 And welcome everyone to Blender Today Live number 60. We are live. It's 5 PM here in your Central European Times, EET. Yes, and I'm here with a guest, with a special guest, and Sebastian is one of the developers that is working full-time now in Blender for already many months since last year, right? And no, well, yeah, since last year, technically since Christmas. Since Christmas, OK, that's last year. So you are helping out with, like, the backtracker, right? Yeah, mainly the backtracker right now, so. Yeah, so basically all your messy files that need to be tested and checked and reports. Yeah, the minimal 5 gigabyte file for Reproduce, yeah. Wow, all right, so awesome. Thanks, everyone, for the thumbs up. It seems that the audio seems to be fine, the video is fine, and we are here in sync. So what are you doing here in Amsterdam? Why do you leave here? Where are you from? OK, yeah, I'm from Sweden. I have been just here for a week now in Amsterdam. It's a bit different than in Sweden, so it takes a bit of time to get used to everything. But right now I'm just doing the same thing as I did from at home in Sweden, just try aging bugs. Perhaps if I had time, try to fix some small things. But yeah, most of my time right now goes out to just fixing bugs and assigning them to the appropriate developer. Nice, OK, that is a huge, huge, huge help. Because otherwise, yeah, like some bugs, you have to try them. Sometimes they are not even bugs. Sometimes they are features. Yeah, feature requests that you said that they should try to sneak into the bug trap. Yes, actually, here Sebastian is one of, like I was about to start. He's like, yeah, now you put the PlayStation 1 intro and now you put the Zelda one. And yeah, so he actually watches Blender Today. One of us, one of us. Awesome. So you're here visiting Amsterdam for a little bit just to hang out. And now because we have an office, it's cool to be here. But would you like to consider one day moving in? Do you still like? Yeah, maybe. I'll see. But perhaps, yes. Awesome. Well, so you know how it goes. You know how Blender Today goes. We spend the first half an hourish and just seeing what's new in Blender and then we answer the questions from people here in Livestream. So if you haven't already, go ask your questions, especially if you are the development staff, you can go to Blender Today, which I happen to have in the browser. Here, in the browser. Yes, but I didn't have it shared, like nah. Blender.Today must be the first one or one of the first ones. Here, thank you, Momotron2000 for making the threats. There's already 21 questions, so go hurry up and we're gonna see what's new in Blender this week. So do you, like, you're a developer, you know what's going on with Blender, why do you watch this? I mean, it's nice because I don't keep track of everything. So some of the features just say, oh, this make it in this week. I'm like, what? It did? Yep. So it's nice to, you know, keep track of those things that I miss. All the new stuff. So we, I usually like to start with the interface changes because you know, it's more like the superficial part. So let's get to it. There, like this is a nice one and small one. If you're actually making, working on your file for hours and hours, and then you will make a new file. There was actually a demo on a YouTube video by a girl that was doing 2D animation in other softwares and then wanted to try Blender for the first time. Oh yeah, I saw that. I saw that one. And so embarrassing that she lost her work because she wasn't really, yeah, she made a new one and was expecting the message to tell you that you are, yeah, you're gonna lose your changes. So now there is a message that asks you, hey, there are changes in the current file, continue. So I think this would be a good compromise. I would, I would, I don't know. I kinda like this message a lot more. It's like discarded changes or make a new file or something like that. So maybe it should be something a bit more complete. Like this one feels like I would, by mistake, I would like just click it. Just click it, yeah. I'm just used to it. Go away. Go away, yeah, yeah. At least it's because away then it's gone. But at least you're not gonna lose your changes if you're paying attention. So it's pretty nice. Then that was the small one. There is another big one regarding the UI that was just committed now. So if you download Blender from the build, but it's not gonna be there yet probably if you compile it then it is. It's the changes that I talked about last week regarding the top bar. So as you can see now, there is, I just opened Blender and there is no top bar. What happened? Did it get deleted? So select now. It's not gone. It's only where you mainly need it. So it's in the, by default, it's gonna be shown in the workspaces where it's most needed. So if you're doing shading, you're not gonna see it. If you're doing animation, you're not gonna see it. But if you're doing sculpting, for example, it's here. Then if you're doing texture painting, it's visible, there's nice pink in your face. So it's there when you most need it. If you wanna show it, you can always just show it in the past. You just right click and then show tool settings. Right click in the header and then show tool settings. If you hide it, then it disappears. That's pretty nice. Yeah, the animators wanted to have a shortcut. We'll see what it will do. To toggle. Oh yeah, which shortcut would you, did they suggest that anything? No, they just, I want to be able to assign it to a key so they can just toggle it on and off without having to go up to right click. Yeah. That is a good idea. Which the top portion of the video. Oh yeah, it's actually the top portion of my screen is off because I open it in full screen. And here, if I disable this full screen, then I have to make it like this big. There you go. Because now we lost the top bar. And when I set up this screen, I did it with the top bar in mind. So thank you for the reminder. I'm going to make it bigger so people can read. People slash me can see instead of squinting. Then I see myself doing the squinting on the video. It's embarrassing. Control T, that's too many keys. But maybe something with T with for tool bar, like Shift T or... Alt F4. Alt F4, Control Delete. So that was one of the changes of the top bar that it's now only visible when you need it. However, for some tools, even when you're modeling, for example, for some of the options that appeared up here, now they're also available on the top bar if you can enable it, or you can also find them in the new categories in the sidebar. There is now three default categories slash tabs in the sidebar, before they were none of them were, there was only everything in one, which was a bit confusing because the transform panel was only related to the active object. Then there was together with the view, for example, for view stuff, like the 3D Corsair was there, even expanded by default, like, come on, I'm here, I'm in your face. Yeah, scroll up. So you had to scroll a lot, and annotations and then collections visibility. So maybe collection if it gets too big could have its own tab, but I've seen a lot of people using dozens of add-ons and they will run out of space in here. Yeah, they would have to scroll