 And welcome, everybody, to Blender Today Live number 83. Or should I say Blender tonight? Because as you can see, I'm not at the Blender studio. I didn't get fired. I'm at home now. I'm actually here. There were some internet issues. It was a bit flaky, so I didn't want to risk it. So I came home, made the setup here. And just like the old times, if it's the first time that you join Blender Today Live, it's not usually like this. But it used to when it started a few years ago, a couple of years ago. So we have Blender 2.81 is like the big thing. It's coming out very, very soon. Maybe I heard it could be Thursday. Maybe if everything goes fine. On Wednesday, the idea is that the maintainers, Linux, Windows, and macOS maintainers make the builds. So then we can start having the last checks, the builds, the test builds, so everybody can have them. There was no release candidate. It's just like, OK, boom, let's just make it happen. This way, everybody, since we've been in beta for so long and the fixed time has been the time where the code was frozen and it's been so long, that it should be OK. So the idea is if this happens on Wednesday, then that Thursday is going to be the moment where we have the release ish. Because Friday, we have a rule that we don't release on Fridays. Because if anything goes wrong, then means that people, developers, and everybody will have to work on the weekends. And that's not very nice. So maybe if it's not going to happen on Thursday, it's going to happen on Monday. But let's see how it goes. It all depends on the back report. So if you have anything that has been going wrong with your Blender 2.81 beta, remember the beta, remember that on the website on Builder, you can download both the 2.81 beta. Whoops, that's not my, there you go. Our 2.82 alpha. So the one that you should test in order to make 2.81 super stable is this one, the beta. This one only contains fixes since the last couple of weeks. So yeah, it's like a stress test. Yes, exactly. So chicken keyboard in the background for the outro. No, that's a little, yeah, it's a tiny, it's an okay, because I'm at home. So I have all my toys here. I have all my, my thingies. I have a little like a graffiti. I have my, yeah, it's like, oh, I'm also using like an actual machine here for like a mixer to stuff like this. What is that? It's a, it's an effect on the mixer that I'm using. I'm at home. I used to do this here. So, but let's move on. Let's have a look at what it's new in Blender 2.81, not much, because it's all fixes as we say, but it's mainly about 2.82. And then on Pablo. So the one Pablo is the one that it tells you to report packs and then I'm gonna have in the, use of that effect and then we're gonna have that for another. It could be a character. So it's a character that, no, I don't wanna, I don't wanna, I don't wanna report any bugs. My Blender, it's as good as it was. Anyway, sorry, let's move on. The Blender 2.81 fixes. There's a few FBX, especially if you had issues with FBX imports, that has been fixed. There's some special attention to that. Then a tiny little thing, if you are animating, if you enable the, if you're rendering with cycles and you press the post button here to post in the middle of the render, it now changes to a play button. Wow, huge. But that's a kind of fixes that go into 2.81 and do not make it to 2.82. And actually, before starting, I wanted to give a community announcement about Blender today. No, Blender today, no, Blender day, Paris. So if you enter, if you are French speaking and you use Blender and you're in the Paris area, there will be a meeting next year, 1st of February, 2020. It's the first time they do it. It happened already. It's something similar happened in London this year. That's where the inspiration came from, the Blender London day. It was awesome. I was there giving a presentation about Blender in general and spring. And with this idea in mind, also the Blender day Paris group led by Christian, sorry. He is now organizing it and it's super nice. So you should check it out, Blender day dot Paris. And you should get more information. There is even a teaser trailer that you can see and get invitation. All about the community and the, yeah. The awesome Blender Paris initiative. There's now there is Blender day Paris, Blender day London, Blender day Germany. Isn't that amazing? There's more one. So more updates. So 2.82 is where most of the things happen. If you look at the release notes from last week, which I couldn't make this episode last week because as you, as I mentioned, I was, oh, spring. I was at the Animago on November last week, from the two to the fifth. I was there together with Aleve Alexandra from creative dream. I was with Lucas Tognar, Goddard Hoffman and we were the part of the Blender track there where we were talking about all kinds of Blender stuff. I, my talk was about Blender 2.8 revolution, which is like the evolution of 2.8 and also what it means, right? The revolution is 2.81 out yet. No, it's not. As I mentioned at the beginning of the show, hopefully it's at the end of this week. Otherwise it's gonna be Monday. So the announcements, if you look at the notes from last week, it's about the same. So this is basically all the, what happened in 2.81. There's tons of other fixes. Some of them involve visual fixes, more like a stereo, for example, some issues there, some