 Welcome everybody to blender today live number 71 if the previous episode with tone was epic Pan intended this one is gonna blow your minds because you probably hear not for me But for the people that are gonna get join me today So without further ado to big guys of the scouting world Pablo Barro and Julian Caspar welcome come come come come Hello Hello, hey, you know this guys We're flex but okay here we are now actually we are too too short. So hey Welcome to No, you you work here. You work out. I flew in all the way from like whatever from whatever Welcome you came from Spain like at 15 minutes ago. Yeah, and you're here. That's why sorry for the late or being late, but Let's talk about sculpt because 2.8 still working progress still being Fixed there was a big one if you tried the latest bills a few days ago about the undo Actually, I think you found that yeah So there was a crash after crash when using undo which is already a bit slower So there it's the yeah, they need some more work to be done but Luckily luckily today there was an announcement saying about you is soft joining a blender development fund So yeah, and you switching to blender for actual like making their stuff So that's a pretty big news because it will allow to have more people involved more developers getting the payroll and Wink wink. Yes. Mm-hmm. So winking. Yes. So Pablo. What are you doing here? Why did you come here to the to this beautiful country for the weather? I guess The idea is to have some meetings with the other developers with the other smarter than me to redesign the Base of the sculpting system so we can keep improving it. Yeah to just to keep it just to make it Awesomer because you were mentioning that most of the features that you already wanted to add They are already pretty much there. Yeah, the problem is that blender mesh system is a bit outdated So whatever you do there, you have to do it either like a few times or you have to not do it the nicest way possible So it's like we need a new canvas where to write something like that a new machine Exactly, and that's a kind of tough to do for somebody that started a couple years ago Right in blender development Okay So, yes, it's okay, we are doing pretty well the The future is super bright and we hope to that you can meet to you can talk with the break with Sergei and other developers here at the studio so you can you can actually make Artists dreams come true because we have also here you Character artists here in the studio. He has well, he's pretty you're actually pretty big an art station a kind of yeah a little bit Yeah, how many thousands? It's getting close to 15,000 So it's he's been you in testing it right you in trying it lately the I have been following you I've been stalking you on the social media. It's so nice. You've been doing so nice You've been doing some sculpting, right? Yeah, I've been testing it a little bit I've been holding it off for like too long just like Opening it up from time to time trying out a feature or two, but never really doing anything with it So I thought now's the time So yeah, I've been like I've asked some developers if they could like build blender for me with the entire thing The sculpting branch sculpting branch. Yes Which by the way if you want to Follow this what we are saying actually you can download the build from graphic all these bills are paid by the community For you just for you prug just for you You can just search here for sculpt and you're gonna find a whole bunch of builds. It's updated pretty regularly Yeah, yeah, it's a bit but yeah, it's kind of a yeah. It's a bit, but it's like a The poor man's billboard. I think it's a script that writes a script that then does some trickery to upload it there So that is pretty pretty nice. You can yeah, people are actually asking for your art station. So yeah, yeah Just search for my name Yeah, which I keep writing wrong everyone does Find it and here you can find I'm gonna show it here and you probably already have some Some idea of what Pablo that's too because another guy that is big on the social media I'm gonna links Patron here even better and then so you have Twitter and The patron account where it can also you also share Windows bills there, right? Yeah, but I think they are pretty outdated. Okay, so never mind go to graphical It's it's insane. So All right, let's let's get to it. So what is this sculpting about that? You're you have a you you're a blog post right in the in the cold blog or the art station, which one do you prefer to share? Our station is probably more for yeah, it has more videos more videos. Hey, I like videos here. So let's see So I mean we can also just use them features But um, you're 24. Yeah, and you're 23. Yeah Okay Okay, kind of all in here the So how much I sculpted zero how much I developed zero, but here is where the fun happens so yeah, why actually starting it because We actually started using blender Because developing for lender because you wanted to make it because I want to get rid of the the other sculpting thing I don't like that I hate the viewport of that thing. Yes. Yeah So you started with blender 2.7. I guess you 2.78 78. Yeah. Okay. And since then you've been just using blender trying to use blender and then sculpting for it No, I was sculpting the other thing So I learned In the other in the company that we cannot. Yeah, I don't know if we can say that name No, no, we don't say the C word here All right, let the audio is clipping. Okay, I can take that maybe I Hope it's better. Thank you for the reminder. So the What is your your favorite tricks? For example, like what is a what is a brush system? What do you do to the brush system in blender? Implemented a few parameters to tweak the brushes further like for example for sculpting the hair I like to have that trim brush that trims Okay, so what do you mean by trimming do you mean that it like making planes out of car surfaces? Okay That it's a major thing or also you also change for the graph brush, right? You also change it So it doesn't I change it the cars evaluation the curves. Okay. Wow. Relax brush. What is it relax brush? This in theory is to fix the topology in multi resolution but multi resolution doesn't work Okay, so you need to fix some resolution. It looks cool. Yeah. Wow. Nice video for Twitter Yeah, yeah, it's something I will click on it. Oh remesh. Okay. This is a big one Definitely, this is try to fix the top of things. This is way possible. So I introduce this new workflow that instead of having the top of running the background you remesh the Sculpt ones and then you just got normally without any performance benefit. So it's much much faster So as you are building in you remesh remesh constantly It also has this