 four four three welcome everyone to this very very first q&a of the blender 2.8 code quest we are live from the blender animation blender studio in amsterdam it's a 6 40 p.m my name is paulo asquez my name is dalai felinto yes this is the new blender institute not only no it's not an incident it's not confused people sorry sorry so well everything is here now you just call it the blender the blender studio basically because it there is yeah the institute the foundation is right there because it we are in tons office basically so um yeah we're here so have a nice feel which we don't have usually but that's okay yeah it's fair warm it's a boss it's a boss so yeah and actually because the other room behind the camera is full of developers they are working there tirelessly on what is the code quest um it's been a crazy first two weeks is the end of the second week of the code quest the the first one was mainly planning but the second one it's been crazy in the sense of it's much of design this week first stage yeah well design some big topics but also a lot of design yeah so then we can have the third week with planning and actually see where things fall yeah for 2.8 and the code quest and the code quest so the way this is going to work is this is a live stream so we're gonna be taking questions live of course otherwise what's the point right um it's it's at the beginning we're going to cover the topics that happen during this couple weeks and then the second half or whatever is left we're gonna answer the questions that you ask in the chat in in order to make it easier for us to spot those questions uh at blender developers so that way we can and we can they highlight in the search and we in the chat and we can see them that's it otherwise we because so many questions then I have fans thank you 3r ton you have okay let's not get distracted with the with the comments yet Adam the the idol and savior thank you that's uh that touched me you're welcome all right so there are already some messages talking about blender internal about yes okay we're going to talk about the elephant in the room but that's not yet first I would like to um yes everybody that is here probably is following already the um the videos and I mean if you're in this channel you probably have seen the video logs that we've been doing so far do they know what's a code quest what is a code yeah that's a very good question so blender 2.8 code quest is the first of its kind not only for 2.8 but in general like for blender itself and it's the first time we have that main developers together in the same place yes first time ever yes ever so the closest this has been to a code quest has been in 2.5 already 10 years ago around 10 years ago for the blender 2.5 where were you 10 years ago probably I was working in your Frankie I was using 2.45 under 2.46 yeah um and we were making your Frankie the the the first and only open game using the blender game engine by the blender institute that speaking of the blender game engine okay we shouldn't get the sidetracked but first okay the code quest is this gathering of developers in one place to work on blender and getting blender in this case blender 2.8 in beta release so um all these developers already work online in different topics they're like the the owners of different areas within blender but they yeah working online if you want to have a discussion or something it usually takes weeks or like at least a few hours you know back and forth and then maybe there's time some problems so you have to wait another day um I'm being here especially for design if you need someone to draft something quickly and go and iterate back and forth we sure don't have I don't I don't know any good online you know collaborative tool it's not to use we probably are but they're not open source and we only use open source I was gonna say that we do use Skype but that's not open source there's no open source face to face software anyways my point is we do we actually do voice over IP communication with videos and all that um but that's different that's different from being here and be able to poke someone and then it's different and also being eight nine hours per day is closed here like the working on something it's yeah having one physical white board where everyone can see and everyone can check what's to be done and what's uh what's left so that's fun it's it's really fantastic yeah I hope you don't get to hear Tony's shouting in the background but let's continue we are here together to talk about what happened in the called quest in the last two in the last couple of weeks so the first week was very strange right like it was setting up and getting to know each other and the meeting and assembling furniture a little bit assembling that yes trying to get the wi-fi password to work there was the first video kind of cover some of it if anyone hasn't seen it it's really cool you actually did a good work oh yeah I know that another guy who made it so so yeah um I've been making these video logs where I show from my perspective and not a developer but just showing from outside like going and asking what everyone doing and just yeah covering a little bit of of what's going on right here my mom loved the video he loved the video she did nice my father as well yeah he's got to take the latino accent it's kind of cool yeah so it was a bit of an introduction just um you can you can see it on the on this channel but basically uh it's a voiceover where I just yeah go and talk about what's going on what happened the last week the yeah the last week I made two videos two video logs the first one was just an introduction okay okay what's going on and the second video that I made was um like a meet the team finally get to know because just to put names to the faces right because you forgot to put the names no because because it doesn't make sense to show someone but that as well and then yeah if you don't know like if there is no introduction it's just like like a like a credits of a crappy 90s you know sitcom you know they are doing something and the names below but they don't say anything Jesus anyway the same t-shirt in the video just shown yes dude like you should like invest in some of that I just brought two weeks worth of t-shirts to wear here so I have to cycle them cycle them okay yeah carry on yes I will carry on so the first week as you can see in the video is was mainly meetings right there were like up to five or even more meetings per day how did it feel definitely more luckily no one had to attend all of the meetings yeah so was tiring we had the the the usability workshop in December 2016 so last year ish and it was already time was three weeks of discussions you were there a three days of discussion sorry and was already really exhausting but now we had a full week here that means we didn't have to push so hard and yet was I think it's just as