on the side instead. Yeah, and that needs some fixing too. I think I've seen some screenshots where you can even read the name. Oh, they shrink. Yeah, that's like one letter. So maybe it should be like this one, you know, it's smart enough to scroll. Yeah, that was a thought to scroll. Yeah, it's not yet. So maybe that will happen. And there is a new one that shows the active tool settings. So you can still access them. Without having the top bar. Without having the top bar. You can also access them from the tool settings here. So you can, if you don't want to have it all the time on, you can always, you can, for example, have the modifiers here and have access and then the T panel here. So it's an extra place where you can find them. And I think the, I don't, creators also gonna make it, gonna find it nice that they can fit more information about their active tool. When they make one, you can also just fill in all the stuff. And have the tutorial in here. Add a whole tutorial in it, add a picture at the last episode of Game of Thrones there, playing while you're, yeah, all the spoilers and stuff while you're working. So yeah, you can show anything. And what else? I think that's about it for the top bar. Yes. What else? Last little UI thingy that you're not gonna notice because it's actually a fix-ish. Some menus, I can't show how it worked before, but sometimes the menus will have like two separators, one after the other, from like leftovers or some settings are only shown if you're like in whatever mode. So sometimes it will be like two separator and look weird. Now they don't look weird anymore. Thanks to Howard that he pays so much attention to all the little- Small details, yeah. It's so nice. Like one pixel differences or color differences. Howard, you're awesome. Thank you very much. And since we're in the viewport, one more thing in the viewport. Let's see. How does it feel so far? Is it okay? I feel like I'm going too fast sometimes. No, I think it's like nice pace. All right. Next one then. Last week actually, I mentioned that in edit mode, you could find the order was being, it was being worked on the overlay for the mesh analysis. That it's very handy when you wanna show like the thickness of your mesh, if it's enough for like 3D printing maybe or there are parts of your mesh that are overhang and now you can actually see them. Oh, there was a bug report about that. Oh, okay. Maybe it's broken. Yeah, that's the thing that it didn't visualize. It didn't visualize. Yeah. Oh, that's very nice. Very handy for the live stream. But here, I'm ready this week. I am ready with a picture. Yeah, exactly. So, yeah, it is, it should be working. Is it merged or? It should be merged actually. If you scroll up it should say. It's closed, yeah. Yeah, it's closed. It should be. Oh, maybe I didn't compile last fast. Oh, wow. And maybe behind. But it's done, guys. It's working somewhere on some repository. It's somewhere, there is a screenshot. That would, it's done. So whenever you compile tonight, it must be not compiled or when you download it from the billboard, which is basically a computer that compiles Blender every night here at the studio and it puts it up online. Around 2, 3 a.m. Central Europe time, I think it's a time. Yeah, and sometimes it crashes, so we have to kick it. Sometimes you need some poking, but it's around that time. You're doing it during the evening sometimes. So I think that was it. Let's. For the viewport, you mean? For the viewport, I think. Do you remember any other one? I think at the viewport I already mentioned, there is some performance improvements that we can actually maybe mention before moving to the other big one in the Outliner that I mentioned last week, but this one is awesome. It's so awesome that I even opened Blender 2.7 and I did a demo file of it. Oh, you prepared. This is the one, I came prepared. And okay, then the developers bubble my, no, burst my bubble with the updates. But basically, look at this guys. This is Blender 2.79 in its glory with how many, three, 4,000 bones, 4,080 bones. I'm in edit mode and I'm gonna play back the animation and it's going around 40, 50 FPS. It was lower before. It used to be slower before. It's around 40, 50 FPS, but I'm not gonna, should I try and... Yeah, you can try it because it was lower before. It was 30 FPS. And I think I had something running in the background. Basically, the speed of the drawing of bones has been sped up enormously. So much that it's now actually faster to draw the bones in edit mode for 2.8 than it was in 2.7. So the improvement actually goes, it's something about going from like 30, in a test file around 37 FPS to like 47, so it's like 10 FPS, so it's like 20 something percent. But in 2.7, and 2.7 was like 24 FPS. So this one I think I'm asking too much to 2.7. It's even crashing with 8,000, like let's see if it's crashing. Yes, it's crashing. So this is Blender 2.7 for you guys. It's kind of lame that you have to kill it that way, but here comes our boy, 2.8. So this is 2.8 with 4,000 bones here. Let's see if I can, yes, let's see, I'm not 4,000 bones. And it goes at six difference per second. Then I'm going to do the same that I did before. So now I duplicate it. So now I have 8,000. I select both of them, enter edit mode, and I'll have 8,000 bones. Pain at 60 frames per second. What about 16,000 bones? You guys see the number? Yes, is it readable? I'm gonna, it's just to flex a little bit. Just to emphasize. To emphasize here. 16,000 bones, 60 frames per second. But wait, there is more. You can actually go to Eevee or like the look dev mode, and then you can have a bunch of objects with like reflections, and I already did it. They don't have to show it, but with all the, pretty much all the fancy needs that you want during like a sensible amount. But then basically it can keep, keeps playing. You can, yeah, you just keep working and it's way faster than it was in 2.7. Why is this? Because it's finally being worked on. Worked on, all the promises of optimizations and it's gonna work better. It's gonna get better because of a new OpenGL or a new depth graph or new everything. It's paying off and it's just the beginning actually. So much more work that needs to be done. Also, this is mainly for statics or if it's animating it's gonna be a different performance. But if you're like, consider how fast this is if you're like doing rigging, for example, or like just not, yeah. But also as Juan said in the chat, it's the bones aren't moving, yes. So expect less performance if they are animated. Yeah, if you have. This is just for static drawing, so. If you have 16,000 bones and they're moving and they have drivers in Python, yeah, of course it's gonna go slow. It's not, but just try it. I'm comparing with 2.7, just to, you know, to. Yeah, to see where we were and where we are now. And where we are now. That is 2.7 is actually. Now it doesn't crash, so. No, it doesn't. Yes, that's true. It doesn't crash. So performance and actually this week, it's all about improving also the, regarding the viewport and the workbench engine is all about fixing the regressions and just speed apps, for example. I have, so here's my little list of things that I like to go on and I have a few other fixes. I leave it up for people