really nice effect of like it for bullying objects together Like you can just join them and then remesh and it's just going to automatically make a non-manifold object out of it So boolean workflow like like building a base mesh out of many different objects is becoming super fast It's like such a great speed up into some break that you already like Doesn't break the geometry like the top of so you're saying that the top of bad Open be the big good The current implementation of the top of bad. Yeah Interesting so what do you say as an artist? I mean as an artist who's not really aware of all the like behind-the-scenes developer side Dynamic topology has its like his it's like strong points, especially because it's more dynamic You need to still click a button for the remashing of open VDB, but dynamic topology is just like real time But it's low and it's buggy and it's can yeah, it can destroy your objects a bit so If that can be improved awesome, do you think we should keep both and improve? Or just get rid of one of them. Hopefully this is going to work in real time in the final implementation So it's going to be like that in top of that is going to join the message when they touch and things like that Like join the message so you can put a bow. I don't know an object inside Yeah, one and they will issue if you use the snake hook press you can like And move the mission to himself and it will and it will make a new one Like this but faster Like this but faster. What do you mean? Oh, yeah, because you're here actually moving one object and he's making Is like this is like the top metables. Yeah. Yeah, we can remove metables even with this Shall we replace metables? I think it's a good idea. This is better in every way I know a metables don't have Well, yeah, they but no they don't have a motion blur for example But this also want right if I can you can I change this over time now? Yes? Yes, and it will and it has vectors. I hope and really can store vectors So we can replace not only the top was called but also metables with this Okay, I'm kind of freaking out right now. You need to sit down. I need to Know I'm sitting down. You're small So, okay, let's see this one because that's another unexpected change, right? Because you like you wouldn't think of painting colors So, um, what are we looking at? This is the vertex paint, right? Vertex paint we write also changing vertex paint. Is there an area that you're not touching this is basically Reusing the code for a skull mode to vertex paint. So you have the same graphics drawing acceleration and the same mesh system Which is bad for sky poly sculpting, but it's much faster for vectors paint than what we have now So improvements on the brushes also affect both of them. Yes and symmetry shirt and masks and everything in everything And it's just as fast as normal sculpting like Wow, so you it's isn't like a painting polygons, but in a very More detail. Yep way. What do you what if I wouldn't replace texture paint? I guess no No, you need like you don't have pigs of precision. No, you have a polygon precision, which is still I mean Yeah, not bad for concept sculpting. It's what you need. Mm-hmm Amazing. So what are we looking at now, right? Transform operator transform on the operator so you can Model rig not rigging but transform your pose your characters. Yep as your Regular blender transform operator. So this should support everything in theory in practice. It crashes constantly So basically here for example, you're doing a mask then you soften it somehow And now you're using the transforms and as you transform it. It's also like changing the geometry. Is it like No, you need to remesh it manually You can put a short cut on it. Yeah. Yeah. I had a tina short cut on well the quick favorites Short cut is faster than a quick favorite. It's a quick period That's amazing. So, okay. Well, that's that's pretty Also something I would probably wouldn't expect from Here here this one demonstration. Yes You model this character too. Yeah, you made it yourself Did you model it in blender or somewhere else somewhere else somewhere else? Okay? Okay? I mean it was more than six months ago probably yeah, this was like a year ago a year ago. Oh, yeah, I can tell So would you do this again in blender nowadays, or you would yes? That's good. And I we're not paying for that right advertisement Awesome that's So you're basically posing a character without Regging How would you model something like this? Would you model in this pose or would you model in t-pose and then? No, I often model in post in the post Yeah, because then you can whatever part you're not using but now it's actually possible It will be possible to actually model it first sculpted in t-pose and then pose it afterwards in sculpt mode We live in the future What is this? What are we looking at? This is the mesh filter tool This allows to apply an operation to the whole mesh at once like generating noise patterns and To the whole mesh you can feel apply a filter like a Instagram filter But to like the whole mesh yeah, and this is just using a mask to for this area But you could apply this noise to everywhere Yes, you could but you still don't because this has like 16 million polygons 16? Yes, okay, and this is going to crash but if you isolate a region yes like this It's smart enough to filter the all the vertices that are not there and let you work in areas in really big Sculptures. So you can have 20 million, but only if you apply it on a small area I will only update that so it's smart to ignore. That's amazing this is Can we have this all over the place? Wow, this is another model that you did, right? Yeah And here we're gonna see a demo of the gradient or not Yeah, it's the same bad for color for color. Of course because if it works in one it works in the other one Well, not of course, but yeah Now that the modes are merged so Wow, people are loving and sending you hearts and stuff Well deserved. Yes Something okay, it says it's audio fine now And we I think we managed to get a nice set up here going so The what we're looking at now is applying a color. So you're playing a gradient basically Yeah, the whole mesh you can apply a gradient with a mask and then when you change the hue of the base color You create gradients Of course, that's insane. You can chase your hair cut in no time Well, well, well, I mean, well, let's see what else mask by normal. What does it mean? This tool let's you select a hard surface faces in a skirt without only by the geometry shape. Oh So it detects where the normal is pointing and it automatically makes a mask Yeah, you click on a face and it makes the Based on the angle something like that. Yeah, so for half surface I guess it makes more sense or