tiring to actually make sure everyone's on the same page make sure the thing that people didn't agree so much but we're okay with actually you know explicit and then it can actually okay decide whether to change the the decided on the grid on design or to move on and do something different and we changed a lot of the previous design so if you go to the code the code on blender.org post we did post a few months ago six months ago I think a whole blender 2.8 called the design document yes and I'd say a lot of this changed already the the way workspace are supposed to to work the whole idea of draw modes they're kind of back from 2.7 make a lot of people gonna be happy with these yeah yeah I think the changes that happened there for better a greater good and what else so it's it's it's really cool we really was the one saying that he was a really is a is a known animator and artist he contributed to previews a blender open source project what singtel big back many and so on on he's here as to help us a usability designer he was saying that he was a bit concerned because usability and design as a whole is not something you can just paste on top of the implementation has to be thought from the beginning as core so he was really concerned about you know if maybe all the designs are already set on stone and very advanced what's left for to be done here and he was he just told me that he was really happy that you know we're changing a lot of stuff we're absorbing a lot of his input and yeah doing something together so we're having that many many people for that long it's really an opportunity to you know get things right on track uh all together i'm pretty happy to have william here he's working all day and going to talk with everyone so it's a good connection between everyone's thing it's very nice it looks a bit uh like a candor is a dungeon a dragon thing like oh it's happy and so energetic i love it love it nerd okay so that was the first week the first week was all about planning it was just uh well not even planning it was mainly okay what what's feasible to do during the code quest what is not but it's better maybe just to do it afterwards each one at home and yeah basically it's just the deliverables of the code quest and this week was mainly about getting to work all right people can't see it can't oh so what is that oh that's the meeting now i can because it's a depth of field there's a meeting notes because there's the meeting notes which are going to be in the shape of an email or an email to bf commuters as we did last last week as well yeah there is a mailing list that is called bf commuters that contains the meeting notes for every week and other discussions regarding because that's a good point because we're here uh talking you know person face to face in person here however we still are trying to make sure that everything we discuss and talk about is still available in public which is still open for feedback from from different people so we do have our internal no meaning list just to say no it's we need more milk or chocolate or whatever but to try to keep using and use it the old ic channel that the every developers to use every yep and so on the mailing list because here in amsterdam there is only a fraction of all the developers involved in blender development and in even in core stuff so it's uh it's important to keep everyone um yeah involved not only form but also involved yeah involved in the meeting discussions everything uh it's the for the call quest we could only get a certain amount of people so a lot of uh was um they're still working from home but still connected and also for end users for anybody that wants to see what's going on and where blender 2.8 is going um i think it's important to keep everybody yeah on track because blender development is super transparent it happens mainly in this and developer.blender.org and now in the this youtube channel and on twitter hashtag b3d so it's having blender development news and um facebook even um everywhere we are really trying to push that the communication side of it um so about the second week maybe about the second week yes so what's mainly i would say it was a lot of design so while we had a lot of meetings in the first week the second week we had a lot of more specific design meetings where you'd sit together with a pablo you or a rillian and try to think about the y and not only the y but how to actually land a working workspace or what do you mean when you say that you're going to have a workbench engine that's going to be fast for playback and useful for everyone what does that include on that she's every single i would say almost every project here actually had a sound design discussion discussion this week yes there was a design for everything because you wanted to do the planning uh we wanted to have a final planning for the code quest today but since so many things required uh some design we actually decided to to hold uh back a little bit we can show that uh you probably have a picture of the whiteboard at some point and not at hand not not not at hand on my laptop okay that's okay but basically you say not let's make sure everything has a design so then we can think about implementation so we can plan then otherwise it's a bit vague just to assume okay it's going to take one week to do something we don't even know how it's going to look like so i'd say that's actually also means we also took the time this week to paste an old technical depth is a non-term for things that he always wanted to do for two eight but you know takes time and energy which includes removing a core part of blender that had had a great you know usage help me out here i don't want to i don't want to try the whole screen i if i could i would zoom on your face now okay let me prepare here prepare yes so it's after it's after work that's why we're having a so anywhere over 18 current yes so yes in order for the development to happen in a more um clean way there are areas in blender that are holding back development of blender in general um they're or just abandoned and they don't they don't have any development so it's some parts have to be removed or for a better replacement in the future some of them one of them the first one to go on monday no on tuesday no took me two days to do it one day and then i committed so maybe it was tuesday night or monday no it was wednesday morning regardless it's gone it's over the date is the blender game engine is no longer in blender 2.8 in blend 2.8 is still there in 2.7 it's a great feature i personally has i have used it a lot well you made you wrote books about it right i in i wrote a book because i'm not trying to plug anything actually it doesn't it's probably sold out so you won't be only did anywhere i'm sorry so that sorry but i used i professionally i'll pay my bills for for for years for years yeah for a few years actually using