 Welcome, everybody, to Blender Today number 75, this week, another update of what is going to be Blender 2.81. We are two weeks away from what is the feature freeze, so it would be like the moment where, okay, no more features, let's try to make it stable and fix it regarding 2.81. But development for 2.82 is going to continue. I think looking at the development from outside must be very crazy. Which version am I using? 2.80, but they're talking about 2.82, but yes, so there is a lot going on. I kept my headphones on because I like the music in the background. You can find in the description the author. This week there's news, there's updates regarding sculpting, regarding grease pencil, the outliner, the interface is a lot more clean and polished in every corner. Thank you for tuning in, like 500 people. We are now ready to begin, but remember we are live. We are streaming live from Amsterdam. The Blender Animation Studio, Blender Headquarters, and this is Blender Today. It's the community that lives in Blender.community where you can find the thread to ask the questions we're going to be answering towards the end of the show. After I go through the lengthy list I got today for you guys, it's insane. Awesome, awesome. And I wonder once the 2.81 gets a bit more stable, it's gonna take a little slow down. And but there's so many things they're waiting for. I can't hear myself really well with the headphones. There are many things lined up. There is the quadriflow, there is the, so for like a new remesher, there is a file browser redesign that's also waiting, so let's get to it. The star of the show this week is coming all the way from Spain. This is, not Spain, Spain. This is the feature that has been waiting for so many years, for over a year now. The brush in sculpt mode now follows the shape of whatever you're sculpting. So yeah, it adapts to the surface. So as you sculpt, now the cursor will follow here the, yeah, the normals basically. So this feature has been asking, it's been asked forever. This is one of the first patches by Pablo Dobarro. That's why it said it comes from Spain. It's a Spanish developer that only six, seven months ago started to develop it for Blender. And now it's like, yeah, I'm killing it in every aspect regarding sculpting and paint and the painting workflow in Blender. So yeah, this is the first, there are many features that already landed by him on 2.81. But this one is like the thing that everybody was waiting. It's just a matter of looking at the discussion where this started. And it was like, look at the amount of love that people gave to this patch here in the fabricator. So it was committed in August 11, 2018. So one year later, it's now here after a long review. Because it's not an easy thing. It might look simple. I said, like, I just follow the normal. But there is a lot going on, you know, when you have a lot of high frequency details, how is the, how does it work? Does it like jump around or how does it work? So there is one setting for this feature, which is called a normal radius. You can find it here on the sidebar. Basically, it would be how much, how much around the active vertex will be taken into account for calculating this rotation. So the, for example, here, if I have it in 0.5, which is a default, then it will be fairly smooth. If I put it all the way to 1, it will be even more smooth because it takes around, around the active vertex, it takes a wider area. But if you put it all the way to 0, you're going to see that it's like very jumpy. But that's because it's very accurate. It's like there's no, or normal, basically that vertex and it takes a normal. So yeah, leave it at the default, I think it will be fine. If it's too jumpy, just considering putting it up, but it should work well out of the box. The other feature that was implemented this week by Pablo, it's on the master, like the one, this one you can try, everybody can try, is the world spacing for brush. So when you're painting, by the way, when you're painting here, there is spacing, right? How many dots per stroke are going to be calculated? So the way Blender did it until now, until, well, I'm, my proven thesis kicked in. I need some, some drinking, some whiskey, of course, it's not tea at all. All right, all right. So the way it worked until now, it's the spacing was calculated in screen space. So it means that depending on the size of your screen, or also if you were around the corners, the spacing will be a bit weird. So if you change, for example, in the stroke spacing to be like a bit wider, maybe not so wider, but basically you can see here, this is the spacing. It is not slow, but it's basically just adding dots at the slower rate. So if you want to add like dots, or if you want to have like a texture and have a pattern or stencil, this will be calculated in screen space. The option is to calculate it in world space. So that way you have the same spacing, even if you're like around, around the corner of your, of your, of your objects, especially around curves. It's a much better, more predictable. So that's all for sculpt. No, we don't have sculpt layers yet, Rod. Sorry about that, but it's getting there. I think it's not going to take that much longer. If you follow Pablo Doarro on Twitter, he's been posting updates on the things that are coming up, especially this one. It's the auto masking. Now it's taking into account the normals automatically. So you can auto, very, very simply ask and make a mask and it will follow the shape of your mesh. So pretty neat, really neat what is coming up for, for sculpting. The, that's enough for, for sculpting because they're all their pretty epic features that were added. And this one wasn't, I haven't seen a lot of people talking about it on Twitter or maybe I just missed it, but for me it's quite a big one. Remember last week we had the, the star of the show was the fact that you can now transform the origin of your, of your objects, like without moving the mesh. So that way you can transform, you can rotate and scale. So that is, that was amazing. Last week it was added. The moment it was added, it was white. The axes were, the axes were white. And I mentioned, yeah, wouldn't it be nice if you had the colors? And by the moment I finished the live stream, I compiled again to do the other live stream that I do in Spanish afterwards. And it was already colored, like an anti-aliased and beautiful and awesome. So, yes, very nice surprise to have that. And