for when you have the hard edges like this Or like in the character like in hopper that you did mm-hmm, but he made That's awesome. Did you know this feature? Do you went through them? Yeah? I yeah, I tried most of them The masking by normal. I didn't try yet, but I was hoping I could like try something a bit more hard surface Yeah Topograph I like the name. What is topograph here? We're grabbing Topology by how it's like masking based on the topology. Yeah, like the proportional editing Yes, exactly like proportional edit proportional editing and edit mode for working properly properly Wow, so how does he detect the Has an internal system to create masks Dynamically so everything or anything can be added to that like it's It's detection or it's masking or It's detection. Yes. Yes. If you are sculpting clothes, you can mask the edges automatically and is it space or actual space actual space like like Let's see a reference. It's like a pointiness Mask of pointiness and then using that the border of the highlight everything is geometry based everything is geometry base Isn't that amazing? So, okay? Well, we are at it here Of course, you should check out the Instagram from Paolo's source for artwork and the Twitter for awesome And the new tool and the new tools Yeah, for example, the new the new kid in the block is the blueprint tool, right? Yep, and you mentioned that easy. We are basically making this because you run out of things to do for More or less more or less because the like we said the mesh system for scouting needs to be reworked So that's why you fly it all the way from Spain to here so we can actually Yeah, plan a new mesh system mesh system. So yeah, it's probably not gonna happen on by Tuesday, but it's still That's insane. So why like what do you plan to do with this tool? Do you plan to is it a tool? Is it part of another? It was designed to be a tool but right now the implementation is similar to the knife So it's a model operator with internal states as we'd like I would like to turn it into a tool, but I Don't know how to do it because there are no tools currently So like the poly build for example, no, this is way more complex. So I need that reference implementation to Make something like this with the gift most and the other things So I copy the implementation of the knife tool, okay, so you copy and paste basically Yeah, and you probably as soon as I don't know Campbell makes an awesome tool Then you can use it as a reference. Yeah, or maybe now that actually we could invest some on the documentation Development fund improvements that we're getting maybe we can Actually have documentation for these kind of things because it's amazing But you can basically use it like the geometry creation tool Yeah, you can disable the grid and the snapping and everything. Oh, yeah, I saw it Let's finally open blender for once We're talking a lot here. So so Let's okay, so the I think I tried using the the the tool the This one the blueprint. Yes, this can crash Especially if you are not tweaking the grid values in the number Because the defaults are broken the defaults are broken. Let's escape. Ah because it's in a model too. Yeah So the defaults are broken. Yeah, so if I play with fire here and let's go to those settings and switch here and Don't put this at zero. Ah, okay. That's why so if I make one meter is fine. Yeah Well, so then it means that I can also snap Interesting and to very see and to floor check it up to floor. How much snapping can one get? And then you can click on it. Oh Nice, there we go and then click again click again and then start drawing first first time ever really I'm using this tool so first time was to put the center of the of the grid second one is to define the area Right. No, no, you're going to start drawing when you because you have different drawing tools Okay So then I then I start drawing and then click again And then I click again and then I set it up and then I click again Well, and the origin of the object is where you put the grid So you find the origin at the beginning. Oh interesting. So you said I can also make Lipses Paulie line What so maybe you want to use this because I haven't I really haven't used it. So do you want to try it? Oh The same, okay, so if you know how to use it, it's actually goes much faster and Paulie line you can draw anything You need to press enter and then you apply and freehand. It's more less the same Freehand in honor to macro media Wow, so you can just cut basically anything interesting That's that's insane. So to polish this do you also need to rewrite the half of Lender now? No, this can go for 281 281 without the more this does not break anything amazing So would you find any like would you be able to add other things like you said you can also in the next iteration? You can also remove parts. Yeah, but that's tricky to do because with a snapping With a snapping you create a lot of overlapping triangles Okay, you just nap a cube to a corner to other cube show volumes break constantly Okay, okay, that's the problem. That's a problem, but I have to go Yeah, it's awesome. That's insane. So I think there are a few questions though You can start answering but is there anything else you want to you guys want to cover? I think we can answer questions and maybe use it as a reference here because I saw some questions related by the way They are in my blender thought today Nice I was really oh, yeah, by the way, the you is something we announced But they are dating the website and we've been told so if they are because not loading right now It's probably because we hacked it a bit too fast or too much or they are updating the article So let's see. Hey. Hey. Hey, how many questions 39 questions six upvotes. What the Pointed Some love and passion. So right the first question by float tassel. Hi guys Thank you so much Pablo for of course, you are referring to me, right? Work on a sculpting tool. It is so confusing. It's beyond amazing Question to all will there be work on better simple modeling retopo tools? Like drawing vertices squads by hand automatically snapping to a surface point being is more control and faster modeling speed So will there be better? I hope I hope yes, but in the wrong Apology mode or something like that. I like introducing a new mode for the topology would make sense Absolutely, right. Apology is like like it's a must nowadays in the workflow, right? So the viewport is broken for the topology. Okay. Okay. So there is work to be done But for that better to have the school tools may be ready first or like the mesh system or you can also No, this has nothing to do with the mesh system. Okay, so Normal edit mode in the background Amazing. All right. So maybe 282 or something like that