the blender game engine professionally with science visualization you know it's awesome of those like fish and the water scientists yeah i know i know cosmic sensation domes i think everybody like i started using glennon because of the game engine i am here because of the game engine because i came for your frankie the very first time 10 years ago so we are all deeply connected 10 years ago well in june 23rd was when i did my first patch the blender when it was first accepted and it was a blend game engine what's a game engine was dude this is so many so it's for it's not easy and as a developer i started with the blend game engine i my first paid job in blender was to implement uh fish eye in the blend game engine so it's not like we don't like to get the blend game engine it was part of you know of so many so many people so many so many lives here cambo inventory and all that but we have to it wasn't it wasn't a week quite awesome it wasn't being well maintained yeah and it doesn't make sense we're reflecting the whole drawing season in blender 2.8 it was in a way getting on the way that doesn't mean we can't get some interactive functionality in blender 2.8 we have plans for that it just means that for now people that are relying on the blending medium didn't you just need to to stick to the 2.7 yeah as we stick to 2.49 for just for how long yeah for a way too long or use um there there are alternatives too the people are apigee are developing it armory is also being developed they're as well good out it's a it's very like super active development is very promising and they are even working on like the integration like an add-on for blender 2.8 so i think even support the evi shaders already i remember seeing on their twitter a long long time ago wow that's good so yeah so there are options and real is also free to use um there are there are options out there so i don't think it's it's in the same position that it was many years ago that it was one of the few big open source open source uh game engines that said it actually trended on reddit you know on the reddit game that super reddit was like first one is 600 something likes or and people people are thinking well i think yeah i think so i think so three years are more complicated platform because some people really had very strong opinions against the removal but they were removed removed for technical reasons only no it's we all cared about game engine yeah we all don't just dispose of a fit just in spite yeah that's that's enough about game engine that's about so there was another removal that happened this week that down one that there are three actually what oh yeah yeah there is a the third one but it's still a surprise not committed yet okay the what we're gonna mention it the second and most deepest i mean i almost feel bad for the game engine because it's so big that this other thing blender internal render it's gone from blender 2.8 forget well yeah so it kind of stole stole the game engine's thunder you know it's like it's like you know what's fun away from the original goal of evie was to be able to open a scintill file made in blender internal just rendered in real time wow wow that's what you know that was you know scintill you know scintill is no it is blender internal but it's it's a fork of the blender internal in the render 20 the branch is called render 25 that's a product that has global illumination so that's that's but evie has global illumination and i know so it'd be possible it's doable however people started to consider evie as a replacement for cycles not but internal oh yeah no that's not gonna happen people actually people are tweeting like don't please don't remove cycles no no cycles not going anywhere no no no don't worry but it's kind of cool how in the beginning of the project we are still considering we will we are to replace the blender internal with evie and i would just say you know what blender internal is in a way it's not even well it's like well it's not even relevant anymore given the alternatives that's you can say that yeah given the alternatives okay but still there are many things that evie doesn't have that blender internal has um especially the the volumetrics in blender internal are super fast or freestyle support on blender internal it's supported in evie or it should be if you know it's a bug you can fix okay uh what about a tune shader from blender well you know what if you look at zelda the game of the year of last year nintendo should i sponsor them that was the sound of the switch they sponsored they smart it's a pbr based pipeline so it's a game real-time tune styled character and yet use a pbr pipeline so you know it's no it's no tune shader yet with what they have even you can already do a lot of cartoon and stylized render so with evie you could make a celda breath of the wild looking uh render yeah i'll say so yeah with the actual shaders the ones you're using with the principle yes yeah for i i don't know what they usually they use no no but you but you could we could what we have you could have said that yeah you could that's a good target what about baking in blender internal that was used a lot for it yeah it was um we support we have baking for cycles since 2014 already that's on time yes and that's supposed to replace most of the the old big pipeline for blender internal we don't have baking for evie yet we still don't know if it makes sense to have because a real-time engine so are you baking for what for what yeah but i don't know maybe really printing in a way it would be much faster than cycles right so if if you could do it in blender internal for speed then maybe it's evie it's a good replacement so it's and then there are a few features they're also missing from cycles baking but that yeah everything that is missing from there that you could do in blender game blender internal should be things like vertex painting baking for instance it's going to be supported okay for sure uh displacement baking there's one of those very specific multi resolution baking it's going to be supported as well it's already attached and the cold cast workboard okay all right so nice so in that sense it's people should be okay cool amazing so okay so you answer most of my questions that's pretty good okay so so blender internal is gone but it it will be missed for sure but it's uh it's in good hands the blender or evie is gonna take over of many of the the fast ways to you know what we don't have what the old panoramic camera of the blender internal the one they implemented for elephants ring yeah in elephant ring have this one shot the the intro shot the intro shot or no i know the one with the with the thing like that and really weird one the only weird i love the one it's it's a very strange panorama because it's just split vertically this we don't have and maybe you won't have it but i'd love to have some kind of