so that was the, the start of the show last week. In this area, in this pivot point, now there was another feature that was added that a lot of people have been asking for, but that's what I said that didn't have a lot of noise on, at least on Twitter, is that when you make a patent relationship, like for example, this monkey now is the children of this cube. So you move it around and you, and it follows the cube basically. The monkey will always, the children will always follow any kind of transformation. So if you scale the object or if you rotate or whatever, it will follow the transformation. Now there's an option where you can only transform, only affect the patent's object. So you can transform the cube around and the children will stay there, because sometimes you want to do that, right? You want to leave all the children alone and just transform. It's like, oh, I forgot to change something in the object. So that way you can do it. And this can be combined even. So it's pretty nice. And the, if you disable that option, it will be just like as usual. So pretty nice. Yeah, really powerful. That's why I think it's something that it should be more hyped about, because it's something that it was missing for so long. You know what else was missing? Next feature, butch renaming. Yes, you can now, the same way you can press F2 to rename one object, you can now select multiple objects and then do Alt F2 to rename multiple objects. It brings the batch renaming. So one note, if you're on Linux, you're going to get this thing. If you're using GNOME, Alt F2 is a shortcut, but it's mapped to the operator, to the called a functioning GNOME. So for that, you want to go to shortcuts and change it to something else. So I, myself, I like to set it up to be, for example, let's see if I can make it F2 or a similar option. Why is he not doing anything? So this way you can, once you, there you go. I set it to Super F2, for example. And now I can use Alt F2. You can also search for it, of course. Butch renaming allows you to have, to change in one go, to change many things. The rename of the object is the most obvious one, but you can also change materials. You can change meshes, curves. You can change the data inside of the, like, you know, the object is the object, whatever the monkey or a mesh, but inside can have anything that is the object data. So in this case, it will be the meshes or the lights or whatever information is inside. You also have bones, nodes and sequence strips. How good do you want it? The, you can affect only the selected by default is the selected objects, or you can also affect all the seven objects. That's very smart. Then you can change, you can find and replace. That's a default because it's the most used one. Then you can also do the set a name. Yes, you can add a prefix, a suffix or a prefix. Yes, that's what the people were asking here. And you can strip characters. Yeah, a pretty neat spaces, digits, punctuation. You can also change the case to lowercase, title, caps and uppercase. And in the here, in the find and replace, you can also use regular expressions. If you want to go nuts with the regular expressions, if you're not familiar with it, it's a very powerful way to write an expression. To like only change the numbers or the text or the whatever. Yeah, you get the ideas or the special characters. It's like very powerful. I suggest you to search for regular expression. And then you can see regex. For example, you can see how to change only the parts that you want. So very powerful. Very happy about this feature. It's finally here. It's been a while since people were asking for this one. And now it's ready for 2.81. Yes, next. Yes, people freaking out. Yes, awesome. That's good. Freaking out is the way to go. Meshes. Yes, there are a few changes in meshes. There is a one new option when you are using Auto Merge. So the Auto Merge is this option that is available under tool that it's in the options panel. It's called Auto Merge. By default, it was very simple. It's just auto merges. Basically, when you're snapping a vertex to another one, it would replace the vertex that it was active and it will merge them according to a threshold. Now there is a new option called Split Edges and Faces. So after the merging, we'll split the faces and the edges. Very handy, but not as handy as retopology, right? Well, our boy here, Pablo Dovarro, again, it looks like he gets bored of sculpting. Okay, I'm going to do some painting. Okay, I'm going to do some poly build tool improvements. So the poly build is a feature that was added in early 2.80 as an experiment for the like the tool, the active tool was added in 2.80. It was there for a while actually, but it wasn't completely fleshed out yet. It was like a proof of concept. But now our boy, Pablo Dovarro, is fixing it basically to automatically make quads so he can easily and quickly make quads. It works. You can read here in the task D5573 on developer.blender.org. That is, it's smarter. You have the geometry preview. You can create, move, delete mesh elements from the same tool. Pretty nice. Automatic quad creation. That's I already mentioned. But here, it's basically for doing all kinds of retopo tools. It's very, very handy, very neat. And something that Blender didn't have. Also has pre highlighting in Blender, which is not there even in edit mode, but this tool has it. So because it's a mass, you need to know exactly what you're going to work on, what you're going to extend. So yes, very nice. And another step towards being more into the retopo flow. No, sorry. I didn't mean to retopo workflow. That was a bad mistake to make. Sorry. Into the retopo workflow of the whole pipeline, modeling, sculpting, etc. So let's see more. The, let's continue. Let's continue with the interface. I always say I start by with the interface, but the features that I need to show, they deserved the first step. So okay, interface, small things that you're going to notice. Maybe you don't notice because some of them are very small. For example, there is a, in some of the options that, for example, in sliders or in like the sliders that have the label inside of the actual widget. Now the two dots, the columns are now gone. So it's count and then number. Before you count two dots and the added noise that it wasn't really, really needed. Then this one is very nice. You probably find, got into this sometimes when you're scaling the window, sometimes when you some, some, yeah, some