could be something. I'm not really putting deadlines like This is more and you say interfacing than the code is there this I mean the The shin wrap modifier works. Yeah, and that's the tricky part of the code So you only knew like more like designing how it's going to render and that kind of things and how the tools are going to behave So I know a guy here that yeah, yeah, I mean So far, yeah, it's like you need to build a bit of a stack of modifiers and then adjust your viewport with a little bit of toggles and stuff until it looks kind of nice, but Taking that away from the user and just making it work by default kind of would speed it up A lot. Hey, you guys could team up, right? Right? Right? Why not? All right. Next and also in the shift a advert. They should be included in blender without the extra objects I don't I know yeah to add like an empty mesh with the one verdicts The polly bill tool will be a good starting point time. I made some patches for the polly bills Yeah, yeah, and like they got in. No, no, okay. Why I don't know. Yes Probably okay, that's amazing. So the feature and free you can also I mean you have your own branch You can do like that. Yeah, I can put them in the world Paula's universe branch, okay So I'm gonna like this so I can keep track of the wow how much time is taking to add the like because the website is Crawling right now. So said corp says hi team great show so far. I won't ask about tools and features I'm sure many will and even Pablo has probably plans for the future Do you? My concern is the development shouldn't stay on the focus on the stylized character workflow But also realistic ones since that's what I'm for. Yeah, don't worry. I'm aware of the dinosaurs Very much any I mean if you can do one you can do the other right stylized issues That is what the mesh system is for the mesh system because for stateless the current mesh system works. Yeah, fine In top one multi res need more improvements to we work with comfort comfort of a of course Quality is a target to aim for do you think that's even possible in top on multi res need more improvements No, like I mentioned is better to maybe have a complete replacement, right? Yeah, multi res just could stay no multi res would go away Okay, no, no, I mean no multi res like in workflow, but the current implementation of multi res the way how it's implemented now not the Removing the my fire all together because it's actually useful that these multi res. Yeah, it got a little bit of a hit lately I'm using it less and less But yeah, it's mainly just about like fixing some stuff. I hope but no, it's not that easy big But in general, yeah, I use you need multi res because yeah, it's absolutely necessary. Yes, it is well, it's just to show a little bit of what I'm Julian has been working on this is the character that we're gonna be releasing on the cloud soon Well, the character is is there. Yeah, this file is currently available This file is available for you to try as you can see is retopod with with a lot of pain and sweat I guess. Yeah, no add-ons. You didn't use any other for them. I tried to only use free and Free add-ons and add-ons that are already in blender by default. Oh, nice. You see purist I was forced to So this is gonna be part of Sorry, it's a little advertisement with this this building is a paid by the Blender cloud So the this part of a training that is actually coming for the cloud So that will be pretty nice when we expect it coming It's it's a lot of work I hope to get it out as soon as possible, but you're not gonna just release all at once But more like over time if it takes too long then in chunks, okay? I don't want to keep you guys hanging otherwise the whole thing like that like like Netflix, you know All right, so That dragon says come on to get a shader so we can see in Vertus face is a darker color I think this question comes up every week The normal orientation in 2.7 used to be displayed as like a wrong color like the shading ones darker which has its advantages and disadvantages I think both so the Solution into point it was to replace that with a feature to show red and blue like To be able to see it in more than one object and in a bit more clear But I agree this should be possible to see it in 2.8 without having to enable our future So it could be or at least be able to choose the colors Next the actual question goes to pick a go I know many will ask to make blender to be like other software My question is what Paulos plans for it to be out new ideas in his beautiful mind Is he going to work on more standard stream one? So basically do you plan to copy other software is just to make the best the sculpting tool ever, okay the plan Generally speaking is implement the volume object first and Implement a new sculpt mode based on the volume object So you are going to have like a kind of the top of things Yeah, but based on volume. It's like the information we show before but in real time and when that is done Start writing the new multi-resolution mesh system Wow and have only Unoptimized mesh system for sculpting multi-resolution with the drawing and drawing code and everything with a better performance possible Even if we have to sacrifice some features So for example when when you say a volume object I imagine something like, you know, like like a volume You know like a grid and when you say that we can have like the top on a grid is like basically being able to Do so divide no, there's no it's not necessary to do that in It does it all by itself. Yeah Amazing. Why do we even bother? So long story short chip a volume add a new volume of shit It's only it's not only good for sculpting but could it be used for other stuff? Yeah for importing like smoke simulation and editing Simulation so you could in theory run a simulation in this Object and then yeah Scalp on smoke. It should be possible the interface is going to be weird, but it should be possible You heard it first then there today That's it. You're promising a lot by the way No, but it should be possible right because it's the same Principles you bake it. It's the same date. Yeah, same data. It's insane. It's not even possible in and other universes So okay next question Matthew McParson asked I'm hoping there will be a topology tools for skull better to create or recreate mentions with rigging in mind That also I need to talk to the other developers in the meeting about the quad destructor remeasure What struck the automatic retopology tool? Oh? Okay, because I don't know how what we should ship with flender if quadriflow Developing a custom solution better flow That's insane, but yeah, I think blender should basically If we have our own probably better. He's going to be a lot of war if you implement. Okay. I'm