fish eye or for evie that's yeah i'd love to at some point be able to do it or someone can do it to be lovely to have yeah so yeah some things some things some things we need to we can't just replace it's hard but that's i mean that's that's how it works yes and not having blender internal which also didn't have any new features for a while will give more time for the developers to actually make new stuff and we will give you more um yeah it's more more fun also because you're working with new code you don't have blender internal was spread all over blender basically so this will give them the game engine as well the game engine even i thought was really going to be like one hour work just to remove the blender game engine files in the building files yeah but then we have uh navigation mesh inside blender we have level of detail we have in the image editor game properties like uh repetition the cleaning options tiles option in the image yeah that's right that's gone that that's one isolated commit can bring it back but it was really for the game we have the there's one constraint that was gone that's gone as well it's a rigid body joint yeah um i task the it's something that been implemented for for robotic arms had blender game engine specific settings you had to remove those so it's all over all over blender and there was another feature that is affecting the rigs from uh blend rigs like so uh blend rigs are for example uh the ones from spring the ones from the caminandes here no he's not here um big um no i don't know about money but cosmos water mat at the age and three to seven so these files are that these rigs are linking in a very hacky way a python file that makes some magic in there so the way it was being linked um it was by adding a logic brick to the object like a game engine logic brick that will have that file and then when you up when you link the armature it will come with it so it was a hack but there's a solution so so those won't work because it's missing the file but there's a solution segi was the one that came up with the solution is another hack but is a more you pick a property that you don't really need for instance the render pass for armature because armature won't be rendered so it's okay you add a driver to this property then in the driver you add a new variable that's uh basically a text property so you go to the id type of the data block you pick the text and you're not doing anything but you're just linking the object the armature with the text data block yeah so every time you link the armature it will come the text comes as well it's it's a hack as well yeah but it's a it's a nicer hack so uh quan paulo both i all thought of rendering if you're watching update your rigs for spring to be ready for render 2.8 we actually broke yeah we broke spring yeah but spring is not using render 2.8 yet it's gonna use it in less than a month so it's still very tight may may 18th or so we do have a date but i didn't want to give it i didn't just in case we don't make it but yes it's less than a month so it's been half an hour yes is it wow okay so we've been through all the removals there is a the third removal that we were mentioning before is then editor is the the timeline is gone because for good it's gonna it's not gone actually the editor itself is is gone but it's merged into the dope sheet so it will just look like the timeline but you will be able to edit the keyframes inside which is it's an amazing feature that people have been asking forever and your alone also known as aligarith is working on it and i think it's almost ready it's gonna push it like now i thought he had committed already i think no yeah maybe or if it's this probably there um and another merge that happened this week is the top bar so the ability to have the workspaces instead of a drop down menu in the tabs in the in the top has been added to blender 2.8 still a working priority there are many things i need to be worked on especially now the more obvious one is that they're sorted by alphabetically it's not gonna be that way because they jump it's just weird so they're gonna be you will be able to sort them and edit them and yeah it's going it's gonna be better but multiple object editing was merged multi multiple object editing was added this week there's a video about that there's a video i made a video about it um there's you can find it on this channel but basically you can select two objects and um move them around i think that's all really us all because i have the the paper here yes so basically multi deletion of the blender game engine deletion of lender internal multi object editing you can select multiple objects and editing at the same time and pose as well for fighting yes top bar the workspace in the top bar it was added to blender 2.8 the timeline now the can be you can add more of the keyframes inside the timeline it's been a fantastic week hack hack it no no no it's it hack hack it's not hack it's it's been an amazing week for the gold quest i think it's very um a lot has happened and it's just a second week crazy how many do we have left four eight ten ten eleven twelve something like that we still have so much time i live in the last week of june but don't i'm gonna cry it's gonna be the world cup gonna be home watching the games the world cup find something to do oh because your team is in the world cup unlike the dutch all right or the italian or the italian all right let's go help us carol uh it's time for the questions we already talked enough let's ask you the question so i'm going to just scroll the way up to where we were and i'm gonna go through the questions that are highlighted in orange which is are the ones that are mentioned so i'll try my best to not skip it but sometimes youtube is is weird and it just jumps all the way down so let's find orange nice thank you for the rocket emojis all right so first question will we get will we get better and proper reflections for evie in render mode not even just in render mode not in the view part proper reflections and seeing and what no i wonder i know i just wonder if you're what you're i don't know what you're looking at so i don't know if i had to behave um we will get better well i don't think i'm not doing the code quest i believe maybe sure as klimon maybe later yeah there's a document that klimon posted on the bf committer web page uh mailing list yeah with a little bit the roadmap uh he expects for the for evie during the code quest a lot of optimization and he did say that he doesn't want to add anything new until you actually finish and polish what we have already uh maybe okay maybe reflection can be considered polishing uh he's working today he was working denoising for the viewport animation denoising awesome yeah because it's when you're playing back the animation on you're just editing rotating something there's so much noise in her face yeah