resizing of your editors. Sometimes you end up with like a one pixel difference between one editor and the other. And that means you can't, you can't join them anymore. Well, that's not the case anymore, because thanks to Harley, the UI developer that is also tweaking all kinds of parts in Blender, he made it. So now the join, the join operator is a bit more forgiven. So now you can, I can join these editors, even though I don't know if you see, but there is a very slight difference. So it's more forgiven basically. It's just like, you don't have to be completely, completely locked into that direction. So I hope one day we can actually just do, just split windows, even if they are like joined them, even if they're not connected. I don't know, L shaped editor. No, okay, maybe not, but, but it would be nice if it would be a bit more flexible. So next, the graph editor. Oh, that's another fix from by, by Harley is this small one. But if you're in the graph editor, you may have noticed that these dots here, they are the keyframes basically didn't scale well when you were zooming in and out. And when you were doing, when you were changing the resolution of your, of your Blender, it didn't scale really well. Now it does. Now it respects the DPI that you're using, or if automatic, if you're having a retina display or high DPI. So moving on, another UI fixed by Harley again. Harley is another developer that it's looking into all kinds of small details here and there. Some functionality and some of them are visual. This one I like, it changes the way of sorting in Blender for the outliner, you know, at the moment Blender has can sort alphabetically or by, by order of creation, which is the default. Ideally, Blender would be able, the outliner would be able to like sort them, but that feature is not there yet. The fix that Harley did is basically to go from here, like Blender would be sorting first the first number. So it will be 1200, which is weird just because it's one, two, three, four. But the more natural way would be 1000 is low. It is higher, sorry, than cube four. So in this case, it will go to the bottom incrementally. So very nice. That's crazy. What's crazy? I'm looking at the chat by the way. So I'm having a second look at my new setup. I have it here right next to the window that I'm, that I'm checking, that I'm showing stuff. So another developer that I, I think last week I talked about him, Jeveny Makadov, he's been working on improvements in, even like the, in the same way that Harley's doing it for like some functionality and user interface, he also is going through these things that for example, like the difference in padding from the top of bottom and the sides is not consistent. So you may have not noticed all the time, but if, if some parts have correct padding and some parts of the UI don't, it just adds to the noise to make that nicer. He went through the, the work of going through the, the way these dialogue boxes are created, some menus as well. And he now fixed the padding all over the place. So now it's more consistent and just looks nicer, you know? It's like, for example, the search here is like missing one part. And it didn't have padding on the sides. Now it has a bit more and it goes all the way. So it's also here, like sometimes he went all the way to the edge, the sliders, but now there is a bit more padding to make it a bit nice and neat there. So he fixed that. He also fixed the curves in the, the, the clipping for the, for the curves, the panel for the clipping used to have this mean X, mean Y, max X, max Y. Now it's a bit more, so better aligned all the way to the other. This used to be like here. It used to be aligned to the right, a bit confusing. Now it follows like the rest of Blender. So it looks a bit more unified with the rest. And this was before the two dots were removed, actually, apparently, the columns. And another improvement that you made is that before Blender, when you were closing Blender, you had images that you wouldn't save. This is a new feature from 2.80, by the way. It would show you like the amount of images you want to save if you haven't. And then some kind of warnings, but they were all about the same level of like this, like this one is safe change that is like the title. But this one, the one on the bottom, they're actually more important because they tell you that things are going wrong if you're saving. So right now what he did is to make them red. So it's a bit more, you pay more attention to it. And also if you have modified images, they're going to appear at the bottom. So the way you're reading, it's a bit more natural how you read the dialogue. It's like save changes, okay. But file path is wrong here. And this pack images is not going to be saved. So then you proceed to read the dialogue. Small things that add a lot of refinement to the UI. And another patch for Giovanni, he, this is a small one. But when you set a shortcut, Blender will show you this, like press a key. Like press a key, okay. But why, why, what in context, which context? He added a title that says assign shortcuts. So, you know, it's the little things that make a software look more polished. And another small thing, but this time by Robert Bornoff. I want to give him a shout out because it's his first patch. Yes, welcome Robert. Thank you. What he did was changing the context menu for the lamps. You know, if you have a lamp here, if you have a lamp and you right click change, you can change the energy or in this case the power, how it's called right now in Blender. It was a change from 2.7 to 2.8. Now it's called power instead of energy. And the menu still said energy. So he went ahead and fix it. It's a small fix. It's just a couple lines of Python to change it. But it again adds to the whole, you know, experience to make it nicer. So let's move on. Phew. All right. And let's continue this time work bench. So who uses matcabs here? We made a, there is a new feature basically that allows you to separate the specular from the diffuse color of a matcap. So there was some people giving feedback about the current matcap in Blender. So if you're go to, for example, sculpting that you have already matcaps set up, there were a few matcaps that were a bit too metallic, you know, like he had the reflections or the specular too bright, too, too metallic. So based on that, the developer, your own backer worked on a new feature that allows you to split those, the specular from the, from