sure something else But the problem is maintainers, right? Yeah All right, so momo tron 2000 ask they are paulos Plus Julian, I wasn't able to try the skull branch yet, but I love the videos you post online So do you want to integrate the possibility to create custom VVM brushes? So people can create and sell them as assets in the future vector displacement We can add vector displacement with the current code does not have any compatibility problem Problem is we don't have in vector displacement baking Oh So we can't agree on a format to restore the vectors. So how do you feel about baking code and but Okay, I have a friend is called his name the lie and that is pretty chill. He's from Latin America. So But in fact, I have the patch for vector displacement, but do you yeah, you have a patch for for yeah I did it while oh, but it doesn't do anything because you don't have the Brushes baked it to that Okay, but it's a start. It's not hard to have. It's not hard to add. Okay That's very nice. We are building a to-do list here and Julian Casper great tutorials I want to subscribe to the blender cloud very soon. This is exactly what I needed. Oh, thank you More on the way. Yes. Yes. So nice All right, so next question max Hi, will you implement a cutting tool for the skull mount that can cut and add polygons with lasso or work selection? Yes, that is why I'm trying to do Boolean things with the looping to the blueprint tool Oh, so actually a blueprint tool is more like a training Playgrounds, but if we make if we use like geometry Booleans like in the Boolean modifier I don't know if that is going to work in a hyper image With the details One way to find out So let me see asking speaking on the future. I was looking at for the cycles adaptive sampling source code compile and try out But I could not find it Okay, so somebody is already helping so Thank you Silla S Next question one request performance performance performance. Yeah, of course That's a major major topic every time you add something you have to focus on performance Daniela Palma asks hey Paolo you learn and Paolo which order? How is the VDB workflow coming? The volume object Implementing the volume object first, okay, and then the scale mode so Any chances of getting Jack look on the show out for me. That's for me. Yeah Yeah, he works literally like behind the glass that it's here so I plan to because he actually released a video a demo of the Notes everything notes branch, which you also hacked back in the yeah That's the final idea for the mesh sculpting system that you can use node based brushes instead of implementing like 20 brushes with Parameters and doesn't make any sense. You know, it's yes implement the brass that you like and Let's go to maintain maximum customizability Yeah, you can't get more than that. Have you have you like all the news that we are dropping here like this when you go home You're gonna blow your mind node based brushes volume objects Ritopa tools, that's insane. All right. Okay. I just keep asking because it's only good news Frostcrack studio says come blender get tools similar to this Let's see. What is this means this means another software that? Can yeah, yeah, this is easy, right? So it's not like a like this like a screw my fire like the we have actually individual tools for doing this a spin Spin tool, so it's just I mean like I mean maybe yeah, I mean the like adding primitive objects could be more dynamic I mean one of the Yeah, and start of that was like drawing your cubes and stuff like that, but I guess They can always be more Wow. All right next Oh, I know about the screw my fire one the tool that let me select the poly on count like this here Oh, yeah, that's what yeah, but that's comes with everything notes Because you can you would be able to generate meshes from it. So and use the notes Yes, next question when I press tap and use the pie menu. I go to edit mode Why do lander not going to edit mode tap we try that one? That's a quote from too. So still by the way We already tried that one the problem is that detecting the tap and detecting the drag means that the tap needs some kind of Threshold and it makes it slow. It feels slow feels luggage, but we tried during the 2.8 development phase Maybe in the future it can be improved next question And by the dragon can you or someone in blender make a tutorial on how about how to add the render animation and render image But back. That's an easy one. It doesn't need to tutorial about how to make an When you make these changes, it's better to make it be an atom because it's you can keep it up to date much easier Then if you go to the code and then you have to do it all the time Next question great job guys. I'm looking forward to your course Julian and you can say one is approximately ready I can't like if it again if it takes too long. I'm just going to start releasing Videos you have because you have everything already recorded you have to edit it and talk about talk on top, right? Hmm, sorry, you have all the videos recorded because you you recorded them during the making I have like the entire creation process of the example character Recorded and I made like all the notes about it like basically the script for like the entire commentator thing but I'm going to like spend more time to add like actual like step-by-step tutorials to Get the results that I'm doing that's basically on high speed So it's it's gonna be like the Bible of character creation because not only like modeling or sculpting It's also the the creation the Concepts the the whole workflow that goes between there, right? Basically everything in blender So from sculpting to then like retopology Concept art or like that kind of stuff not really explanation Yeah, that's going to be a bit of a part of it like just like the original like research and reference gathering But I'm going to keep Everything like as much as possible in blender in blender. Mm-hmm that question. Hello, lately you ask for thread Flip normals. Ah, yeah. Yeah, it was great time ago, but I think drowned please fix for yeah Here's a feature that we were talking before the Shader for them. I think for 281 this could be revised Pachevan is ask. Hello, Paolo's I tell you that we already have the guide for use of the Pablo the varro branch Translated into English. Yes, I share this link today and believe it or not is here It's in isn't English in Spanish and in Portuguese. So it's it's just amazing. You have a guide So you get the software for free you get the guy talking here and you get a guide like a PDF Full documentation on how to use all the tools So I don't know anything else you want some coffee with this, you know some fries with it. It's insane It's awesome. Like I don't know