glitches there were with Studio 3D, now they should be fixed. And pretty much every crash that you have should be now fixed. And if it's not, please report it because that's how things can move forward. And some of the features I already mentioned them before for 2.81. Paint option to disable anti-aliasing. I didn't see from last week. So apparently there are a few changes that I've missed. Icon for drawing space key. Yeah, there are a few changes in the icons, but nothing that's gonna break your workflow because remember it's 2.81. Now for 2.82, the thing is a bit different. So in 2.82, the upcoming releasing master, there is a new tab in the user preferences here. You go to the user preferences and if you enable developer extras, like this setting that activates or enables, it shows you a few more settings, for example. If you enable it, then when you right click on a widget, you can see the edit source part when you want to edit the UI. It used to be all the time in 2.7. And now in 2.8, we added it under this developer extras toggle. Also, once it's enabled, this tab is gonna appear where you're going to see nothing for a time being, it's just a demo toggle, but you will see here more features that maybe they're not completely ready for prime time, but they are working progress or they are very useful for developers to just, if somebody reports a bug, it's like, okay, I'm gonna add a fix, a temporary fix on this section or for example, VR could have its own, it's on section there for special settings or library overrides, for example. That's something that was added experimental during 2.81, not enabled by default for most of the time, but that could be a setting in the interface. So let's move on. What else? Hover states, yeah, that's something that you might not tell at first. It's very subtle, but basically now most, or if not all the widgets respond in the same way to the hover state. That's another great, great little fix that here you can, I have even the commit here because the attention to detail of Harley, it's amazing. It goes into all this, he notices all these little annoyances, noise, basically visual noise. Also, this comes from the paper cuts thread on DevTalk. So it's so nice that a developer is actually looking into these kind of little things every now and then you can see this polishing that goes on top and that's what it makes it feel like it's complete. Then there are new icons, there are new icons mainly for things that I can't really show you here because I don't have many, yeah, in my system for Linux, there's not much to show, it's just a few hard drives but if you had a USB stick, you would see the new icon or if you see the home icon or fonts folder, documents that is still being worked on, but the idea is that it should be added soon so the icons will look a lot nicer. Will Blender move to Vulkan eventually? Eventually, ask by a real node, yes, that will happen at some point, Vulkan. It just takes time, that's a huge change but yeah, that's the future, the future is Vulkan. Actually, I think even though the chrono's not updating OpenGL that much anymore, so that's why everybody should move to Vulkan, not Metal Vulkan but there is Metal to Vulkan layer so hopefully that will ease the pain for Mac users in the future. Then more changes in 2.0 in the master, let's call it master because now it's confusing, we should see the splash screen and it's 2.80 splash but we're also talking about 2.81, we're also talking about 2.82, I know it's gonna be confusing, it's gonna get better on maybe Wednesday, we're gonna learn about the new splash screen which I've seen and it's awesome. You probably also have seen it, it's an image that it was published in the community time ago and it's just so nice and it's gonna be the new splash screen, it's gonna be announced I think on Wednesday when we make the switch for developers to make the release builds basically. At that moment, we were planning to change the splash screen of master to have something more generic that you can tell easily when you open Blender if you're using a development version or not. Right now, we use the same splash and we only change it once but the idea is that the 2.81 or the next release is gonna have a new splash, master's gonna have a different splash and when 2.82 comes out, there will be a new one and so on and so forth. All right, let's continue, remember this is live, if you want to ask questions, I'm gonna be answer them on Blender.today, the community website that it's so active that Lapis C here asked a question already, there's 11 comments and there is a question or another question, is a live stream planned for today? Last week, it didn't happen. Yes, sorry, I didn't get to report. My port, yes, there were some internet issues that's why I'm streaming from home but I didn't make the event early enough. So if you go to Blender.community or Blender.today, you're gonna find this thread where we're gonna be answering questions towards the end of the show, towards the second half of the show and not the end, this is the beginning, something awesome. The, you know what's awesome? I already talk about him, I already talk about how Harley makes all these fixes and I don't know if you notice in the graph editor or in any editor for that matter, when you insert the key frame with the I key, it would sometimes go into like two, like