the diffuse. Thing is, we need new matcaps for that. The matcaps, it's not automatic because the matcap is an image basically. So in order to have that split it, we need to have the EXR file with one pass for the specular and one pass for the diffuse color. There was a call for content that I made last week in the Blender DevTalk forums where you can find the call for content here. Call for content matcap source file. So in this thread, you're going to see that I made the other day. You're going to see the, the, the similar to the call for content that I did last year for asking for the matcaps. Now you're going to see that it's the same process, but it's a bit more involved because you have to render in two passes. For that, we made a demo file that allows you to do this for you basically. You have a render, you, your matcap, you just render, it's already enabled. You just render the specular pass and you can export a file with these two, two things lined up, the two passes lined up. And people have been contributing already with these new matcaps. So the idea is to replace the ones that make sense. So if you're one of the authors of the matcaps that were presented last year, here, these ones that were selected, please see if your matcap makes sense. Like the normal doesn't make sense or like this one, for example, the zebra lines don't make sense to have them, to have a specular separate. But if they do, please get in touch and fix it. And that way they can be included in Blender 2.81. All right, let's move on. And maybe I can share this with you here in the chat. So you go have a look and let's move on. Grispencil news. Grispencil, yes. There has been updates. The mainly like in the interface and a few new tools that we're going to see here. It's the here. Let's let's start a new to the animation workspace. Grispencil news. There is a new mode when using the opacity modifier. So the opacity modifier, let's let's see. Let's delete this guy. Let's add an amazing monkey here. If you have the modifier type opacity allows you by default to change the opacity of your whole drawing at once, all your Grispencil object. Pretty simple. This opacity can also be taken from the material. So by default, if you change the opacity of the skin, for example, here in under fill, I can lower the opacity. And basically it's like doing the same. It's taking it from from there, from the material. But there's a new mode that you can use strength. So this will take the strength of the points that you're drawing and use it as a factor to change the opacity. It's a bit weird when at first, to me, it was a bit weird. How like, so what does he mean? Because if I, for example, make a drawing, make a, let's use another. So for example, I make a line. What does he change? I change it to strength and then nothing changes if you have it at one. But say, for example, you have your painting. I found this after doing some testing. It's pretty neat because if, for example, if I do low strength, like 0.2, one line, cool. And then maybe another one, 0.4 and 0.7, a little bit more. And then finally one. Now, because all the strokes have different opacity, this factor will, having it in mode strength, will be the factor of the opacity, basically. So one is nothing. But if you go all the way to zero and you start going up, you see that the ones that have higher opacity will show up first. And then basically you can make them show up as you're drawing. So it's very interesting the effect that this gives. Very fun. I like it. And of course, you can go all the way to the slider. Let's go all the way to two, for example. In that way, it means that even if the opacity is in very, very low values, you can still make it darker by having a higher value. And this slider goes all the way to like, I don't know, 10. Yeah, you can make it look, you can make it very stream. But I think the effect is pretty cool. So cheers to the Grues Pencil team. Here, again, there is a new feature. It's not a feature. It's a fix or an improvement in the dope sheet and the, here. In the dope sheet and the layers set up. So one of the requests, one of the long lasting requests by artists was that when you click in the outliner area, that the layers are synchronized. So that way you can keep one, you can, everything in sync. You select one, you animate and then go back. So basically there is now a connection. So pretty neat. Thank you Grues Pencil team and Grues Pencil too. Grues Pencil is like a person. I feel it's like, hey, hi Grues Pencil. How are you doing today? You're looking pretty good. Another Grues Pencil feature related, Grues Pencil related feature is that you can now convert curves to Grues Pencil. And these, these add support for converting curves to Grues Pencil strokes and the materials too. It's also going to convert the materials. So for example, if you have a curve here that adds, for example, circle curve and you move it around, then you made your awesome curve or text. For example, you can have text. I haven't tested how this works. Well, this works. Let's see. If I convert this, convert to, for example, a curve from text. So now I should have a curve. Yes. What if I make this into Grues Pencil? It's gonna, okay. Now I'm getting into uncharted territory. I haven't really played with this. Oh, so this is Grues Pencil text. Nice. So, yeah, and it even adds the materials. No, because I didn't have any material, of course. But if I had, it will convert the materials as well. And let's see. Now it's a Grues Pencil object. So I can basically maybe sculpt even. Whoa, I can sculpt text. Nice. Okay. This, oh, I can animate it as well. Because it's Grues Pencil, right? So, awesome. So for example, you have here Grues Pencil keyframes, and I go into another frame, and I move it. Wow, nice. Okay, sorry. I'm getting too sidetracked with this, but you can blow around text. Amazing. And the other feature that we are looking at here is that by default Blender Grues Pencil now is gonna show, when there is no material, it's gonna show it in gray. So it also means that, for example, if you have a blank Grues Pencil object that doesn't have materials yet, when you draw, it's gonna draw in gray, because it's a nice, it's a color that you can see, even if it's dark or white background. It's gonna automatically, and then, of course, if you add a material, it's gonna be assigned to those. But if you don't, it's gonna show it as well. Everything Grues Pencil. Yeah, it's like everything