it's too it was a little bit too distracting so that's his pain of the whole day and just getting there it's pretty cool awesome so okay next when we will render 2.0 2.8 we released we can talk about the beta yeah the beta will be released in in july august wait wait august august well during the c-graph the the goal is to since every c-graph every year c-graph main computer graphic conference it would be nice to have a really stable ish 2.8 for people to demo we did it last last year people are really enjoying it and they play with evie and everything but now i think you have something more close to the final 2.8 yes so august there will be a beta the final release to be announced but probably towards the end of the year maybe after the blender conference for the blender conference or for christmas who knows um as soon as possible basically next happen when is planned to be to move from lender to panay to trunk instead of a branch or to master denota yes i know that answer go for it the plan so you know we are working here at the new office of the blender studio and there is another team working in the old office of the blender studio in the south which happens amsterdam is split between there's a river and has the north and the south and in the south there is the people working on spring the open movie project so when they move to this building they will from the moment they cross the door they will have to start using 2.8 that's the that's the target and that will happen on the 18th of may in less than a month and then hopefully yes and then we wanted even to have 2.8 as the trunk as master before that but we thought you know what if 2.8 is not ready for our own team 2.8 is not ready for master exactly so yeah it's not the not like it has to but at least if it's not ready for the making an open movie project then it's not ready for the the rest of the world to use it at least as a beta even now it's not ready fire from ready but if you're going to start a production then yeah actually they the production is already going on so you will have to make some 2.7 files work with it so that will be pretty interesting next i'm an old blender modeler i was thrilled to hear this new workbench engine around will there be any changes on the modeling tools inside this engine like what in the workbench engine no like modeling tools no not really well yeah not really no well no the workbench is all about visualization and the widgets maybe there will be some tricks on the and for sure you'll be able to to add it to objects at the same time i call it is a big change multi object yeah that's a big change and then the cool thing is since you can add it a lot of them at the same time they can they can too have different solid colors so even though you're working multiple objects you can still tell which one is each yeah but you can merge not you can like move them together more than to a similar distance snap them together all right i would love that what especially okay there is something guys i was tagging blender developers i'm gonna put here such so people know where are we reading but it was tagging but it was talking about something else okay since the blender game engine has been removed i'm probably armory and verge are the only integrated engines what is what is verge verge is another game engine i never heard of is there some dialogue with these developers to ensure future compatibility well as mentioned well we know armory main developer actually he was invited for the pre blender 2.8 kickoff yeah 2016 he was in the blender conference in that year if he were to get in the same room he likes to develop by his by his by his own he has his own pattern system by himself he's on his pattern system for people to help sponsor his development he's even close to open source armory entirely i know that he's just waiting for a little bit more money very much so so so that he knows that he can drop everything else he's doing so he can work full time on that so and i think he's already supporting the eve shaders wow and the same goes for a good art as i said got it they already support eve as well so we are open to dialogue we even talk to now we even talk to substance painter developers last year you remember yeah so we were not in the you're not you're not yet reaching out to those projects because there are many as i didn't even know word for instance but you're always open for for people to come and talk to us and see what you can do to to make sure everyone's happy yeah so if you're making a game engine that we will put blender of course so get get in touch all right what um other new features are you working on new features new features new features i think everything is really explained in the in the in the code quest uh the blender 2.8 highlights right let me repeat myself i'm gonna get a static overrides full implemented dynamical right collection of the right asset manager there's gonna be so many i won't i won't listen then no no there you could there's there all over the place you can find blender 2.8 highlights and there there are plenty of the topics that are already um being tackled grease pencil next next if you have the ability to bake high quality lighting maybe it could use cycles for that yeah we have a high quality global illumination maybe it makes sense well it depends on what they mean uh we don't have this idea of light maps in evie as we as you have in some game engines you know we're doing pre-bakes on light map we have a few light probes it's similar but it's still a little bit different baking itself if you want to export is not supported in evie but i don't think that's kind of baking he's saying no he you know her i don't know but it doesn't matter him i think let's see that okay so yeah i don't know yes no i say no i don't want to promise who is the girl in charge of particles and where can we follow her evolution oh my yeah my level uh my level is on a north american developer whatever she does we will still be posted on on the monday weekly blender developer uh meet up yeah so it's either you can see on ic live or can just wait on the bf commuters track to read the weekly meeting minutes yeah that's it next what always do you guys use what operating systems i think we use a mix of mainly linux as a mix of one two there is an arch linux user somewhere there's somewhere there is some windows no there's one windows of the boot for clima the old boot for yeah for evie because you need yeah open gl and everything you need you need to to have uh in the blender institute the mainly it's it's all open source we try to use open source but of course if you have to build the windows version of blender you have to test it then you have to use you have to have that and into this date the the highest download in we have a better is from windows user so yeah actually right yes even the 32 bit version that is probably also gonna