two, two, what is the word for it, two columns. Sorry, I'm a bit distracted, there you go. In 2.79, it was also the case, I think. So if I go to the insert the key frame in the graph editor and of course the change, the shortcut is different, shift F6 and if I had here, this will happen. For some reason, the insert key frame drop down in the graph editor was two columns, super weird and it was like awkward. So not anymore, now it's a nice one column, yay. Such a small change, but for me it was so annoying that sometimes you have to extra read and scan everything, so thank you Harley for that and let's continue. Is everything okay on the comment? Yeah, the sound is okay, the image is fine. It took me a while to set up everything at home. All right, Alt Spacebar is the new shortcut for setting the cursor tool. So, okay, on Linux, Alt Spacebar toggles on the default GNOME, it toggles the window menu and I think I can just disable it from here but from the shortcuts. So it should be somewhere in the window section. So Alt Space, yeah, I don't want you, go away. There you go, disabled. And now if I press Alt Space, I should switch into the cursor tool. So you can change it quickly. It's not really doing it, maybe I need to close Blender and open it again and Alt Space, nope. Never mind, probably works outside of Linux or other if it's not taken by any other object operating system shortcut. Object Scatter, this addon, this amazing addon by Jack's look that allows you to draw and basically have the stroke be filled in with objects. So you can put a bunch of leaves, a bunch of trash on the streets and this comes built in with Blender, it's pretty nice. So check it out, Object Scatter or Scatter Objects and basically you just draw with them here, the view tool, Object Scatter and you should run the Object Scatter. You need to select an object and then Scatter and the target object, oops, and Scatter. And it should draw, once you start drawing, once you enable the tool, you enter into like a model tool. Then you select first the object, then the target and then you should start painting with click and dragging and then execute or press Enter and it should make, let's make it from scratch here. So I have my plane here with, you can even have some corners enabled, it's pretty nice. So you can have some, you can add some trash to the edges for example. So I select first my object and then the target, execute, search for Scatter Objects or you can also do it from here, I believe. Otherwise, just search for Scatter Objects and then you can just start drawing. You can start drawing on the walls even and once you're done, press Enter and it will add tiny little cubes there. But there's a new feature, that's what I'm showing it now is that it used a normal rotation. It will rotate the instance of these little cubes according to the normal of the face underneath. So pretty neat. Look at all the trash, look at all the mess that it did in such a, is a messy tool. So more here, could do this forever. So nice. And then just enter and then more trash. Awesome. Check it out, it comes built in Glendor. Yes, it's free as it gets, Object Scatter. Thank you, Jack, look for making this awesome tool. Then more fixes, there has been, not fixes, but this is a small change. When you are in the video sequence editor and you add an external strip like an image or a sequence or a, like a video or a sound. Now the toolbar, the T-Panel is gonna show up by default, which it wasn't there. The sidebar is gonna open by default. So thank you, Alessio Monti di Sopra for working on that. Then for rigors, rigors, there are a few tools that has been improved regarding rigging or constraints. I say rigging because of that, but actually it's just mainly for constraints. So the stretch tool has an implemented mode similar to damp track for rotation. So if you know what it means, then it must be amazing. I have very little experience with this, but you could check out more. Alexander Gavrilov is the developer that is focusing on so many features for rigging, improving the animation system in general in Glendor. Something that it's just, it's huge, like it's everything, right? If you're making a film, a game, or anything, you need to rig. So this developer that has been working on it for so long that it just came from heaven or hell or anywhere, just from the sky and in a parachute into Glendor. It's awesome. Sometimes happens, you know, sometimes the developers just show up and say, hey, I want to make your software awesome. And they just do it and it's so nice. So nice, such as this improvement for Alembic. Alembic import and export had some issues with the mesh normals, which you could work around if you were using, for example, you were doing like a weighted normals modifier and after your mesh sequence cache modifier, and you could sort of get around it or if you disable the normals in case they were wrong in the mesh sequence cache modifier. For those that don't know what I'm talking about, I'm talking about the mesh sequence cache modifier that allows you to select Alembic files and just have them in your scene or instance and it's much more lightweight and you can work well with other softwares coming from, say, Maya or Max or anything or even Marvellous Designer or like Houdini, everything that uses Alembic, it can come via this way. And there is a huge improvement that was done