notes, but everything Grues Pencil... Ooh, everything Grues Pencil notes. Wow, that would be awesome. All right, let's continue. Some changes in the interface is more like a public service announcement that the draw mode in menu, when you're drawing in Grues Pencil, sorry, the stroke menu, it used to be called Strokes here when you were in draw mode. And now it's called Draw, it changed the name, and it contained... It's following the consistent... We're being a bit more consistent following the way other modes do it inside of Blender. The... Also the feature is that now contains not only stroke settings, but draw mode settings, hiding and cleaning up. It's all here now. You can see the change. There's also a few new features. So a lot of love and attention is going here. But if you made tutorials with Grues Pencil, for example, and you may want to update in 2.81 for this small change, or at least let your students know. There are also a few cleanups inside of those menus. For being a bit more verbose, a bit more clear, like duplicate active frame for the active layer, or for all the layers. And again, the same for the right-click context menu. Instead of duplicate active, it says duplicate active layer, and instead of for all layers, it's all layers. So a bit more consistent, clean, and easy to see. So, all right, let's move on. Wow, miscellaneous, yes. There's a few things that I didn't know where to put them. Actually, I already talked about the transform origins option that we saw last week. This one that I showed just a few minutes ago, that you can change the transform. There is a shortcut for that now. That was also added, like right after I showed it last week, is control period. From your, not the period from the numpad, but from the one that is near all the letters. So you can turn it on and off. So for quick changing of your transform point, you can do it. So remember, control dots. Well, what do I press? I press a bunch of buttons. Next. This is, oh, rigging. Rigors, rejoice. There's a few new options in the constraints for copy transform, copy scale, and copy rotation. So let's see them. The, let's see, oops. Copy, let's see, copy rotation. When you copy the rotations, here, here, copy rotation, you can now choose in which order to override the Euler of the rotation. So by default, when you transform, for example, you have XYZ Euler. You can also change it from here, but with the new option, the order, you can override it per constraint. So pretty neat. Again, the, and the copy scale, this is also available in the copy transform, if I'm not wrong. Another feature added to constraints was in copy scale. You can now make the scale uniform. So if the object has weird transforms, you can make it uniform by clicking here and it's going to take care of it. Next. And I'm almost finished, by the way. So denoising, open image denoist. This is more like a, another public service announcement. And I'm going to go back to read this. Let's see how many questions we have so far. 35, and I update. And it's going to get a bit busy, 51G. Okay. Open image denoist. It works. Some people reported that it doesn't work. And it's possible because it requires a CPU with an instruction that is not available for, it's pretty, pretty popular. Like it's available in most CPUs, but not in all of them. It's a SSE 4.1. It's an instruction of the CPU. So if you don't have it, it could have been, could have happened that open image denoist wasn't working for you. Now Blender will tell you, will say, show a note. It's like, we'll just let you know what's going on. What's wrong and why it doesn't work. Before it was just not work at all. And the other fix that was done is that sometimes the open image denoiser, the Intel one, was taking too much memory, especially if you had multiple denoising steps. It would try to do them all at once. And it would just pile up in dozens of gigabytes of memory of RAM. So that has been fixed now and it will do one at a time. Because internally open image denoist is already multi-threaded. So it doesn't hurt. Like it would be fast deal and it will use much less memory. Speaking of memories, the multi-resmoifier has been fixed, like fixed slash improved. And now it will use up to 25% less memory. So, yes, if the multi-resmoifier has been a problem with your... Something wrong with my microphone? All right, sounds okay to me. Sorry about that. Okay, maybe I'm speaking weird, sorry. Or maybe the volume is too high. I can lower it a little bit. Let me know. And yeah, so that's about it. Multi-resmoifier. Sounds okay. Thank you, people. That's it for this week, I think. While I load the questions, there is a work being done for the build bot for this full builder, the BlenderDark, that it's going to be tweaked so it can compile this kind of news. But it will be fixed so improved to the next one. Improved so it can compile the regular builds, the release builds. At the moment, for making release builds, the developers have to manually make them. So it means that soon we're going to have faster... Faster buildings, faster releases so we can release and re-release and make improvements. All right, so 53 comments and only eight points. Poor Momotron, thank you for making the thread, but you're not getting the love that you deserve. There you go. So okay, dear Pablo, hope you're doing great. Thank you, I hope you too. My question is about animation 2020 project. There is a task about feedback from studios, but no further info. Is it able to join a studio? As a studio, it's interested in giving constructive feedback. No, the project still needs more organization. Things are a bit fussy at the moment. There are topics already prepared in terms of like fixing the graph editor, the dope sheet and the library rights. And there are many projects going on, but the project itself needs a bit of attention. So there will be news, but things are getting... Remember that in August, two new people were added to the organization of Blender Project in general, Nathan Ledwary and Talay Felinto. So they're still sorting out. For example, today they were talking about the Blender Faces, as in the Blender Release Faces. Faces, not face. How do you... What is the difference when you're pronouncing it? So the stages of release. So yes, there is an organization going on. All right, next question. Metal physical drama says, Hey, hello, your livestream. Thank you. I've got a question about the Voxel remeasure from the Sculpt mode