see it's the end of life at some point is downloaded more times than the linux version so i am a linux user but yes they they are majority of course anyway next um is it okay to post design tasks on developer dot blender or no no to post design feedback to the existing design tasks oh sorry sorry post design feedback of course yes we said before of course the whole idea the process although we do it locally it's open uh just there's this classic problem in design it's called the design back committee it's a bit complicated but you always do our best to to gather feedback there's always so much valuable feedback so yeah please please do comment leave we always ask for feedback especially when it's interface or like usability related it's very important to have other people's points of view because we have the experience from open movies and other um like commercial stuff but maybe when we can't cover everything we try to have everything in mind like architecture visualization science uh stuff but i'll get all the even give it a it is talking about design and feedback the person that's helping most of the icon the the new icons now is aslam aslam yeah yeah he's and he's doing fantastic work he's talking with really all the time um and he's not here physically he's just no providing feedback he's just contacted really and it said you know i want to help with icons and he had a nice portfolio yeah let's let's do it so thank you aslan your your work is like spectacular aslam you're amazing next i am now now that the game engine is gone it means that we will have better integrations with third-party engines like unity or unreal we are open to to yeah let's ask no don't ask us ask the unity developers and the unreal developers to have a better connection with blender itself ask do it the other way around that's the big guys to help i remember reading some people a bit afraid because the blender internal removal because a lot of their unity pipeline with blender was based on blended internal materials yeah but you know unity has pbl support is one of their pipeline options you know i don't know if they even do but they should just support even material as well so yeah go ask them yeah next um well i've tried to because we're still reading from a six will the viewport be optimized for this for sculpting with the dynamic topology i have a model with more or less 1.8 million triangles and my computer can handle unlike zbrush yeah well we're doing our best the one of the ideas at 2.8 to refactor the whole drawing system to support optimized drawing for sculpting or object mesh modeling or whatever so hopefully it's gonna be better i don't know if it's gonna be up to pair with zbrush we hope i hope it is but let's see it's not the main goal of 2.8 though yeah and there was another question about a real engine but it's just we just answered it before then what do you know the distribution that i use guys we already mentioned it's interactive mode some sort of blender game engine actually well if you think about if you could have in blender a way to decouple the physics time clock with the regular scene frame so you can out a but that doesn't change the frame for your scene and you connect play with this and this is the initial step for interactive mode and then imagine you add an event system so it can click on something or the objects can interact so this is a bit enough for most of the artists to work in blender itself but then if you take this and then make a standalone deployable player that you get a game engine whatever you call it's not a game per se but it's interactive mode that's a little bit the plan next is other plans for using vulcan not at the moment no we are although we upgraded the whole blender code for modern open gl so most of the things you do are pretty much compatible with vulcan so it's possible it's doable just not the core yeah but the code is already it's much more ready than it was before oh for sure okay next what about modifiers well what about modifiers so there is yeah there's one modifier that's been supported please that we like a few hours ago maybe you haven't seen it yet but these a few hours ago like a we have six hours ago we just published a video about the first modifier added by dr sivron with the some groundwork made by my level and that's the first of many to come uh next week and then weeks after it's a lot of work and first we want to tackle the ones that are more uh used especially for production so spring for example the open movie project that is super heavy and like characters and environments and everything we'll need of course many of these modifiers so those will work and um the other will get ported over our time and hopefully monday or two or tuesday we're gonna have a call out for uh for anyone willing to help so developers to have port the modifiers because the yeah the existing modifiers to to the new depth graph might be a little bit a little bit hard so maybe do it internally but we're considering to do a task force for that as well so yeah it's uh it's on the plan yeah another question about baking if you're gonna get any upgrades on because it's old uh we mentioned that no yeah we already mentioned at the beginning of the last train we'll be be able to implement new viewport renders just as we can implement a new render engine in python we want to be able to support that as we also will be to be able to support a custom gls nodes for for even but it's not a core feature for the moment so we see but it is if you have a for instance the blend for web was a yeah had a fantastic integration with blender or have got it she'll maybe she'll have to be able to have your engine there and then to draw the materials as you were expecting them to be yeah so it's soft to go yeah chefferson asks is is the top bar in the blender 2.8 branch yes it is as of a couple hours ago so maybe the build bot in builder.blender or maybe hasn't updated yet it's automatic so wait wait it's every night only it's every night so wait for tonight and it will be there yeah the design is still not final no it's far from final we already mentioned this before that i get dragging and that's that's still missing and has been bigger and the icon the alphabetical order and there's a lot to be done but the groundwork is there by julian aizel and brecht yes banalmo yes will eb support displacement and micro desolation i don't know i will bring clema should i bring clema and let's see more any chance to see tools like see remesher in blender i don't know what i have no idea what the tool is that we don't we can't really refer to third party software yeah i know do to you know it shouldn't you know it's our own thing it's our own nda yeah no we don't we don't check on other software basically we just try to do our best ask for specific workspaces for retopology yeah or ask for the tool itself like what is see remesher