here by Sivren Stubble, Dr. Sivren, that implements a change the behavior described in the mesh normals handling in Alembic, which was done recently. And you can read more about this in this differential, D6197, if you wanna read more. I think sometimes it's just easier just to give the name, the number of the differential. And I didn't cover it here, but in 2.82, there is like, the way I do, I go into like knowing how everything changed, what changed in Blender, is that I basically, I get emails on every Blender change. So via Blender, I go here, there is just a bunch of commits and you can read what changed. I get an email from this because it's easier for me to read. But sometimes developers get so excited that there is like tons of fixes or improvements in a feature. So this week I had, because I missed last week, I had like 300, 400 emails that I had to go through commit logs and stuff, commit changes, some of them were like merges, but over 190 were Gris Pencil related. That's insane. So Gris Pencil game is coming up soon with some of the features that were described in the conference this year by Daniel Martinez Lara. And if you haven't seen it, you should because it really gets you excited about everything that's coming up. My, what got me most excited was the vertex paint mode where basically makes Gris Pencil, yeah, more like an artistic approach, more like what you would expect. You just pick a color and you start playing with it, you can start changing it. And it's a different approach. You can also use materials, but you can also use vertex paint mode. And many of the 190 commits that I had to go through were related to the smear blur tools or masking tool support and multi-frame support for vertex paint along with other new features. This, the team, the Gris Pencil team is working on a branch, on a separate branch that they test internally. You can also go to the 2D channel on Blender Chat where you can get a bit more information about what's going on and how to test stuff. But in Gris Graphical, I don't know if there is Gris Pencil builds on Graphical, but otherwise you should Gris Pencil try to compile. Oh, there's not. In Graphical, maybe I should have uploaded some. Or even better, maybe we could get the build bot to have, because right now we have Functions Branch, Montaflow, and Bevel Profiles Branch, which are awesome. Maybe we could get here the Gris Pencil one because it's insane. All right. Let's, what is flicker, flicker? What is flickering? It's my face flickering. That's normal, that's how I was born. I'm a walking flicker. All right, cool. I think it's everything for today. No, no, there is some changes in Regify that I couldn't get through all of them. I still have some left, but if you just search for all the Regify changes, I will try to add them to the next week episode if everything goes fine. But I like to highlight, for example, this one where it allows you to replace the pattern in Regify universe, like change your gears into Regify mode and the Python writing and stuff, allow replacing the pattern bone and constraint targets after all the bones have been generated. So after generating, you can replace the pattern bone and constraint targets. How? But when enabled, constraints with the add bone notation in the name will have their target bone replaced with the one from the name. Or also you can use MCH or DEF, for example, for the former bones will replace the prefix of the existing target. So that saves a lot of time. And after you generate, you don't have to keep regenerating the Regify so often. So okay, UI flickering. Oh, my UI flickering, like Blender UI flickering. This one. Oh, that's the flickering just because it's while I'm, I do this all the time, the rescaling. And so that's why it flickers. But also because I'm doing it on my laptop and I only have one graphics card, it's the laptop. And I'm using the graphics card to encode this video live as it is happening. I think I covered it all. I think I did. Yes, I did. That's so eventful, but it's, that's good. It's good to take a break, let them development continue, report bugs and let's see what the questions say on Blender.today. How's it going? Top of the screen, interesting. Oh yeah, there's tiny glitch. Come on, we can still watch it. It's a tiny glitch. Okay, here. 18 comments or 19. That was fast. All right, so thank you, LAPC, for creating the thread. The first question by Joseph Bergen. I'm a surprise, the vanilla UV tool aren't as high priority as they probably should be. Users have to use multiple add-ons for essential UV manipulation. I use add-ons as such as all of the fields, fields which I have features that need to be standard for Blender. Everyone complains about UV and with 2.8 is big push to make the UX of Blender amazing then UVs should most definitely not be forgotten. They are not forgotten. There is not a single artist that makes a full scene or there's no pipeline without UVs basically unless you go full vertex paint which with all the changes from Pablo Aro you could go get pretty close. But the UV is absolutely is high priority. It shows that there is like 2.8, 2.81 was focused on sculpt tools and painting tools only by Pablo Aro, but also like I could name all the main, all the core developers that actually are getting paid by Blender now. And you can actually see some of those in the developer here. So you