pressing pause and saying, oh, what's next thing? But the drawing of the bones with multiple, with multiple custom shapes is also improved. Oh yeah, that was a bug also that didn't work. It was a bug that now it's fixed. And now the drawing is now faster than the, of custom bone shapes is also faster than 2.7. So things are looking good. Not only the viewport regarding like EV or the workbench, but also Gris Pencil has been getting some updates. The Gris Pencil team, especially Antonio Asquez, worked on an improvement on the field tool, the one that you feel the colors of your... Yeah, you feel the shapes. Yeah, the shapes, yeah. It also got an update. It was, there was like a, not a bug, but a feature that it was making it slow, especially on big scenes. And the more you, like it was exponentially slower, like the more, the more objects you had, it was really slower. So now a file that took seven minutes, seven seconds to filling a color now, it's like one second or something. Oh yeah, that's so nice. So it's a much, much faster for Gris Pencil. So yeah, that's, I think that that's it with the viewport stuff. So performance, performance, performance. If Lender wasn't working very fast for you until now, try it tomorrow with the build from tonight and it's gonna, should, should get a bit better. Maybe. Maybe, hope. It should maybe. Yeah. And especially if you have a newer graphics card, it's gonna be better. 2x90 is gonna make better use then. 2x70. Yeah. Yes. Hoof. All right. Outliner. Outliner. There are, I mean, I'm tempted, there are some improvements in the Google Summer of Code project that about the selection of the Outliner and the developer that wants to work on it, actually the student, it already posted a bunch of updates on the Blender chat that like GIFs showing that it's actually working already and Summer of Code hasn't even started yet. It's coming well-prepared. Yes, coming well-prepared. It's the latest finished work. Yes. Of course that code has to be reviewed, has to be on par with the rest of Blender, but that shows a lot of enthusiasm by the developer. So that's pretty nice. The Outliner itself got an update from last week. I already mentioned this last week, but the, but it's good to see it in action. The parenting and the, parenting, how do you call it? The relationship between the two objects. Yeah, relationships, yeah. It's now shown in the Outliner. So for example, if I'm parenting this cube to the lamp, to the lamp, to the camera-shaped lamp, and then I connected, you'll see that. So it works like in 2.7 now. It looks, it works like in 2.7, but better. Yeah. Because it's 2.8. No, because it actually, when you are, because you can actually see the parent, the relationship. And for example, I'm making this bigger because I want to show some very neat effects that the cube shows up just like it would. The issue why this wasn't implemented before is that if the, one of the objects was in a separate collection, then how do you show it? Like how, how would you do it? Yeah, exactly. How do you visualize that thing? Exactly. And the solution is dash lines. So you show it, and for example here, the cube is patented to the camera. The camera is in the collection, this collection. The cube, however, I moved it to the collection number two. So this will be gone in the way how it used to work. But now it's shown with a dash line. Dash line. I don't know if you get to see it, but it's dashed. Yeah. There's small lines on the screen. There are small lines on the screen. The resolution of YouTube is probably playing with us. Yeah, but now it's consistent with how it is in the viewport because there's a dashed line between the objects that's patented. Yes, yes, so it even makes sense. And the other way around also works. For example, if you make a third collection where the camera is gonna be in the collection number three, for example, but then the, yes, collection number three, the cube is in collection number two. But if I move this to another collection, then you'll see that it still shows up here. The collection still shows up here. And it all works one way or the other. It's just... Yeah, because before I think you could see this relationship stuff, not the... Not in view layer, but in the scenes. You will see. Yes, exactly. Yeah, and then you could see it. This hasn't changed. This is the same, same old, same old. Yeah, they were supposed to have requests for this. For this, yeah, yeah, so handy to see it. And also when you select the cube, for example, it's gonna highlight all three versions of it, or like all three instances of it. And there was a proposal and right-click select about having the same instances with like maybe italic or drone in a different way. Oh, okay, so you can just at a glance... Just gonna glance it at this cube. It's actually only once in the scene. It's in three collections, but it's only once. So that kind of... Yeah. The... That's it, with the... With it, it just works. Just like how you expect it. Or like 2.7. That is it. A small update on the industry standard key map. What is that? What is the industry standard key map? Yeah, it's if you come from another video software like Maya or another autogrid-desk product, they usually have this standard set of keys so you can quickly jump between programs and not have to learn the key map. So now we have something that tries to mimic that in some way, so it's easier for people to just jump into London and use it. Yes, so the way this was worked out, I already mentioned a few times, but there is like a chart. It's like, okay, rotation in the viewport. How does the standard, the big... How the big boys do it? And the one that wins, like, okay, everybody is using alt, middle, middle mouse button. Okay, that would be the industry compatible key map. And you can enable from the splash screen if you just start Blender or you can change it from the key map section and then choose it from the dropdown here. Industry compatible, it would basically mean that you cannot follow any other tutorial in Blender, but you can basically use the same shortcuts that you would use in, at least I don't know how to move it. I don't know either. I haven't actually used one of the three buttons. Left click mouse button, yeah. So it's not the most... I mean, if you use other softwares, then it's good in a way, but if you're going to use Blender most of the time and you want to follow tutorials and documentation, then just stick to the default one at the beginning, at least. Yeah, just go, just power through. Come on, we all did it once. We all did it once. You had to do two. You had to suffer luck with it, like all the other... Earn it. Yeah, earn it. However, it's still good to use it. For example, you have the transform tool. You can still do a box selection while you have the transform tool. So it feels very natural. And overall, it is a very natural way of working. You have a spacebar for play. I think you have tab for search, tab for searching. And a bunch of other ways of... Yeah, it feels so alien work. Like Blender already looks different. And now with this... Yeah, it just feels wrong. Yeah, it's already so wrong. But no, it's really good for people that won't use the other software. Yeah, that they'll use the other one, so they can