branch. It's not in the branch anymore. It's in master. So the Voxel remeasure is based on a flat measure and limited to 0.001, which is one millimeter. Yes, this causes to be almost unusual for working on small things like jewelry. Would it not be better to make it work in subdivisions? Maybe I'm not really familiar with it, but maybe Pablo Dovarro should get... over and ask. Well, we can ask him, maybe. But I'm not really familiar with how it works internally. Maybe Cabio tried with hard coding it to less. That's like hard coding it. I mean, like clicking and then setting a smaller value. So yeah. Yeah, Lapisi, I said one thing, you can change the global unit scale way down. Maybe that will work. Yeah, good point, Lapisi. Thank you for replying. Cobra asks, what happened to the matcups per objects and collections? Will we ever see them back? Yes, in the way of overrides. The overrides are getting there. They're slowly getting there. And there's work being done in allowing multiple rigs, multiple copies of a rig with different actions, for example, that's coming up. So yes, overrides will take care of this. At the moment, they're not there yet. Simon Monro asks, with the Everything Notes project, will there be any new organization method for all the different node editors? There are so many already. And I feel they should have their own section when changing panel window editor types. Yes, actually, there is here, there is the compositor shader. In 2.80, we split them into different editors. So I think that would be the way to go, just to have them not all in the same but a bit more organized, because we want them to grow, right? So let's continue. 1,200 people. Geez. All right, all right, all right. Let's get going. No pressure, Pablo. Click. Thank you, Simon. Simon. Next question. Sino, DG. Hi, Pablo. I wanted to ask about an old design for the Gizmos. 2.8, 2.49 had. Well thought out and it's easy to control. Not only it had a toggle between active and inactive states when you just click once and then translate like the GRS models, and of course, you can click just and click and drag. Not having to click drag all the time is great for ergonomics. I could this be brought back? Any DCC's and find the shame it got lost over time. Completely forgot about this one. Oh, that you can click and then it would be like a model. Yeah, I completely, completely forgot about this one. I think try and, yeah, let's make it a thing. I see, I absolutely see the potential of this feature. I don't know why I got removed. But now with active tools, wouldn't it be the same case, basically? Because you have one tool at a time that you don't have to make active, but it's always active, right? Maybe that's the reason why. Maybe you can put it on right click select or and use our feedback in the dev talk forums. Next question by Penguin Burger. Oh, poor penguins. Will vertex color and in occlusion baking be added back to two blender for the 2.81 release? Currently it's not there and used to be handled by the render internal, blender internal before 2.80. Not dirty vertex color. And no, I don't know how to eat penguin burgers. Okay, that's nice to hear. Will vertex color and in occlusion baking be added? I have, I can't answer that one actually, but not, I can say that maybe not for 2.81 because it's, we are two weeks away from feature freeze. So maybe that's not the, that won't happen now, but it could be proposed. There are many features that are still lacking from 2.80, 2.71. Choppy audio. What is choppy audio? Maybe I can lower. I see that sometimes I'm picking on the top. Maybe I'm speaking a bit too loud. I lower the volume just a little bit just to see if it fixes it. Next question. So cranked pity ask with this added. What differs between 2.81 and skull branch now? And also how is the new mesh data structure coming along? So there are new, no new updates as far as I know from the new mesh data structure, but it's mainly about porting the, it's a very long project. It's not going to be possible to do them before 2.81. Remember two weeks away from feature freeze. However, there are some tools that people have been requesting for ages. So that's why they're coming in small pieces into 2.81 just at least we can have those. And then the more time can be spent into making this new mesh data structure. So let's move on. So yeah, I don't know. What's the difference? Well, not a lot actually. I think it had the modifier for Voxel pre-mesh. And mainly it's an experiment branch like the Grifes Pencil Object branch. It's there. It's not very different from 2.80 from the master. And the idea is for people to test there the tools and then they get migrated over. So there are not many, but maybe I'm missing. We need to ask Pablo. Next question. First crack studio. Hey, Pablo, you're doing a great job with the videos. Thank you. It is a way, is there a way to lock the stroke size in sculpt mode? So I don't change when you zoom in and out. Yeah, I think you can use absolute, absolute size, I think. There's an option over there. Or is it for Dynamics Cult? Look at it. Look at it as absolute size. Pick a go. Hey, Pablo, the Grifes Pencil doesn't respect the keyframe types like the other objects. Hey, that can be reported as a bug. I think, right? It's a feature. Oh, tell us about the new rigor. What is it doing? And the animation course. And the animation course is going to be uploaded per parts. It's already being uploaded at the moment. It's going to be now in September. It should be like maybe this week or next week, Max, uploaded. This is the animation course fundamentals on Blender Cloud. The new rigor is working on the rigging for rain. No, spring for rain. So if you go to Blender Cloud as a subscriber, you're going to see that there is a post. For example, this is about the rain character. These tutorials are by Julian Caspar. They're awesome tutorials. And they show the explanation about the modeling and the post exploration event and the post polishing. So very interesting. I love this training. I think the rain character development training is one of the most complete courses we ever done in the Blender Cloud. So very worth to check it out. Even UVM wrapping. Wow, awesome. All right, let's move on. Is VitalVal asks, is already known which speakers are going to be at the conference? No, but that information is coming soon. We are making sure that all the speakers are contacted first. So we are waiting for them to publish the schedule. But