 Hola, community, I'm Pablo Ascas. And over two years ago, in one of these update videos, I got to share the moment where Blender 2.8 went public. It's always been public. It's an open source project, of course. But the moment where people could try the alpha release. It was a very special day. And I think today is just as special because, because, because, because since one hour ago, the everything notes project or like the geometry notes, which is one subset of that big project has emerged in master, which means is now available for download in the regular Blender, the one that is going to become Blender 2.92 in February next year. So what is it and why are we here? Okay, everything notes is a project that is very ambitious name that everything in Blender, eventually at some point should be or should have an option to be note base, bringing a lot more flexibility and just, just opening the, the horizons of what can be done in Blender. So, so far we have the compositor, the note, the shader notes, texture editing, just barely there. But there's some areas that Blender uses notes for already. And the step that we're going to see today is that modifiers can be nodal. So yes, no, modifiers, there's just one modifier at the moment, which is node base, but all the other ones eventually are going to become one, two, or most of them. The ones that make sense. In code.blender.do we're gonna see the blog where we celebrate this. There is a nice blog post by Dalai Felinto and an image, which if you click, you're gonna get to download the sample file. You can read a little bit more about the motivation, about the notes that are there. Remember, these are the very, very basic one. This is the approach of developing this, this project was, okay, let's get the very basics first and publish it and just share it with the world. Not like they make the whole system and then publish, but just, okay, we have five notes. Yeah, okay, people here are five notes. This is what you can do with that, with it. And there's an example file. So there are two example files here you can download. No, one, this one up here, which I actually have right here. And so how does it work? How does it work? Well, if you just start from scratch, you will find that there is a new, let me get rid of myself here, that if you add a new modifier, you're gonna find geometry notes. Once you add this one, you're gonna see, hey, there is a note, geometry notes. And there is a new editor that you are gonna find here, geometry note editor. There's still no workspace dedicated for it, but as you can see, there is something that happens. And also you're gonna find that this note is now has a blue outline. This is a new concept of active notes. It means that this note is active. So if I choose, I don't know, a bevel. Now this one is active and I don't have any note here because the modifier still doesn't support any notes, but eventually it will. So if I select the geometry notes, I see it here. Okay, what can I do with it? Well, many things. You can shift A to add attributes, colors, geometry, and so many more. Not so many actually, I should say many, but some basics ones you are gonna be familiar with, like math or Boolean math or that one is new. But for example, we can add a subdivision surface. So we have subsurf in the node and we can add some transforming, geometry transform. And then you can perform many changes here from the UI. You can also expose very quickly and you can expose like the integer, the level. You're gonna find that there's new colors here also for the sockets. This green means that it's an integer. This color means that it's a Boolean. So it means it's either on or off. This color is geometry. It matches the color here in the outliner, the same as the node. And there's also other new ones for attributes, which is this light blueish color. You're gonna have so much fun to play with it here. You can expose these values. You can change it up here. If you open the file that it's already shared, you're gonna see a real setup. You're gonna see that, okay, this is the group input. This is what is actually being exposed in the node itself. So you can, for example, here manage how many pebbles in the large area, in the middle. So medium pebbles and the small ones. So you can control the density. Let's go through it a little bit, not too much, because there's actually a lot of material online. So yeah, object info. This is object ground new. This is the object. If we go to the outliner, you're gonna see that this object is actually a mesh. This is where we're going to use to put the pebbles on. But the pebbles themselves are actually from this point cloud object that is pebbles. So if you shift A, you can add a point cloud object. At the moment, this is a limitation, but that this works better for point distribution to do this in a point cloud object, but eventually this will be also for regular mesh objects. Just keep that in mind. But at the beginning, this is how it works. So pebbles, you add a pebbles scattering modifier, or a geometry nodes modifier, and you have an object info. You take the geometry and then you distribute the points using the density of the large pebbles. So these are the large ones. Then you have a few random attributes. So you have a type float in this case, and then the scale. So where is the scale? The scale is like an internal value, like an internal attribute of the mesh, of the particles. Then I have a minimum, maximum, and a seed, and the same for the rotation. Rotation is a vector, so this is the randomness. So it's actually not really random. Minimum, maximum is the same. I know actually, yeah, it's minimum and maximum. So there is quite a range up here, 3.14. Point instance, instance the object, there's the object that you want to make a copy of. Then you join the geometry and join again. In the past few weeks, people having using the Boolean, there is also a, there was a Boolean node. Oh, there is Boolean node here, which works, but it's much slower because it's actually trying to make a Boolean, like actual, like, yeah, Boolean. This joint geometry came to the rescue, so it's much faster, it doesn't have to calculate anything, just joins the geometries, like in this case, the point instance of the pebble, and then the other type of pebble and the other type, all three of them. Then they get joined and this is their result. So it looks more complex than it actually is. It's just three times. If you just want one kind of pebbles, you just, you will have like only one kind. And this is using two types of randomness, one for the scale and one for the rotation. But you can also have, like, for example, density attribute. What is this? Well, this is a vertex group that you have in the mesh. So if you go to vertex group, you're gonna find that there's three vertex groups. And if we just see it here as a solid or wireframe, we see that this is one and these are the other ones. So this is how you call the attributes. You just call them by their name here. Okay, I think that is enough for just browsing the file. If you want to learn more, go to YouTube. You are on YouTube probably already. This, Blender Geometry Notes, search for this and you're gonna find videos from even three weeks ago, but I bet if you just filter for like this week, people having, yeah, look at that. Procedural Chair Tutorial with Geometry Notes. Then Geometry Notes, procedural abstract render. Then Geometric and okay, this is old from November, but Geometry Notes. So just look for it and you're gonna find so much content already. The thing is not even released, but people have been creating amazing things. Here, Mido has been creating great things here. I'll go to DevTalk also and to keep feedback about the project on devtalk.blender.org. You're gonna find the Geometry Notes thread where you're gonna see the project and give some feedback. I hope you enjoy this and go have fun. Go to builder.blender.org or Blender.Doclar Experimental and download master. It's in master, yes, yeah. It's gonna be in 2.82, isn't that great? See you and till the next video. Bye, bye.