easily just jump in and get some... We can get them. We can lure them into the Blender thinking. And slowly deprecate the key. Absolutely, they have to learn the default. And then they switch to the default. Yeah. Oh yeah, F4. Now I don't know how to go to the user preferences. Oh yeah, control. Control, comma. Okay. All right. If the industry says so. Yep, I'm gonna go back to Blender or 2.7 even. Save forever. Or you can even delete the key map. Delete? Yeah, and I wouldn't... You can delete the key map? Yeah, you can. It's a bug if you can delete the key map. Okay, do not try that at home, guys, please. I'll try to work some with, but I mean it's kind of low priority because why would you delete the key map? Exactly. So, awesome. I want to see loop select. I think it's double click for loop selection. But you should look it up. It's here in the user in the key map. It's really not that big the industry compatible key map. So you can just basically read it. You see this one in like four settings. And this one a few more, but you can search by name. So for example, loop. And you can see... Yeah, it's double left mouse or shift. DBL is double. Yes, or control double left mouse. So double click. Yeah. Yeah, okay. If you don't know what a key does, then you can switch the search from name to key binding and then search for like shift and then all the shift stuff or arrow and all the arrow stuff. Or go back to save. It's a safe land. All right. Can you really find some key maps? Yeah, you can do as many as you want. Refine pretty much everything in blender. Yeah. If you don't like a default setting, you can just change it. You can. Something that changed recently in the video editing. I like those segways, you know, like you say a word and I connect it. Video. Editing. Sequencer. In the sequencer, when you add a new strip, this is a small one. But basically when you add a new strip in the sequencer forever, it was in the blend mode type cross, which is near to useless. Because if you had an image, for example, with the alpha with transparency, you wouldn't see what's below. So now that by default, every new strip has an alpha over blending mode, which is going to save some hassle and confusion. And hours of our life. So we use those new minutes in your life wisely. Another thing that it was improved this week is the cache. Well, actually, this week, this patch is coming from months ago. But the cache finally is smarter in Blender 2.8 in the sequencer. Have you read something about it? I've triaged bugs and assigned it to the developer. So you don't receive it? Yeah, and then just here you go. Well, okay, people can actually go and read the actual patch, like the documentation, how it's done. It's from March, but actually the development office was... It was just merged, right? It's just that they posted the fix in March? Yes. Actually, it was recently like today or even it was committed. But the big thing, basically, is that now the cache is smarter and it actually works. And what kind of cache is it? It's a cache of when you're, for example, when you're doing playback. Blender is going to cache multiple levels of your video, of your sequence, whatever you have. And you can see what is cached at what point, which is also very important. For example, I have here, I have a orange line down here, which is basically the cache for the final frame. So everything that is here. So for example, I have this frame, you click on it, and then I have a little orange thingy down there, which is it meant that it cached that one frame completely. Then you will also find some nice... It's not very colorful. So now you'll find another color there that will tell you, I've cached this strip. So not only the frame itself, but also each strip has its own little cache. A local cache. Local cache for each strip, and also caches the raw image or the one with the transform. So if you applied some scaling, some kind of transformation to your strip, it's going to be cached as well. So you can see a bunch of colors now here. But if you're not a big fan of those, you can always go to view, cache, and disable whatever you want to see. Or the whole thing, the whole cache together. So, exciting. You can read more about it in the... Not here, but in this guy. Very easy to remember. D444, developer Wanderer slash D443. But people know about this kind of stuff. When a developer that blender a dog, when an address starts with D, it means that it's a diff or a patch. Yeah, right. It's like a... Like it's part of the code that was changed, and you get the difference between the original blender and the change. That way the code review can happen, right? You can go to the code and you can actually see which parts of the code change for what. Yeah, what is added. And then the developer says, you can go in and say, oh, okay, this is what you changed. I don't like this part. Could you change this stuff? Yes. And then, yeah, it's a bit back and forth between it. And then, like, you can go here and then you can add a comment and it's pretty... That's how the code review happens. When the address starts with a T, it's a task. Yeah, so someone reported a bug. That's a task. Yeah. Or a design, for example. Like a proposal for a change from the UI team, for example, where you make a little task or a to-do list, something that, hey, we are going to fix the left-click key map, for example. And that's a task. Then it gets assigned to people and people can subscribe here. You can subscribe, for example. They're going to hear Luchana. It's going to get an update, an email. An email for a change in the sequence or how much devotion is to follow the development of Lender. You can also give tokens. So there's an emoji. Yes, exactly. Look at this Paolo Aske giving a heart. You can give it emojis and you can... Yeah, that will... Do people get happy from them? Yeah, I mean, if you put a lot of time in a patch and then you get some attention that people like the patch and want it merged and you get a little bit of happy feelings inside. So yeah, it's kind of good because most people, you know, I will admit, for most people, this is kind of boring, you know, just looking at the different changes and a bit of developer discussion. So it's nice when people sit down and, yeah, look at the patches and say that they like them or not. Yeah, it's pretty nice. Oh, here, by the way, you can read more about the different cache stages that I was mentioning before. And yeah, you can not only... Since we're talking about the developer of Lender or the ordinary, you can give tokens, but when there is like a patch like this, you can usually use a tool called Arcanist and just Google Arcanist Fabricator and then you will see how to use it. That basically allows you... If you compile Blender, allows you to like apply this patch very easily, locally, and then you can compile it and then try out this stuff. Or make a build and put it in graphical.org. Just a little plug to the sister website. Yeah, if you don't want to use Arcanist or graphical.org, you can download the raw patch file and apply it through the source. Oh, yeah, you can do it too. You can just basically download the Rodiff. Rodiff, Rodiff. And then you go to getApply in this guy. Yeah, getApply. Or use the patch command if