actually, I have a picture where you can see the Francesco and here. I have it. So in this picture here, you can see the guys working. Francesco and Tom preparing the schedule. So they just wrote down on the table, and they're moving the talks and sorting them and stuff. So there will be one talk about Blender today. We're going to do Blender today live from the Blender conference. That's going to be interesting. I'm going to be, I don't know, maybe I can wear a suit and have a big mug, those late night shows. And I'm going to do another one in Spanish for the Spanish community. We're going to have the Spanish meetup. Next. Why can't we have Blender today two times a week? Because I am not sure why not. We should do it. Can't we today anymore? It can be Blender tonight. So all right. What kind of info would you have in a separate show? I was thinking this one, I always try to show things that are happening in the Blender master branch that are already in. There is Quadriflow, for example, but I'm not showing it because it's not there yet. So maybe it could be one about the branches, but maybe it's going to be too much. I would like to do some artwork as well. So maybe could do something similar to that. So let's see. That's Ragon. Why is some colors hard-coded in Blender? Why not allow all colors to be editable? Like the icons and the face orientation. The face orientation is not a possible yet. It was a feature added in 2.80, but it's just a matter of extending that feature. I think anybody even from the community could contribute to that. It's not too hard to do as a new developer task. And the icons can be already changed. It's in the option in this theme. Just go to preferences, themes, user interface, and the bottom you see icon colors. So you can change the icon colors of the toolbar and the outliner. Also, if you change each one of the items, it's going to change the color of the icons, for example, here. So you can change them depending on which kind of button you're pressing. You're talking. Let's see. Next. Hey, I hope you're doing great. Thank you. Is there plans to improve the weight painting workflow? I think it's actually easier in 2.79 than 2.80. Why? Why? What makes it easier? Moreover, do you have news about the new animation rigging features like implicit skinning, tangent space optimization and controls or modern IK? Like the free IK, I don't know. I haven't heard that one. There is the implicit skinning is being looked into, the tangent space optimization, I'm not sure. But this is also part of the rigging, is part of the animation 2020 project. Now we have a rigger here in-house, full-time, so we can work together in that. He already made up a patch even. He's a rigger, but he also takes the code, so that's pretty nice to see. I bet we're going to see more improvements on that soon. But I'm not sure about the 2.79 with 2.80. Why would it be easier? Next, Konstantina32. Some months ago, William Reynish posted an idea about the new brush workflow. Are we going to see a system or a similar one implemented in a future update, or has the idea been abandoned? Which idea? Oh, this one? No, it's not abandoned at all. It's a must, but it's a huge project because it changes the brush system in Blender completely for everything, sculpting, painting, anything really. So it's not an easy task, but I don't think it's abandoned, like he has a lot of support and there's discussions going on as late as June. What is mostly needed is a developer to implement it. That's all. So the idea is there, which is waiting for a developer to implement it. There are many things going on. There is the undoing worked on. There is a branch with fixes to the undo to make it faster that people are asking all the time about this. Also, Pablo Del Barro is adding the brush, like the one I showed you today. So it's going to be there. Just going to take a while. We are getting more developers. Remember, you can contribute, and you can help to get more developers in Blender by joining the Blender Development Fund for as little as five euros or six dollars per month. You can contribute and be part of the change. Yadagraca. Yo, Pablo. Yo, Yadagraca. I remember. Oh, Yadagraca. Yadagraca. Yadagraca. Wow, I need glasses. And I have glasses, but I look too weird. I'm not really used to it like yet. So it's like Clark Kent. Who are you? Peter Parker. All right. I'm going to try to squint. And when I feel comfortable with the glasses, I'm going to use them. It's going to be too new for me. I remember you guys mentioning that you were rewriting the mesh system. Would you guys work on a feature to spin the hidden triangles or quad generates? I'm not sure about this feature in particular, but yeah, the new mesh system would be the thing that Pablo Doarro has been proposed in the past to speed up for sculpting. But yeah, would be this kind of thing should be taken into account. But it's not planned yet, as far as I know. That dragon asked, Hi Pablo, I love the show. Do you think a blender will remove or use the title bar on Windows in the future and do the same on Linux and Mac or do a full screen option? Yeah, that would be pretty awesome. Actually, I made, you probably are familiar with this. I made a proposal a really long time ago where the blender logo and everything and the closing buttons, for example, they close, minimize and collapse. They will be at the same level as the rest. But it involves a lot more work because it will be, it takes work. It has to be implemented for every operating system. So that takes work. All right. This is a long one up here. Let's see. Hello, Pablo. Here, two things that I miss in blender. So feature requests. Are they allowed feature requests in the questions? Let's see. Stack like poke faces tool or merge by distance as an option within the decimal modifier. And also my addition would be to have some extra notes for the compositor adding noise. Yes. Yeah. The grain node, no, no, yes. That would be, I think maybe with the white noise could be used. But yeah, I see the potential. We actually for spring and for the previous projects we always add like noise on top and it's pretty common nowadays. So yeah, it's an idea and it would be nice maybe for a new developer to work on it. It's a nice task for jumping into and making a new node. Another question. Oh, we're six o'clock already. Okay, five more questions. Let's see. Let's see. Aloha is simulation caching workflow going to be improved in the near