i don't know but maybe by the name remesher sounds like a retopo thing and actually yes specific workspaces for retopology we're gonna have a well-defined building workspace for most of the core tasks you can do in blender yeah i think retopology is is one of them maybe yeah yeah yeah definitely so it's a task on its own and you can welcome you can help with feedback please extend that's uv projections with mirror modifiers i have no idea what that is hey that's cheating that's many questions in one comment cheating and kidding kidding um whoa there are like four five questions do they see this page they do yeah now they see it but i was scrolling and then youtube made the huge jump so let's uh oh because now we had all the questions after we started answering the questions yes well cycles get out of core feature in 2.8 and maybe gi cashing what is out of core feature get out of core feature another feature i don't know we don't know sorry and gi catching low determination cashing yeah we the whole jeez i don't know uh so far the the goal for cycles is to work just has 2.7 for 2.8 that's the initial goal and to unify a lot of the settings with ev so if set sample it's valid for both of them depth of field motion blurb so that's the focus for now at least um rockets yes there are around 200 rockets left and the page you can see actually there is 216 let's see if if there were somebody bought them now okay 216 rockets left they will go up in price in may so if you want to get it uh hurry up 10 euros extra every month every yeah 10 euros more every month which is which means that they're you're donating 10 euros more towards the code quest it doesn't mean like yeah it's yeah it's donation basically the more it takes the more it's a donation basically what other new features are we working on we already mentioned that why are you guys guys working on the next week planning let's quit planning that's called planning and uh yeah on monday you will see the meeting notes right the the the weekly notes and then you will see they don't see so check on monday for our twitter account facebook and everywhere next i will also make a log on monday i will look to make a log number three i'm already committing myself to make it will wireframe shading come back that's a really good question but uh running out of time no no it's a good one we are running well actually we are running out of time so i'm gonna go but i can't answer that yes well the first question is why do you need wireframes they're valid use cases but let's pick a random example if an animator needs a wireframe so they can select the bones which kind of how reality does in the blend studio maybe you can actually think before bringing back wireframe on better tools for selecting bones yeah for example and on about that is that wireframes are there like you can see them on top of uh solid the what is not there is the wire just wires you know like that means of black thing because you can't really tell which wires are in front which are in back doesn't make any sense so wires are there actually they are already drawing in edit mode so it's not like they are they're not there and even better now they can be there in every single mode so it can be sculpting and yet see the wires on top of your geometry you can be on cycles and see the wires on top of your cycles render in the in the preview it's amazing so yes um there there it's there is in the it's in the list of things to do but it's small um um not right now like immediately right now because the workbench is being reworked it's being rewritten from scratch so everything every bit is being added one by one next what will happen with displacement materials for example a brick wall from cycles how will the transition be i was putting differently some nodes just cannot be converted from cycles to evie and then what do you do if you're for instance if you're an animator and then you take you took your file that's going to be used for the final rendering but just want to animate yeah you can just link your your mesh your armature as you normally and then use a new so-called static override you might change the name a little bit library override yeah something more and then it can actually you can actually change the material internally to do whatever to be more optimized for for evie and won't affect the final the original file so i can still use it for the production that's how we see it at least next any hints about the next modifiers going to be adapted for 2.8 there is a big armature no but the next ones does it mention it it mentions that like for next week it mentions already that maybe like the build modifier because it's it's a different completely different from the one that is already implemented that is shown in the video that i post posted today spoiler alert it's a simple deform modifier so it was the simplest case of adding a new modifier and the idea is to add more modifiers that are pretty different to each other but of course next is the actual ones that are going to be used for production be it armature mirror mesh deform displacement next will we get real-time ray tracing nevy like you like in real not not not for a moment no next any chance to see multi multi-layer painting like substance painter yes like the question is any chance no yes yes yes because of the idea you can still see the final result in evie and yet be painting the normal channel directly or maybe two channels no it's two channels at the same time yeah yeah it's possible the moment completely possible and the texture note editor i heard it yeah it went with the the blend eternal yeah texture but yeah actually but maybe you could have some procedural texture notes is in blender yeah how about that next will the fracture modifier branch be merged into two by eight yes next will evie get more different render passes well like what render passes well i don't know if you will get a wait for you to see individual render passes in the viewport yeah yeah i think render passes like a a o and screen yeah like oh yeah may oh no i think yes yes it will will there be a next will there be a line thickness editor type of thing line thickness editor i love the one pixel lines in blender now i am not i don't i was talking about the selection outline if so it's a user preference at the moment yeah it's a bit thinner you can set it to be a bit wider before but i don't know if you're talking about that sorry next what about a cycles preset without any light bounce caustics for the ones that blend blend that one blender internal rendering render and it's there already if you remove all the samples remove the caustics you can blend it internally and it's a you can save your own presets and reusing your project exactly there is presets cycles has preset you just answer your own question yes next are there any new features coming to cycles in blender 2.8 for the third time