you're on Linux or whatever. So much information you're getting today. It's like a tutorial on how to... How to develop. How to, yeah, or just be curious about code. Yeah, exactly. Because that's how it started for me. I just took some patches, compiled my own code, and then later on I went to change some stuff and then I became a developer. And here you are. Yeah. Do you regret? No regrets? Some days, maybe, but yeah. Not most of it. No. Awesome. That's great to hear. So yeah, you don't actually need to know any coding for applying patches. You don't have to learn how to code. Just applying patches is very simple. You just look at the tutorial on how to apply and get patch. You don't need to know any programming. You just need to know the tools. The tools. Yeah, the tools. Get finished with the tools. Even like if you're on Linux, then maybe you have more, like you have to go to the terminal that you're probably used to it because you're crazy about using Linux. But if you're using Mac or Windows, there are tools that you just, like drag and drop or apply patch and you press buttons that look pretty and stuff. Exactly. And we also have on the wiki or the documentation pages, we have guides how to build Blender. So how to get the source code, how to get it compiling on Windows, Mac and Linux. Exactly. Big wiki that Blender.org and then building Blender. Yeah. And just choose your destiny here. Awesome. There's three different endings with different colors. Exactly. At Linux's first, that's nice. Oh yeah. But I think it's easier to get started on Linux to just compile stuff. It's a bit more complicated on Windows. Yeah, actually, the compiling part is much simpler on Linux. For sharing, it takes a bit more time. So that's why in Graphical, we added this link to build with static links libraries, which basically goes to the wiki. Yeah. But yeah. So a few more updates and then we move on because it's almost... Exactly. Yes. Well, this is an improvement, actually on the... If you have a file with a bunch of node groups inside and like groups and groups and groups and just crazy. Crazy node trees. Crazy node trees that it will... If it was taking long when you open the file, that was because Blender in 2.66, like... Oh, that's long ago. Very long ago. Blender introduced a way to have custom inputs and outputs on your nodes. And since then, Blender was doing a check for if those inputs were available or not and just making them. I have a bunch of checks on all over the code, which is now gone because it's been a while and we have to look forward. So those checks are not even needed anymore. So now it's going to load faster. Another thing that will make things faster now is that cycles remove here for minimum width support. This wasn't never really working that well. Apparently, apparently from what practice says here. But what I'm more excited about is that if it wasn't really working that well and it was removed, there must be some benefit. And there are. I'm pretty happy because Koro is the one that actually got most benefits with a speed up and a render time because Koro is a llama from Caminandes that it's full of hair. It's a bunch of little hairs and since now, apparently cycles don't have to think about the sizes of those and what to do with those hairs. It's actually slightly faster. Who would have thought? Yeah. So, yeah, the fisica also got an improvement and of course the BMW is lacking some hair so it's not gonna... It's actually slower. Yeah, it's actually slower. It's interesting why that is, but yeah, it's just zero point. Zero nothing. Yeah. So if you add some grass, it's gonna be faster. Or add some hair. Or some hair. You know, fluffy six. Fluffy color. Fluffy car. Yes. The one in the dumber and dumber. Oh, yeah. Like the track with the tongue out of the guys. Yes. And last but not least in the script. In the... In the... Scripting the editor. Yes. In text editor now when you select something and then when you paste it, you can actually... When you have the option to, in the sidebar, to convert tabs and spaces, now it's gonna respect it and it's gonna actually if you have tabs and spaces gonna paste with the right... Yeah, it will convert it on the flag when you paste it. Exactly. So it's smart. AI. Paste. No, okay. All right. Dan, let's get to the question because I only have 15 minutes. Oh. We've been talking for so long. Yeah, we've been talking too much. Yes. Sorry, but it feels really fast. Yeah, yeah. It felt like... Do you have plans after? We can just keep going. Yeah, we can keep going. Just keep going. So keep an eye on the... On the questions too so we can also make it... Okay, so... Interactive. Both ways. Okay. I read here and you will read here. So... And answer at the same time. At the same time. On the same microphone. Very useful. So the first question and here it was posted by Ceno. It's a one request for request. Huh. It's not a question. It is for a request. It's a question time. But let's read it anyway. For xray occlude mesh. Really not a fun how they work in 2.8. Can we have the xray occlude set to one whenever we enter edit mode? That is a setting that... We've discussed a few times already. So I think it's... Yeah, it's gonna be tackled. But just changing that value is not a... It's not too much. But yeah, xray basically to one. To work how they used to. And then here we have... Does the hair transpire-related improvements mean that we will have less of the black areas between the grass without turning off transpire to light paths? No. No? No. Because the black areas usually means that you have a transparent plane and then the... Ray? The ray, yeah. You have to increase the amount of transparent objects it can go through before it vanishes. The bounces. Yeah, the bounces. More bounces, yeah. So that way the more it goes. Yeah, so... Yeah, it will not be solved. You'd still have to increase the amount of... Yeah, actually that's a way to optimize. If you have... If you would always render everything, every transparent thing until the end, then it's... It's not very optimized. No. That way, because this fear... Yeah, if you don't care about what happens after a certain number. That basic ray tracing 101. Yeah, because in most cases you usually have a lot of layered stuff. So in the end, the plane at the back won't visible either way. So you won't notice it. Yeah, so you won't render and it's faster, actually. So it's good to have that black thing. You know where is your limit. Lapisi asks two questions. He is cheating. Smiling. I was wondering what's the reason for the armature layers are still keeping the 2.7 style dots. Seems like a missed opportunity to have outliers like feature of nesting and naming layers. It's going to be tackled eventually. It shows that it was kind of a big brush. Like already having collections was kind of a big thing. So armatures are going to have to wait until another pass. Like for 2.8 it was too much big of a project. Yeah, we have too much to fix right now. So we can't add more features because then we will have to fix the bugs. That's... Yeah, so that will have to wait. But yeah, it is planned eventually. We see the benefits, of course. But it's also good actually in a way that we polish the way collections work for objects first. Yes. We get