even updates when you're moving it. So that's also pretty nice And there's something I mean to say but maybe you can wait for later But we have this we have a lot of what's called paper cuts what we really bring it up So we have a task with a lot of those small tasks that if they're dressed They would improve everyone's life Considerably and we're now considering considering to create one for animation as well Because a lot of the feedback from the animators are like things you could probably do quicker and it's not very disruptive in terms of design And honestly, I'm trying to push for 2.80 80 80. Yes to actually prioritize the paper cuts Because I think it sends a strong message in terms that usability and polishing is important Even though we're still leaving some big features out of the 2.80 deliverable It's important to say that okay if 2.8 is about pipeline and workflow And user experience the visibility should also feel good to use and if you can address those small things Why not? Then yes, it should be good to you. The thing is that for example this post is to a thousand Comments long So um, there has to be some kind of um, we have to go through this List and just try to like white list some of them and then put them up. What terrible idea Yeah, the display face orientation only for wrong side now come on the wrong side No, it's the other one you want to see both of them so you can compare I use this feature all the time Yeah, because of you know working unity and the unity has backface calling So we need to know where the face is facing where the face is facing where the face is facing Yeah, so but there are many here. For example, this one is about there is no menu shortcut for the toggle view But there is ah, there is no shortcut for the one that Toggle's local view, but it doesn't move the the view But what do we have a task with those? I wasn't even mentioned specifically that I've talked Okay, so I'm gonna load this one once again. Okay. Let's 10 minutes for 37 comments No, okay, some of them were for for spring. So um Any plans to improve real-time shadows in evie? Have you heard well? Not about this particularly, but evie still had a long road map road map ahead of it So even after 2.80 clemancy on board and the plan is to keep iterating and make it better For instance to have to bring real-time compositing to the viewport Oh, yeah, but it's for 2.81 then but that's for for the future because cleman by the way is Part of the vendor development fund. He's like one of the developers that is to benefit from the blender development fund So if you're one of these amazing people that joined for only five per month Then uh, which by the way the guys from factoria joined recently. Oh, nice. Yeah, they are also They made a game that game is actually made with uh, some assets made with blender. So Um, yes, le man stays on board. So he can work on more evie features Um More questions Mantaflow, what about mantaflow? There has been a lot of updates. Actually, I already mentioned this one before but they're the Branch is very active. So I would expect it for 2.81. Yeah, we're talking about which part of the physics which were kind of Are going to be refactored because of the everything node project Which can be taken over by mantaflow not. Yeah, that was part of the discussion Yes, so more questions about taking more advantage of google's uh, summit of code season of docs What don't you know? No, so google's now not so google's summer of code is a well established program for google to encourage open source Uh, new contributors So blender for instance apply every year to get students like master or PhD students under grads and times To apply for a grant for the summer so set of flipping burgers or doing things unrelated to the field They can just work in their favorite open source project and over time become an uh The factor contributor that's how so sorry and so many others But now they start in the google season of documentation google season of docs, which is a similar scope But in terms of the students and the involvement with open source But it is to deliver final technical documents specifically technical documents. So not a user manual But to document the architecture and the api and How to bring new developers this part of the the project which is important. Yeah, that would be absolutely awesome One of the topics you talk about this week with the developers also documentation. So stay tuned for more um Production the crew feel new production essence. Yeah, they did actually there is a new coming for the blender cloud. There is also space sculpting Training by julian also updated already uploaded already Um, I was the process of rigging animation with 2.8 early on Actually, the the rigging was done with 2.7 because it was done way early like the characters were already They were already in the animation phase when they moved to 2.8 and still painful Still painful. Yeah, but the same amount of pain basically. So but then in the future for the future for more for the next project Or whenever we get a rigor in-house here the animation studio We can get more developers working on rigging tools because one of the main showstoppers now Is that like Campbell was doing the face map and a lot of fancy rigging features And basically we have no rigor to talk to on the high level. We need Next question I heard on a few occasions that python is a limiting factor for blender because it's a single threat Maybe we blend and for it blender benefit from c plus plus Blender already uses c plus plus for a lot of things. Maybe