i don't know uh well yes i mean probably eight is 280 to 289 so there will be look at um watch the blender conference talk from brecht from 2016 or 17 16 and there is a roadmap there is a cycles roadmap talk there and because there cycles developers that are not here in the code quest so i can totally see for instance the noise incoming for cycles baking yeah i know that look has was working on that look at stock net so yes it's impossible to roto in 2.8 it will be yeah next will the new dependency graph allow us to link in proxies with modifiers yes because the modifiers are object level so yes it will yeah that's sad proxies are going for good you're gonna have a better proxies system but yes it'd be possible yeah next the new dependence uh no again um what about a new 2d tune shader it's possible uh we need someone to do it uh it's not in the plans right now but we know that the npr known photo realistic render community it's really strong in blender there's a lot of users and they want they keep you know bringing this back and it's for for sure uh on our site i don't know when to be implemented but it's to be considered yeah to be considered yes next how will the transition be from displacement on materials for evie from cycles okay right oh for evie from cycles right now is we're gonna we are doing the same thing we did in 2.7 for cycles viewport which is to replace like under the hood replace the displacement mod fire uh displacement node with a bump node and attach it to the to the node tree so that's that's how i do it yeah basically are you guys going to conform grease pencil to the rest of blender are you going to keep it familiar for 2d artists the idea of the grease pencil is that as close is uh it should be easy for mainly for the 2d artists like are familiar they're already not familiar with layers and all of that is already in the grease pencil you should check out the grease pencil branch which is on graphical.org there's a few pills already especially for windows and the the branch will be merged some soonish the problem you mentioned about palettes being potentially removed in that palettes palettes thank you is that grease pencil implements palettes in a way very similar to how we implement materials in blender and to have it a two separate system means we need to have add material add palette remove material remove palette maybe it'll be more intuitive if you can find a unified system for both of them next something about the workbench and sculpt for improvement of performance we already talked about that will again the 1.8 million triangles question is already there you just keep the question about the min cracks there from 998 is a gift i gave to tom and he let me borrow for the duration of the code quest why open gl 3.3 and not something more recent like 4.5 yeah we had to draw the line somewhere 3.3 was the bare the minimum we needed because of some specific features we do support 4.5 when the computer can use it as long as it's not something that prevents someone in a in an old computer to use it as well so if something 4.5 or 5 or not 5 in 4.5 it's going to make your your easy viewport faster yeah you're trying to use it as long as everything that only computer supports 3.3 can can do can do okay um next and we can start wrapping it up um will evie have your mouse like wireframe shadeless colors clay render yes that is a workbench engine that is going to use under the hood is going to use evie but it's it's it's the workbench engine in on top so we're going to have predefined draw modes that you can use regardless of your engine but also every engine can expose a few draw modes for you to use so cycles has a you know the known rendered mode but it can also have a clay mode uh or a single pass mode where you're seeing the viewport only the roughness and so on and same for evie evie can it can have a few pre predefined uh yeah from what as well it's like fast let's let's say yeah yeah subscribe 740 m already it's getting dark i want to get rid of all the all the questions so obviously how will we add a modified in blender like same as before same as before same as before can blender run 2.8 run without a gpo no with evie support she's will sculpting be able to support course of the rotates with the model surface uh it's possible within you the design is seen that it's possible to have that it's not in the plans yet yeah what if it possible to explain what the dependency graph is a bit more it's everything dependency graph is a heart of lender that connects every dependency of everything a material with a animation with everything next any news about implementing a new ui yes this is the so-called lekkered blender the lekkered blender you're gonna hear more about this in the future yes next week will there be no like substance design yeah that's already answered denoising for baked textures yes i said yeah it's uh someone's working there's a patch already from look has talked during that um how's going with the workbench engine yeah it's going well they nailed the design this week and they're starting the implementation yeah actually if you download blender 2.8 now it has a a few new settings for lighting but it's all working progress how much your animation now still not supported will cycles have a render time improvement in 2.8 uh no sorry no use the noise it's awesome and i think okay there's just so many questions i don't know how many let's let's start wrapping this that was a tricky question which one how many questions we we answered is yeah the last question in the in the chat is actually how many questions did we answer i think we answer plenty we are running out of time it's uh it's already past one hour the answer is plenty plus one that is the that's the question that he answered he asked anyway so let's call it a day because otherwise you can't thank you for tuning in we will be doing this again if they like if you like if you if you if you like literally like the video give it a give it a thumbs up so that way we know if you like it or not because otherwise uh no it's a it's a friday it's 8 p.m on a friday so at least we can yeah chill a little bit it's not very strict it's not like but um yeah um thank you again for uh being around for supporting the call quest this couldn't happen without the community if you look at the stats of the blender 2.8 call quest campaign you will see that the community is twice as much as we were expecting we're expecting just a part and then sponsors but actually community took over that and it's it is uh investing way more than the sponsors even so thank you for that you're making this happening i hope we're communicating this well and expect more until next time yeah until the next thank you very much time there is uh same channel same time maybe in two weeks stay alert for all the all the news that will be happening here on twitter and facebook that's it