this also came out of nowhere If you want to help you can get in touch with the people here and translate it into other languages So we can actually reach more people. So now with English Spanish and Portuguese. We reach a quite a few but I'm gonna you can actually get the link from here. I'm gonna share it on the chat. So you guys All right Next question by Ian Ian. Why in the uv editor connected proportional editing is not available in 2018. I Don't was it even available in 2.7? I think it wasn't I don't think it was there I don't think it was an option. No, I mean we have to think here We can it happens to me so much as so many times that I'm just like, where did this feature go? What In the menu in the menu, there's no context menu here. No, no, there is no context menu Wow, okay brave people only So, I mean, I could well be that it's just got like when remaking or a copy-pacing I will keep an eye on it. Thank you. So Sterling Goetz asked when will cycles is place when live experimental status? Good question. I think it kind of is ready to live experimental status. I was talked about before in 2.8 to migrate to upgrade those features because it didn't test it for a while and I we can ask I can ask a break to see what what he thinks Not a question basil. I probably know just one thing Please please please please please add back the toggle button to hide display renderable objects in the viewport It seems like a simple addition. It's mega useful during animation to know what will Yeah, the only render remember the render used to be like a hide overlays But also he used to hide the objects that were not renderable. So, yeah And we should do it. We should it should be back make sense. Yeah makes sense And it's probably an oversight because it is not like super hard to do. I think Juan Carlos Montes hola Pablo Did you stop working on the Extracts mask feature? Thank you for all the hard work Yes, because I don't know how to make the external loop without adiasing wrapped with But when I know So if you guys know So but it should be possible I think it should be possible to add that without a shing wrap, but it's hard to do. It's hard to do Another question. Good afternoon Would you would it be possible to hide collections from the file browser when linking a pending because there are cases where You have too many collections in the scene Yes, I think this is part of the asset management like when you actually can Like not use a file browser to to bring in things but actually assets to you have more options because right now also It's a bit silly then you can even like when you append something you can make it an instance Even when some things cannot be used as an instance and like yeah, yeah At the outline and general also needs a bit of work. Yeah. Well, have you seen the the work done in the Yeah, it seems crazy. Yeah, and when like the all the asset manager stuff gets in there as well Yeah If you haven't guys already, it's on the dev talk forums Yeah, and see the summit of code for outliner I think you can even download the builds on Graphical yes on graphical, but also if you follow him he has a Twitter Twitter account think Twitter this one. Yes, I think yes. He just treated this amazing. Look at this one You can oh you made something else. No, no, it's yesterday. He treated this one You can enter edit mode for I clicking on it You can make cameras active by clicking on the camera and you can also search Objects when they have more than one you click on the on it and you can search for it That is crazy good on top of all the settings that were already there So all the new improvements that are already there So follow Nathan and follow the thread on The summit of code because it's pretty nice So many goodies from all corners. Awesome. So what is where were we? here Will there be some not based hair systems? Well Particle system is getting a revamp on not based. So maybe but I don't yeah I don't know at the moment how about the status of implementations Hello, is it possible to save the grid settings in a blend file? grid settings no, they're part of the Well, you can make it a startup file. Yeah, so you can but you need to save the startup file settings Hey, but a quick question. How can I become a certified blender trainer? go to blender blender door slash Certification blender network fine. Look at the blender network Sorry, we have five minutes and there are a few questions here. So Next question. Let me suggest something. Why don't we create a level of detail for the render while sculpting? like the quick navigation Level of detail for the render. Oh, yeah, well sculpting This is really hard to do in the same mesh. Yeah, because you need to have different options For the same object No, exactly, but I mean probably it's not going to affect that much that performance No, but in different objects yet. We can add it. It's like the current multi resolution Yeah, and if we because geometry is now not usually that big of an issue more than Textures for example or shaders if you have busy shaders or like noisy shaders that are really far away They're also going to contribute. So maybe it's better to invest in that area Like some kind of level of detail textures so they can be made mapped Question for Julian. Hey, when you make a model and the concept art isn't another person How do we approach this? Do you ask the author if you can model or you should mention at the end of the work? at Like when I started making like a lot of fan art and stuff like that I always asked them, but it's it's always nice thing to do But like in the usual case, it's just more important to credit them That's the most important part. Just whoever was involved just credit them, but usually people don't mind fan art Yeah, how do you do also? Yes, I ask Okay, then I just Now I ask I don't but if I would I would choose Credit them. Yeah, she has like make sure that the first thing you say not like whatever whatever Not just the name but also like linking to the profile Because I think it would be it's a nicer surprise if you see as an artist I think if somebody just sent like tax me or mentions me and then I see it Then it's nicer than if they ask a week before. Hey, I'm gonna make something with your face. Okay No, not face, but with the characters. I think it's better No surprise factor So for sculpting and blender will you consider to expand the use of metables is in this possible work? You see the beginning of the show there. There is like kind of the new medieval paste They look like metables, but it's just basically It's magic the remesh Make an easier way to create and share brush it presents. Yes with the nose brush system Asset manager is the answer to everything Ryan ask first of all I want to