can see some of the names that people are working full time and Bastiano was working on the undo system fixes, a Campbell on all the tool system, the precision modeling, everything notes, cycles and workbench improvements, UI improvements, organization. Siren is a Alembic and animation, not Alembic but USD Alembic and animation, paint and sculpt tools, back fixing and triaging, Mantaflow or physics, all the new physics stuff in Blender 2.81. Because physics as we know, the specially particle system is end of life, it's not gonna get any improvements. That's also another thing that Jack was working on. And Sergey has been working on open-savvive improvements on dependency graph and pretty much everything in the heart of Blender. Together with Brej van Lommel, which was also working on all sorts of fixes all over the board. So remember 2.80 was a huge release. So 2.81 brings a lot of fixes that are improvements on top of 2.80. So yes, UV tools are super important, they are not forgotten, they are just one more of the huge pile of things that could be improved. And of course, if there will be a developer that comes from outside and wants to improve it will more than welcome. But I think for it, yeah, there's just so many things to do and not enough developers at this moment. But if you check the fun.blender.org website, now we have a bigger, you have the number here much bigger, I worked on this last week. You can see the amount of people and you can see still the thermometer. How far are we from having 20 developers? Which is, you know, this number, I mean, yeah, it is 20 developers. It's not a linear change because here some developers are mainly doing organization general coordination. So it's not super, yeah, 20 developers. It's not like 150 is gonna be 30 developers. You need to manage these people as the team grows. All right, let's continue. Johnny Perez, good morning, bro. It's evening here. It's dark and it's only 5.30 p.m. It's, all right, now Penguin Burger says, so I'm in a crucial bake into vertex color data will be added. It seemed like a vague answer in the Blender conference. Thank you so much for asking about baking. I get these questions all the time. That's why I went and asked for it. So yeah, basically the answer, if I remember correctly, was around that it will be added, but it's part of the whole baking system that needs to be improved in general. But yeah, it shouldn't be too hard to add, basically. If I remember correctly. So if I issue, hey, that's a bug report. So that result can be, it's weird. Yes, it's weird. If it happens with a simple queue, you can guess with so many other scenarios. And it is a full on bug report. Yes, so thank you for the bug report, but I can't really do much on a live stream. I'm not a developer. I can point to the developers, but try the right channels, developer.blender.org. Damian, when a chance go ask, hi Paolo, how are you doing? Good, I'm fine. I think I'm at home. How can it be better? Super cozy here. The question is, isn't there a time when we might save the vertex group node in shader editor? For example, when I work on the environment, I need to scatter leaves under the trees. So I use trees as a brush object in dynamic paint. Also, I need to mix textures in the land shader. The problem is I can use vertex groups for mixing textures. At the same time, I can use vertex color in the particle systems density slot. Well, you can actually not, you can use textures and no, it's, yeah, it's true. It's a mix. You can use particle system. You can use vertex color in particle system density, but you can use a texture. But the texture has to be, yeah, it can be just a vertex color. However, all of these particle related stuff should be a, should be fixable or should be tackled by the new particle nodes, particle nodes. And speaking of nodes, have you heard of the November initiative? November is an initiative that basically you get a, during November, you have to pick one of the, you get given a, like a theme, a topic. For example, today's metal. So if you go to hashtag November, you're probably gonna see tons of metal or micro for a few days ago. You're gonna see the craziest things. Like the, it's insane. This is just notes and some people, most of the people are actually sharing the setups or the blend files even. So you don't only get to see the final amazing results and how creative people are with just using notes, but also you get to see the madness and most people share their blend file. So it's a very nice community initiative. So if you haven't joined already, try to get out. For example, today, just grab your cycles or GB or animation nodes. I don't know. I think nodes could be everything, right? Everything procedural. So just go grab nodes, make something like looks like metal and join the hashtag, November paper, weave ornamental tiles, that can be fun. Or actually, if you watch this video in five months from now, just, just do it. It's also a nice exercise. When you don't know exactly what to do, just go through this list and it's a nice challenge. So let's move on with the next question. The dragon, love the show Pablo, thank you. Any news about the options to change the color for face orientation? And no, I actually look at the code and it wasn't so, so simple. I, I mean, maybe it's super simple, but I'm stupid. I'm not super talented in this. But actually, I