that right. And then imagine if the... Yeah, just initial take-off collections and then we implement all that stuff. Oh no, this implementation wasn't good. No, no we didn't do it. And then we had to redo everything, yeah. Yeah, so it's good actually that it's... We're taking our time to polish the way works for objects first. Second question. Would it be possible to have material normal mapping or map cap mod in Eevee or workbench? Okay, so it uses the normal maps. For what? For map caps. Yeah. So it combines the normal map with the map cap too. Ah, that's interesting. Yeah, that sounds... It should be doable, but I'm not sure because I think the idea for map caps right now is that you can just take it on any object. And it overrides everything. Yeah, and you don't have to have UV maps or whatever, it's just... You can just plonk it on there and... And it's just U6, yeah. Yeah, but I mean it could be a special setting or something. Yeah, no, but it sounds like it would fit with the designs. There's only a developer looking into it, like interested in looking into it. Super nice. Another question. Faco de la Rosa. In Blender 280, you can make this placement map from multi-rise, but you cannot from select it to active. There was a feature of Blender internal. Will this option be added to cycles? It should be added to cycles because it's super handy. The baking from select it to active. I'm not aware of the plans for that right now at the moment, though. Yeah, I think there are some bug reports about this already because it doesn't fix. So developers are aware of it. Yeah. Let's see if we have one from the chat, no? In the meantime, SinoMax asks, I want to talk about the transform gizmos. Since now we have lock access with the square, so no more need for holding shift to lock along an axis. Can we get extrude along axis when holding shift and dragging the manipulator axis? Also, this will lead to us having this type of extrusion in Blender doesn't have it natively. Thanks, link. Clicking a link online. Always risky. Yeah, always risky, live stream. But what is that? It's like extruding. It's like inset. Like inset, yeah, like extruding inset. Right? And it says it's not possible with Blender. Like, um... You have to have a face that was without the face. Ah, yeah, exactly. Because he didn't have the face. Only faces. No, and if you have here, you can actually do it. Yeah. Now, with the eye, yeah, yeah, it's for insets. Yeah. But yeah, so you can extrude. How's it now, though? Do you mean with Starix? Oh, I think it should be possible. Yeah. And yeah, it should be like an option for these, maybe. Now you have a bit of a non-manifold mesh. Yeah, yeah, never a good example. But yeah, it sounds like it should be... Put it on right click, select. Please. So it gets developed by the community, it gets like more traction. And Joan asks, out of curiosity, what percentage of the Blender code is distributed by the... It's contributed by the outside community and what percentage is written in-house? It's a hard question to answer, but I think that it's... A lot of code is from the developers that are in-house or at least employed by Blender because they work mostly every day on bug fixes and... I know, and it's hard to measure, right? Because you could argue that even though Tom is not writing any more code anymore, big chunk of Blender is part of his code. Then there are libraries that are other people's code that Blender uses it, like, I don't know, FNPEC or like... Seres or... And also the different code changes. Now we did some style changes in the code that Campbell committed. So he like touched every... So Campbell is like the owner of everything here basically now. So it's hard to keep track of that. But my gut feeling is that it's mostly in-house, but there's some people that are really passionate about some feature that writes complicated code and good code and it gets upset. Yeah. The thing is that it is mainly written in-house, you could say. It's not really in-house because Campbell is in Australia and we are in Amsterdam. It's out-house. It's house-ish, Blender house. But the thing is that they've been working for Blender for so many, so many years, decades, they know the inside part of the code. So the community is contributing big chunk. Like, look at the... Not this one, but like the... Well, now Clement did Eevee. So that's like a huge thing that he made it before he was working for Blender. And now he's working for Blender. So that is a big chunk. But the sequencer, for example, is a new developer that it's around since more recently. So yeah, it's a trade-off. Damian asks, Hi Pablo. Is HiFi from Sands Peterborough? Awesome. Where in Sweden are you from, by the way? Oh, I'm from Link Shopping. Link Shopping. Yeah. So... I have no idea where that is. It's kind of... Not really, but between Stockholm and Malmö. So perhaps a bit more close to Stockholm. Nice. First question. Who vertices to selected objects work weirdly? There is no way to create it. Sounds like a bug. Please, will it fix? Will it be fixed somehow? No, if it can be reported, please. Yeah, I'm thinking. I may... That's one of the other problems we have right now. There's so many bugs in for us developers. It's hard to see if it's a duplicate bug or not. We cannot effectively look up. If it has been reported or not? Yeah, before. So please report it regardless. I think that the best... Sorry for giving you more work. But I think if like... Like, yeah. Yeah, well, when we get around to it, we can just at least then say that, okay, this is a duplicate. But before you report something, at least try to see if it's something similar already has been reported. Because if you can find it, then you don't have to create duplicate work and can just subscribe for that ticket. Yeah, so you can search for like hooks, not this guy, but just... No, you go to, I think... If you go to developer, yeah, just click there and then browse bugs. And then you can do edit. Oh yeah, and I'm looking for pillar because I do the web. And then you can in the query just search for it or something. Hooks and then... And then just search. Just search, I guess, yeah. Interesting, okay. Oh, wait, one more thing, just go up. And then you should do all the course. A bug. Bug and then status open. Open. Yeah. It's very simple as you can see. It's very simple, this thing. But you will save time. Yeah, so here you have... Oh, there you go. Keyword, so something with hook in them. Okay, adding a new hook while in edit mode breaks when trying to undo from 2017. Okay, maybe not that one. So there's a lot of bugs. From old times. Yeah, from old times too. Second, three courses have orientation for some time, but now how can I take advantage of it? It's not implemented yet, but it's actually... Yeah, it's a bug report. It's a bug report. It's signed to me. It's that you want to have SNAP to spread the cursor and then the object to SNAP will use the rotation. Yes. Next. May I visit you guys in Amsterdam? Yes, you have to mail Tom at Blender of Dirt. He organizes the visits. Maybe if he can couple it with other people, then he can get a studio tour. And that way we can all hang out more. We have a door opens day. Yeah, usually it's Friday at 6 p.m. Oh, okay. Ponomarov. Hi, Paolo. Hi, Sebastian, waiting