thank Pablo and everyone who is working for all the hard work that put into the scout workflow or the scope branch I Wanted to know with the move and rotate tool in scott mall. Would you be able to manually set the people position and rotation? Yes when the transform tool is Working fine and not because now the code is a mess and that's why Because the transport and operator is shared between all the modes and I change a lot of things there And now some editors are broken like So yeah, but this should be supported Okay All right, so it got plenty out to have fun with Plenty areas the blueprint all this something random really needs I know you're still working on it and getting the basic functionality in it But wouldn't it be work better as a separate 3d view mode instead of a tool? Like edit modes, I think no We have tools now so yeah, then you have to another mode That's no as a user you wouldn't have to keep changing the settings of a single tool instead of you could have many Bullion as abstract. It's like a layout mode. I don't know. I think it's better to just polish the edit mode Yeah, that can be added to the mode with how it could have its own workspace maybe But like the same for the topology. We could have its own workspace. Yeah All right, so next question what you will love to see you All add even more sculpt tools like other software half for example the braid brush Has become a daily part of my character modeling workflow many of my friends use it to that and things like zippers I Don't know what that is like a braid brush like the car rush in the other show Well, I think so. Yeah. Yeah, we need to do something in the cars editor to more intuitive tools Yeah, there's like I feel like a lot of the functionality is already all right It's getting more and more functionality gets into blender like sculpting grease pencil lines It's like you're already able to sculpt curves something like that could be implemented in different modes For just for different object. It should not be hard. I mean, it's just making the code for yeah adding the mode that I don't know how to do that Okay, we still have a few more questions, but I think I managed yes With Blender 2.80 tutorials all about left-click select, why can't you make the right-click select tutorial at the same time? Because you miss making the tutorial twice I Think he is referring to the blender fundamentals training which is on the blender Channel in this channel by the way, if you're probably getting all the kind of notification is because of the blender fundamentals training which you can see on the home page there is There is a blender fundamentals 2.8 can find all kinds of videos are being updated. There are even more videos coming. So yeah Check it out by making a one for each left click and right click that would be A bit too much. I mean once you know the difference between the two It's just a couple of changes to the key like context one if we're context one if we're action Next question I brought in high power Is there a way to animate the vertex group of a shape key like the vertex weight mix modifier? Vertex group of a shape key shape keys won't have vertex rules You can assign a vertex group to a shape key. Yeah, but so it's basically animating a vertex group Yeah, but you can use a modifier for that right for changing the modifier dynamically Vertex Another question. There is no live update of visibility of crisp and see the control via driver. Please fix it. Please report it Maybe it's reported already I'm not aware. Maybe it was reported or not, but please this kind of Requests it's nice to be reminded about them, but please put them in the developer.blender.org Go to inside of Blender go to the help menu report that back because that way it's going to include some information about which Operating system and graphics cards are you using however? You are sharing here that you have an immediate 7.50 m That is apparently not supported and it should be supported because it is not that old. I mean I Think specification as long as it's open GL. Yeah 4.5. Yes plenty. It is supported. Maybe your operating system Drivers doesn't support For CUDA, I'm not sure Next one will 2.8 be released when it's ready. Hopefully at the end of this week. Hopefully. Hopefully The last question is are there any plans for improving the viewport edit performance? When can we expect some improve improvements in 2.8? Seems to be a major drawback that everybody's talking about viewport edit performance It is more performance. Yeah, it is a bit slower than it used to be. Yeah, depends on the graphics card as well Yeah, no, I can't I think it's a matter of polishing and improvement 2.8 is gonna have plenty of areas to touch and improve all over the board So I think we covered all of the questions up to this point is 39 comments Let's see. We're now gonna manage to answer all of the other ones unless there is 71 You wrote twice as many questions even more than before. Okay, let's speed this up Over time you just arrived from Spain. There is a bunch of questions How did you show the tool setting settings when using the new you need to show the the toolbar the toolbar Yes, the toolbar you in blender you go to the view menu and you go to tool settings that way Or you can also use it here, but I think you haven't ticketed maybe it shows there. No, it doesn't look nice Yeah, somebody The layout system in blender. So, yeah, probably it's a bit to be fixed Then why there are no more visibility settings in the outliner because you have to enable them in the now there in order to make things more expandable these Columns are now Customized all you can enable all of them So that way we can have more. Yeah Well, so by default since the selectivity and that I really did run the ability is not using as often as this view They got hidden by default There was also the case of just users not using the right visibility toggles for it for the workflow Like now the ones that are shown are the ones that are the most usable and the most the ones that you should Use the most the most. Yes. Hi, Paul and Yolian. There are many features. We want to include this one Highlight selected object after switching. Yes, I'm aware of that But I don't know how to touch the rendering code for doing that But that a lot of questions for the developers here Will there be image stack base volumetric into one eight I don't know. I can stack a bunch of images and make a volume out of it. No idea No idea There is so many questions and we actually a bit over time this one with a picture You see a picture pretty much to the blender create about topology edges in complex models. This is probably the No, that's because these remesher is not meant for final topology. Ah, yes