a c plus plus api What did they meant that we have a c plus plus api for a lot of software like Maya and so Because the software itself is closed source So if they want to extend it with c plus plus and see functionality They cannot just access the code. So they need a plugin for that Then they're being open source if you have a big studio that needs your own c plus plus plugins You're actually just called within blender. Yeah, not limiting for ios. So importing and exporting is a bit of a bottleneck Yeah, like at fbx a plugin for instance is python on but that's uh, that's all Awesome next question. There are any plans to build a network rendering manager into blender Not that I know no, but do we have a track? We have flamenco. Yeah flamenco flamenco.io It's a it's the the software that we use for rendering spring and not pretty much every other Modern open movie project and it's a service. It's open source and it runs on Blender cloud for like if you already have a cloud subscription You can use it there or you can run it on your own locally, but yeah, it might be a bit technical if you're not into Typing a bunch of stuff, but uh, yeah, it's free and open source Um, there's a question about gltf. There's a really good one. Oh, yeah. Yeah. Yeah, sorry So the stat the status of blender gltf export So gltf is a format that's supposed to take over the gaming industry in terms of internal credibility So right now we still rely a lot on fbx to both unity and real And they're really betting our money on having gltf as a widespread format Unreal is really behind that on unity to some extent And with this you can take care of all the export of the i o the important exporting for gaming And having usd universal scene description something that pixar especially usd. Wow. Yeah for uh for offline rendering for like cycles So in that sense blender itself Uh, we don't have any core developer working on the gltf, but we have all the contributors Adding up to that So what for the future? Yeah. Yeah, absolutely There was one question in the in the last room that I just spotted about the if there is training on the blender institute here Yes, there is just go to blender.org slash institute slash training and you will find all the courses grispensil crita even Blender studio vfx There is bunch of training given here at the blender institute in amsterdam So if you want to come hang out, is it true that some of the trainings are still using blender 2.7? I yeah, there was a beginners training last week And they one day was a bit shocked and actually we asked the people like the students What do you want to learn 2.8 or 2.7 and they picked 2.7? So you get what you want When I learned 2.4, I can teach you 2.4 That'd be awesome. Yeah, yeah Actually today by the way, it's just a small thing is 11 days inside first 11 years 11 years 11 years That's been two weeks 11 years. You mentioned the relaunch time. That's what I remember. Yeah. Yeah In the yo franke actually it's the first time that I That I joined actually I looked it up the other day new apricotter beno gfx here Is there a picture there? Yes, there is a picture of course beno gfx. That's my nickname And that's that's me. Yay with Two developers from crystal space and chris plush, which is also known as sushi masters Um nowadays, that's awesome. Let's uh Oh, okay more questions. Um Australia make it super fast, right? What about the texture editor? Oh, the text editor. Yes. No that that not after uh, there's not that the texture pipelining blender is still it's going to change a lot With procedural texturing, you know that so yeah texture editor is going to be part of this Yeah, I doing like you're doing fast fast answer now like a ping pong. Yeah, because you need to watch the Spring premiere and to do in skate. Yeah. Oh, yeah That's why I haven't seen the movie online because you're gonna watch it on a cinema. Yeah, I'm lucky you Was wondering if you were able to see the circle created once we used the screw modifier Um, if it was there before it's just a matter of bringing it back. There must there is still some Uh overlays that need to be brought into the new um Open gl and the tool system they're gonna be polished some extent to 2.80 But again, it's one of the topics that for 2.81 until it's gonna be improved. Yeah, so we know they're It's gonna be keep on going development on that Will we ever see procedural modeling in texture of blender? I think they're all nodes project everything everything Yeah, yeah, yeah, I've thought so Um, why can't we apply modifiers when shape keys are on a model? Good point because you lose one of those one of this data, I suppose Can be destructible. How you could Question good question for the honor devs the can you get the remote doubles on the delete menu? Yes that Remove doubles in the x menu. That will be handy. Oh, they already mentioned it twice Sorry, I still haven't got to into it, but now that spring is over the project I can I think I'm gonna go back to doing blender. It's there I think it does because you're removing Yeah What will the red I will propose it and ask willem here, which is around by the way What will the render image and render movie button return? Do you miss them? Random movie. Oh, not really. I think it's because we had the render button and then we had the sound export button Which never made sense. So it's a good compromise. I'm I'm fine to remove both of them Control and shift to move around come back in the viewport. Do you use that? No, I use the m8 three months every single time in my life. Okay, so that's one of the