future. It's a bit awkward now. For example, for simulation pre-roll you bake from 100 to 100. And then not touching everything in blender delete all the negative cache files then enable. Okay, so it's more like a bug report. It's very easy to delete all your simulation specs accidentally. Simulation caching, it will be improved because the particle, the everything nodes project is going to use the nodes. Everything nodes are going to use particle system as the first experiment to introduce the new nodes and get familiar with the system. That includes the caching and the physics. So, yes. Number four, Eddie Christians. Pablo, it was nice meeting you at SeaGraph. Two things. It was nice meeting you too, Eddie. Will RTX build be officially in 2.81? There are many comments going on about that in the... I'm not sure it's going to be for 2.81. I hope so because this developer Patrick Morse is contributing now to the Blender code base and making the changes. It's going to be experimental as far as I know at the beginning because it still needs some tweaking, some love, but until it replaces completely the optics replaces CUDA if eventually. Let's see. Will we have fluids and auto-destruction and... Sorry, auto-destruction for 2.81. Mantaflow fracture. Mantaflow was hopefully planned for it, but it's two weeks away. Let's hope we can make it. Sebas, the developer, is going to come to Amsterdam. So hopefully that will be faster once he's here full-time. But I can't say... Hopefully it will be there. It was one of the goals to have it there. Number three, Alf. Why isn't Blender working together? We go though on issues like viewport rendering and Vulkan. Well, they are switching the render engine to Vulkan and Eevee is going to move to Vulkan. Blender is going to move to Vulkan eventually as well from OpenGL to Vulkan, but it's going to take much longer. I think they're doing way faster right now because it's their focus for the next version. And I don't know how they could work together though because they are two different render engines. But yeah, they're completely different engines. Even though they use similar backends, they are different. But yeah, we had the code of developers coming in February, so we hang out and everything. Hopefully in the future we can work on something together. Maybe even artistic. Number two. Number two, you the ninja ask, hello, what about paper cuts review? How about this? Let the user decide which edge data showing on top. Yep, that sounds like a nice trick. I don't know if it's a paper cut. It's more like a feature request. It's not something that it was there, but no, it's kind of, it's borderline. Okay, last question. As at room 1995. Hi, I think that would be great if you improve the real-time cloud simulation. Wait, there is already improvements in the cloud simulation branch, and it's going to be merged hopefully soon, hopefully for 2.81. Can you add a feature to cloud sim baking that can be stopped while baking? That way we will be able to stop baking if we set some features wrongly. It's not possible to stop. Tricky, not familiar. It's hard to see it without an example, but if it doesn't work properly, please report a bug, which by the way, I know a guy that made a report, a bug video, this boy, one day, one morning, after seeing some reports that maybe are listening to the developers, maybe having to deal with reports that are either duplicate or they are not well described, I went ahead and made a video, how to report a bug in five steps. So the video is fairly simple. Basically, long story short, you can go here somewhere where I have this top five. I also put it in the description, steps. But if you watch the whole video, it's only 10 minutes, but if you watch it, you're going to see how to make the developers' life easier by simplifying the process, basically, by having the bug reproduce it, how to search, how to find duplicates, how to write even at the end. We're writing here the description together, and then we publish it, and it's published, it's reported, and while I was editing the video, which it wasn't like half an hour, I was just chopping some parts, the bug got fixed. So it was fixed during the video, and you can see here at the end that they even tested it, and then an hour later, something it was already fixed. So pretty awesome. That's it for this week. It's six minutes past six. I'm already late. Sorry about that, making it too long, but this episode was full of everything, full of all kinds of... Am I a bit too high in this video? Yeah, I think so. Okay, here. Thank you for staying until the end. It's been an awesome, very, very productive hour. We learned all kinds of features. This week we've seen from rigging, UI, transform, when you can now transform patterns without their children. Out of context, this phrase will be super weird. Like somebody that's not related to ZG will be like transform the patterns, and then, okay, the new brushes. The new brush is amazing, the following the normals. That was awesome. Batch renamed. That feature has been asked around for ages. Now it's here. Edit measures, poly build, the poly build tool for making Ritopo. The workbench. You can now just have the specular and the diffuse color separate. Please contribute your macabs in the DevTalk forums. Grip pencil updates rigging. Sometimes we never see rigging features and now they are coming. So it's being packed. Being spoiling. Yeah, we're spoiling people. Are we? No, that's the developers. And even people from the community. This week we have the first patch by Robert. Yes, by Robert Fornoff. So yes, keep them coming. Contribute and let's make the awesomeest open source software. It's just not, it's not even 3D open source. It's because it's also 2D open source and it's also for 3D printing. So it's like real D printing. Anyway, sorry. I'm getting a bit sidetracked here. Let's go with style. It's been a pleasure. I hope you had fun. I really had fun doing it. I even lost my voice for a moment. My puberty kicked back. So this is going to be drinking some tea now just to fix it. For next week, which we're going to meet at the same time, at the same, in the same place. Hopefully if everything goes fine. If you speak Spanish, tune in in one hour. I'm going to be making the same, but in Spanish. In español. Or si quieres aprender español. All right, time to go. Thanks for watching and I hope to see you in the next video. 5, 4, 3, 2, 1. Thank you. Gracias. Chao. Until the next one.