for you from Ukraine. What can you say about OpenCL versus CUDA? Well, I mean, currently the impression I get is that CUDA is more easier to use. You just buy an NVIDIA Grabs card that supports CUDA, of course. Then your versions and your good good to go with OpenCL and AMD, it's a bit more finicky. But now, thanks to Jeroen and AMD, he can get him on board one for answering these kind of questions. He's working really hard to improve the OpenCL bits, and he's also improved them quite a bit. So he told me a few days ago that he made a very advanced file that was now faster in OpenCL than in CUDA. But I mean, it's just one test case, so it might not apply evenly. But yeah, at least it's not that OpenCL is shit and everything. Some cases it's good, some cases it's bad. Awesome. The next question is like, do you know that mesh analysis only works with models that don't have any modifiers applied? Okay, maybe that's what I was doing. Oh, yeah. Thank you. Next, Jack asks, are there any plans to improve measurement system in Blender? Right now there's only a value in the middle of a line that shows distance length. I think every tool is gonna get a whole bunch of updates in the future. The basic now is brought from 2.7, but there will be improvements. And yeah, the measure, I don't know actually because we didn't work on it already, I think. Measure it, Adam. Yeah. It was parted 2.9. Yeah, there's a lot of work going on in the measure system because there's a lot of people coming from CAD programs that wants to have specific measure features that are not in Blender. So we'll see. As this is mostly a feature request, I told them to go to right click, select, and have a nice proposal there. Which is here on the sidebar by the way. We sorted them out and there is two new communities. Just a small side announcement. Is there is a community for jobs? If you have a job like the one in Blender Network, we are actually going into Blender community. And the same for events. Here, this little guy over here is for, actually, I can just show it Blender. In the meantime, there are a few events already. There is the London Blender Day and there is a Blender conference which has been announced. And the jobs, still no jobs here posted yet, but it's the same as the Blender Network. We're going to move those here. The new ones of course. Next question, set card. The knife tool doesn't work in multi-edit mode. Yes, it's a limitation of the design of active tools with multi-objects, but it's planned to eventually be worked on. The thing is that it's just too many, it was too much work to make it work with 2.8, with all the other leftover things to work on. Maybe if there is time, maybe it gets tackled before 2.80, otherwise 2.81 for future. David asks, look, Eevee actually working on real-time VJ video mapping project. Awesome. With what, with animation nodes? Is it possible in Eevee to turn off down sampling to one sample when playing back animation? Not that I know. Can you turn off down sampling on Eevee while playing back? I don't think there is a setting for that, but if people are... Maybe we can ask Clément if it's possible. Next question. Oh, you're looking for the question. Yeah, is there any new shortcuts to learn in 2.8? No, it mostly that we removed shortcuts. Is there any new shortcuts to learn? Actually, well, a few. F6, move to F9. Well, yeah, all the shortcuts in Blender 2.7. F1 is for opening a file, 2.8 is for help. F2 is for saving a file in 2.7. Yeah. And in 2.8 is for renaming an object. So there is a bunch of changes, especially in the F keys up there, but mainly the rest of Blender should stay the same, except now by default is left click select. And another question. How do Blender treat BlendFiles that made in an earlier release? For example, a principle VSDF node with random walk shader made in Blender Daily Build from July. Oh, it is very specific. Made from July, opening a Daily Build from now, if the code have changed so much, it will usually work. Yeah, it will usually work. Or it will fall back to the default if it doesn't exit. But it usually would work. But this is very specific, like from July until April. It's very likely that it will work. I mean, you have opening files from 2004 in 2.8 and they work. Yeah, if it's a feature that made it into Blender, then you usually should be able to just open the old file. When it makes sense. Of course, if you're using Blender internal and you open it in 2.8, it's not going to show the node system or links. It's not going to work. But it's in Jan. Oh, we actually reached a time. Okay, let's do the five more questions and then we get to it. Anything that you see here that you want to... Isn't there a kind of fan page for developers? Fan page for developers. Yes, it's called fans.blender.org. Yeah, nice. This is how you can become a fan. So this is Sebastian. This is practice. Yeah, but seriously, this this fund, what was is what allowed me to work on Blender here? And asked them. Actually, yes. Actually, he is here because of the Blender development fund. Yes. So if you don't like me, you can stop supporting me. Please don't. No, well, then just figure out some way to get fired and have the money go to someone else. But yes, exactly. So here you can see in undergrants, you can see that the part-time grants go for Sebastian. But actually, you're full-time now. Yeah, full-time now, yeah. It's outdated, but it's full-time working, fixing Blender improvement and everything, thanks to the Blender development fund. That wasn't possible before and it is now. So thank you, everyone, that it has joined here and whoever is coming back, look at this. Join these happy people. And you just saw another quick one. When Cryptomat is going to be implemented in EV, there have been a request for this, but I think it's something that might be implemented in the future. It's not planned for 2.8, I think. 80, no, 80 or no, like 2.80. Even though EV seems like, yeah, EV, why is it doesn't get in this feature? It's like it hasn't even been released once yet. Yeah, exactly. It's like, it can already do a bunch of stuff for what it is now. So many features, just give it a bit of time. The focus is to make it stable, to make it compatible with as many graphics cards as possible and just make it work. Okay, we said five more questions. Yeah, number five. Hi, where is this placement map in 2.8? This placement map. Oh, yeah, that is the baking of this placement map, I think. Okay, yeah, because this placement map, it's just on the fire, yeah. Yes, I think that's what you mean, actually. Momotron asked, I like the sequencers so far, but there are some things that are a bit difficult. I mean, it's a toolbox with tools like Cutter. Yes, the tool system for the sequencer is planned, but for later, yeah. Right now, those are all shortcuts. Yes, the sequencer actually is getting a bunch of love, so it's even getting a developer as a module owner. If you don't know what it is, in the code.blender.org thread here, module teams, you can see the module owners on the wiki, and you will find that actually the sequencer is not left alone. Rechar is taking care of it. And as you can see with the new improvements. So does it count like an all-in-one question? Okay. I couldn't find an easy