m8 buttons guy I uh, you know, you can they they come with a button nowadays, right? I just say I use Mac for for quite some time. So, okay You got used to me having it Can you add back the old system so we can have negative faces in blender 2.80? Actually, you can they just don't draw Negative that that's something that somebody mentioned maybe a negative face When the when the face was flipped it would show black in 2.7, but in 2.80 doesn't normal flipped Like for example, yeah, I have this and then I I decide to take this and then Invert the normals if I have a This for example See, I have the one pointing in they just don't they don't draw like Badly, you want the back you can enable the back face cooling in blender Or to not to not see you can just put the face orientation for that I can have this so you don't see or you see the face of orientation, but I think this is more like Um More like a you can control how much you see I'm not sure negative faces no negativity And can you have a voice to timeline so you can select a voice and we'll show use the sequencer That's what the animators use here. Will the bake texture button return? We have it there or you mean the blend eternal Blender bake texture isn't the render settings, right? No, it's in the pipeline on the I'll cut buttons are removed, but I think the button's there You think change the cycles Cycles and then bake Bake is here. So we have this. What kind of we have the render button? But that's oh, uh, we shouldn't have the big in the big button there. No, I should be somewhere else. Yeah Um, I don't see it's okay. Yeah Okay Render in all movies in cycles The files are there. Why don't you guys do it? Please? We had we had some characters wouldn't that be a oh by the way, uh, 2010 2020 is the 10 year anniversary of say I'll say a Synthel so you have some time and we had we had already somewhere in the internet the synthel re-rendered Yeah, not the actual thing like with an elephant rings character I don't know. I would love to see it actually rendering eeve I mean I saw coming on this in eeve Oh It's a dioram like just one one one shot. I mean, yeah Hmm, but eeve is yeah, okay. Okay. Okay. The hair is a pro. I don't know the hair But her looks so beautiful neve. You saw the tiger demo from the nail It's a good point Um, okay So I think we're getting to an end and people are already asking him to live because I am not joining Because I still I have to do the the live stream in Spanish, which I do in one hour's blender oi and uh I would miss the Yeah, the you went to the pre premiere. I know cinema. It's all good And it's cool to to do it anyway So can you render in 4k in blender quality? Yes, you can if you have that actually by the way, okay Not a lot of people know and with this we are gonna live not a lot of people know that blend that the daily Dweaves is in a K made the comments are so good the daily dweaves is the first and only blender Oh, wow um In the stereoscopic render in HK h8 8k up here as you can see And also stereo insane Okay, and before you leave the question everybody asked me on every live stream. When are we going to have? stereo um panoramic cameras in ev People keep asking they are there people there people waiting outside hanging signs Is that but I mean do you think it fits somewhere in the roadmap for the next upcoming releases? Well, as I said vr is one of the topics we're gonna work on so this kind of fits into vr um, it's in my personal uh roadmap, but that doesn't mean much because Yeah, you also have personal they rent to pay Well, let's see it's it's totally doable with the current pipeline Uh, it's not as a core feature in the beginning. It's something with python Yeah This is for the first out first to the panorama and ahead is I had a branch working if I mentioned once and we'll do this with python and then do I probably first with python is uh, this is the way but it'd be nice to have it as a built-in thing So we can have in the viewport. That would be amazing. We can have the viewport actually working With fisheye with x-wallet render with all those fancy modes And selection might be a problem. So yeah, I'd love to Awesome. Well with that promise. That's no promise. So next week No, okay So, uh, thank you everyone for staying up this late Whatever you are or for you to stay here now. You have to rush to the I'm so down to this key. You see Here there. Oh bike there. You're gonna bike there. I'll try. It's like 20 degrees outside. What am I doing in here? Okay, I'm finally using my winter clothes again I comes from brazil this summer there with Autumn there. Yeah, there is no such autumn in brazil. It's it's in really exactly mild cold Oh, it's like 20. So there was like a few days last week. I didn't use the air conditioning. So that's for peace That's that's well. What an aimer. What an aimer. So spoiled brat Thank you for coming. Thank you for staying and uh, Are you here next monday now this time? No, I'm gonna leave on saturday But I'll be on the other side be watching the streaming. I yeah, right I want to I want you having saying hi in the in the chat So, thank you very much. Thank you for staying at this time. Thank you everyone Thank you everyone for tuning in and you know how we live actually with the which kind of music do we use and uh some No, the chrono is that the chrono? No, no, no, no, no is the the sonic boom from from uh, Yeah, from that game. We cannot announce especially with the article 13 13 Three two one All right, thanks everyone for tuning in I will see you again the same place same time next week