Yeah, it's just for sculpting to make it. It's not the Ritopo, right? It's not like making. Yeah, just like how dynamic topology It's not giving you like a workable topology It needs to be fast. The automatic retopology tool maybe it's going to take like one minute to finish one retopology. One minute. Yeah Okay Question to Palo de Barro. Do you live stream your sculpting? No, no, but I could not yet. You could it's pretty easy as you can see it can only go really wrong with the audio and the live stream and everything so Let's Okay, we can't answer all of the questions We are already over time and I want to keep you guys here, but uh, if you see something that you want to answer for example Do you think we could be able to get an open BDV remesh that respects the hard edges and actual hard edges? If open BDV has that function within it should be easy to do. Okay, and it's not possible to like extend it to I don't know All right, I'll give you a mention to Scorpion 81. Yeah for building all the No, he built the the remesh modifier in the skull branch. So thank you Scorpion 81 Martin, right? Yeah Are you rigging rain with Ray 5 Land Rig or another Rigger? Another Rigger he arrived today. Yes, we haven't announced him yet because it was the Ubisoft news Sorry, it's too many news too many ones. It's like, yeah, what do we talk about sculpt Ubisoft or new Rigger? Yeah, but it's going to be a custom rig. So like a clean custom rig for that character from scratch How would you rate the priority of doubling poor performance when handling high-dense seeming edit mode? Do you think it will be double before 2.81? Telling poor performance improving No, there's not 2.81. No, no, no, I mean it's important But it's the with the resources we have in the moment and there's so many other things that lined up. I don't think it's Pablo would you add any more features to the new remesh tool? I Want to add a volume of projection volume of projection But it should be fine as it is now the rest of the features it depends on what open BBB offers in the API Also What else like the dinamash and polish workflow? I'm a longtime fan of you. Yes, I Hear more often We open bled we open bled them for like five minutes Set up everything here so next time we can have you here next time. Okay What's coming up in the future of sculpting And look at you can also While you're at it, you can see art stations from Pablo de Barro under the long section You can see the blog post that has Everything that we were sharing here. I'm gonna put it in the chat here as well Just so it stays and I think we can start wrapping it up While we are here. We have Pablo Arroz art station. We also have your Instagram your Twitter and you need to add your patreon here, man. Yeah, you need to add it. I don't know if that's possible It's possible. I think oh it is here. It is if you follow him on Twitter, then you can you can see it here, and then you can Get over there be part of the water. What is so you share here or you just I share like Tutorials and things like that. Okay, also how to configure the new features because one of them not not easy to configure Okay, so There you go another reason to join Pablo Arroz is besides supporting which is already kind of a big reason and That's it. What about you? What is your your name in the social media? Yeah, you're a rock star here probably in the front You can find me on art station or on Instagram at I'm on Instagram now Julian Cuspart Of course, of course, so Julian Cuspart There you go. There I am picture look at that So are you also looking from here? Yeah, you're about section here. You can go. Yeah. Yeah. Yeah. Look at this Mr. Networks here. That is the Twitter you're also on Twitter now recently joined I think I didn't know on Twitter. I'm on Twitter And I'm not following you What are you doing? No, wait, you could be number 1000 You are 999. Yeah. Oh my god. No, you can be number one close. Oh, no Oh the race Anyway, so yeah, follow them and Do you have like a patron or that kind of stuff? No, no Why do you have a job or something? Oh, you have a YouTube a YouTube very well maintained, of course and you have a Sketch Yeah, I tried to upload my models to sketchfab as well so you can see them live. That's all. Yes Do you probably you have a YouTube that you want to share? I have a YouTube It's like for private videos to upload the demos and things like that. Okay. Well private private I'm not private and she has used the Blender developers account. We made a YouTube account for developers so we can share stuff. That's amazing You can see this. Mm-hmm. Look at me. It's not easy, but I mean Yeah, I try to do it for like all of the sculpts that I'm doing because it's basically just like high-poly Geometry and then vertex painting. So yeah, it's easy to upload We should have a viewer in the cloud Yes, all right, so I did enough PR advertisement to everybody I think I did my my part as a thank you for coming here all the way a thousand celebrations Somebody's already follow. Oh, oh, did it happen? Oh? There we go Now who was number one thousand? Hard to find so you're making a giving away a giveaway of no, no, I didn't say that All right, so Thank you everybody for giving some love here for the people. Thank you guys for dropping by You're just arrived from Spain and you're just standing because we're standing by here For one hour. We're sitting And thank you guys for tuning in. I think somebody said there was a thousand seven hundred people at the same time So I think we broke another record hundred seven thousand seven hundred Yes, I know pressure. So yes, I think Lender today is getting It's getting some traction which is a pity because next week actually we're gonna be at secret And it's gonna be tough for me to make a live stream from there But I'll see we'll try to figure out by the way, it seems we are giving here We are giving advertisement to every to all the Accounts Blender has an Instagram account that we never upload anything really but We will try to keep it updated, you know, try to be hip. So it's Blender dot official It's also on the Blender dot org website at the bottom. You are gonna find the The social media links down here So I think that's pretty much it Think that's pretty much it we can call it a day. I think so. Thank you guys for coming in thank you guys for staying watching us and I think do you watch the show? Do you know how we go? How is the the style that we? Have for living Yeah, I don't know if I were okay. So in case you don't Check your headphones lower the volume because you're gonna be blown away by style five four three Look at the people sunny boom. Thank you. Thank you. All right once again. Thank you. Thank you. Thank you Thank you again online