way to create a mask in the sequencer. And if I cut a clip after using the transform effect, it's not too hard. You should need to use the image editor for masks. Yeah, just watch a tutorial for that. I think there should be someone on YouTube. Go to the image editor. There is a mask mode. You create it there, and then you, yeah. It's not super intuitive, but it's possible. Did you just create the mask? Yes, that's simple. Yes. Now, I mean, yes. Maybe not to explain at this late time of the day, but yes. And if I cut a clip using the transform effects, I had to copy-paste the effect because there are no two separate clips after cutting. Yes, usability. That's not a question, hey? But it's going to count as one because we're getting late. So number four. She didn't take one. Yes, yeah. If you see something that you can tackle. Yeah, I mean it's a question. Yeah, what is a shortcut for walk navigation? Control, no, shift tilde. Like, if you have a plane like this, shift and then wait. Shift tilde or control. Wait. Oh my. Well, you can search in the, um... Yeah. That's when it goes in. So it'll be a navigation, I think. Yeah, shift, ah, because I have it in Spaniol. What I'm talking in Italian, saying that I speak in Spanish, basically is shift. Yeah, you can actually search for it. It's navigation. Yeah, and then you see the shortcut up there. Yeah. Walk and fly. View, walk and fly. We only need... Oh, okay. Maybe that's what there's no shortcut for the walk. The walking, which is like the same, right? Yeah, I think it's just different. Just switch. You only need to read the little Bible that appears down here on the bottom. And it has all the distractions down here in the status bar. Not judging, but you guys always read the questions that were posted last and never get to the first one. Okay. We hear you and scrolling down at the bottom. One hour ago was posted by Michael. Quick challenge. Select river... It's not a... It's a question time. Select river, this is individually. Press Alt-M for March and then repeat. But use the box circle, select... I think this will take too long first. Yeah, I'm sorry. But thank you for... Look, I mean, we should answer. It's a goal development fund. Oh, yeah. CodeQuest, BlenderCloud and... Michael. Michael, all of them. Yeah, sorry, it's a bit late. We shouldn't come to this before. Hey, I found the deletion method really over complicated. It's more obvious to delete elements that are chosen now. Instead of choosing every single item... What? I have hard time understanding. Make the X key deletion selection sensitive without confirmation prompt. Now, the confirmation prompt has been removed in 2.8 from the delete key. And because it's something... The delete key is something that you have to leave your mouse on and you're like, boom, you do it. Definitely, you actually take action. And when people come from other software, then that's what I expect as well. The X key for deleting still asks you because you could press it by mistake and just playing safe here. And I think you can change it in the key map, right? I think you can just change it. Yeah, yeah. You just go to key map and just delete and search for delete trivial object mode here, delete. And then you can do the... Yeah, you can disable the confirm. Yeah. So, you set the confirm, you save your preferences, and now when I press X, it just deletes. It just damages, yeah. So, there you go. Next. I think we are almost like two more questions. Is there a way to activate face maps visibility option for bones? Face maps are... They're not there yet, I think. I'm not sure what's going to be the status of our final 280. Do you get bug reports for about face maps? Yeah, I mean, it feels like I have a bug report for everything. For everything. Okay, so... So, probably somewhere. So, if you haven't, it doesn't remember, so it should go and make a new bug report. Make five, actually. Just search for it first. And the last question. Why it keeps happening with the Windows build bots? Network issues. They were just network went down, and then they lose connection, and then they have to... They just go down. It's a computer here at the institute that is just connected to the internet. And what happened, it wasn't updated since the 26 or something, which means Friday, and then it was the weekend here. And sometimes developers take the weekends off. Every week, two days. Saturday and Sunday. Crazy. Right? Lazy bastards. Thank you very much for staying until the end. Thank you for staying until the end. Sorry for taking you so much time, actually. We are 10 minutes late. I think we went through most of the questions. Sorry if I didn't... Yeah, I mean, we missed some, but we can't answer every question. It's hard and we would continue forever. Yeah, it's hard. And it's just way too much fun to go through the new stuff. Maybe one episode should be like a only Q&A. Oh, okay. I thought you were going to say backlog, answer all the old questions that we take forever. That would, yes. But it would be a good thing too. Yeah, but I agree. Just maybe one with just Q&A and perhaps organize it in some way. So it's a bit more... Yeah, so it's not just chaos. All right, let's go back to reality. Let's go back to reality. It's been a pleasure to have you over here. Super fun. It's so much simpler to have someone else. Yes, to someone just from... Yeah. Yeah, I don't really know. So how does it feel to be on this side? Like, is it a mess? Am I hiding a... No, I mean, it's a lot. No, man, no. I mean, it's as clean as I thought it would. Yeah, it's all real though. The fake plants here and... No, it's all real. Human is fake. You don't see it. Yeah, and he also has the gun. There, yes. Not a real gun, but... No, no, no, it's just no violence here. If the guests don't behave then... Yes, exactly. It's like, so this bug hasn't been reported. Okay, no, no. But yeah, it was nice seeing behind the scenes, so yeah. Awesome. Well, now you have to come back at some other point. Yeah, I would love to. Awesome, actually. I hope you like this show. Number 60 of Lender Today. We've been doing it for so long. I hope you'll find it as fun as we find it to make it. We will... Yeah, we'll see each other next week. Is it... I keep... Okay, six of May. I think there is nothing... No holidays, no weird stuff. Okay, okay. Shows in case. Check out Blender Today down here on the social media. Are you on social media? Do you like kind of stuff? Yeah, I am on Twitter, but the last post I did was from 2016, I think. 16, I mean you can make it a three years thing or something. All right, so thank you for the thing. Thank you everyone for watching and... Yeah, thanks everyone for participating in the chat, even though we might not have been as interactive, but it's hard, it's hard. It's very hard. Now you understand my struggle to tell Blender things and then just keep track of everything. So if you're wearing headphones, watch out, because last week someone said, hey you actually warned me about the noise of this epic sound. Yeah, I actually once fall asleep and then I woke up. Woke up with this. Five, four, three, two, one. The sad part is that I cannot listen to it while... Just awesome. Okay, thank you everyone. See you next week. Same place, same time. Ciao. And then...