think, I don't know if I have it here. I have the code to where you can change it. I found it. I just couldn't find how to get them. I need to look into it more, but I only spent like 10 minutes looking for it for like maybe 15th. Looking into how to change the, how to get the colors from the theme. But basically, if you look at the, at the code, this is a Blender code. So this Blender draw and the modes shaders, you have the GLSL shaders. And there is one that is called overlay face orientation. And it's a fragment shader because the vertex doesn't have that information, which I remember every GLSL shader has vertex and fragment. And this frag file, frag GLSL, you can see that there is color outwards. It's 00B, RGB. So it's blue and outwards faces are color R1. So red, no blue, no green. So yeah, this is how you can basically change the code. If you have Blender, if you compile Blender, that's another nice little thing. If you compile Blender, you can go just to the code and just choose the color that you want or even make it transparent, maybe make it, yeah. Well, that would take a bit more coding to make it transparent, because you have to add another vector to this. And then, yeah, here, you need to add another vector, which is a transparency. And maybe do some trickery. But if you're a developer and want to get into it, here's the code. All right, let's continue. Next question, Pablo Arro demoed the blueprint tool long before he joined the coders. No. But till today, the tool is not including 2.82 alpha version. Where can we, no, no, he didn't even join the coders. He was making amazing tools like really long, long time ago, before not really long time in terms of development. But he was also developing while he was, he joined the Blender developers team. But till today, the tool is not including 2.82 alpha version. Where can we find it? I think it's not finished. It was more like a proof of concept. You can, oh no, I asked him, asked him in the Spanish Blender today event that I did in the Blender conference. And he said that it's basically a proof of concept and that it could be expanded. But right now the focus is on fixing 2.81 stuff. He's been fixing a lot of all the sculpt issues and painting issues and stuff. He's also now focusing on the paint tools and the sculpt, wrapping up the sculpt tools. So I, yeah, right now at the moment it's only Paolo Dovarro working on that. So I bet when he wraps up this, this part is gonna focus on those. But also, I don't know, I would rather have him working more on the texture painting side of things or even UV. Now that we're talking about UV. All right, cool. Momotron asks, hey Paolo, when will Jack look will join Blender today? Live, well, he's back in Germany. So I can't, it's not as easy to get him over. I completely, when I went to Madrid it's the time where he left. So I wanted to have a special episode with him but I couldn't, I missed the chance. So grab your dreams, like go after your dreams while you can, don't expect. Because later, developer might go home. But as soon as he's back and maybe if he shows up for a few days back at the studio I can ask him. Sergey says, why not make it possible to hide some keys in the dope sheet? How you can hide channels but not keys, individual keys. Why would you like to hide the keys? It can be very dangerous because you can end up yeah, hiding things that, and then you forget to show them and then you don't know why something is being animated and it can bring, sounds one of those things that can bring more issues and then it helps. Next question by Mo.memoli, Memoli. My Italian came out. Hi Paolo, I have two questions. So first, have you seen the video of the performance comparison between Blender, 3ds Max and Houdini? Blender has a frame rate that is very low. Is it in the planning to do something for the performance increases? I have not seen the video but Blender 2.81, 80 slash 82. There is some performance issue that is making it slower than 2.80 even but that being said, there are plans on improving the performance. There are many levels, there is the dependency, for example, for the dependency graph which could be the calculation of the rings, the deformations. Remember that when you're actually playing back an animation you're not just showing polygons. In a video game sometimes it's more focused on all the detail that you have in the scene and how much details you have. But in 3D, especially on a 3D software where you have to actually calculate and you can't bake stuff or at least Blender doesn't bake anything right now before playing back. This could be an area that could be improved. So animation, pre-caching for example, that's one of the big features that was added recently or this year or last year or just probably like the one good feature that was added to, I think it was Maya, one of those. Other softwares had them for a long time and Blender could benefit from it too. Second question, I am getting into development. I managed to build Blender and I am following a tutorial to write a modifier. That's a very nice tutorial, I didn't even know that existed. I struggled to find documentation online. It would be great to have some sort of crash course on Blender Cloud. I see there is a Blender Studio TD course, I was thinking of taking that but there are no dates available. I was wondering if you have more information about it. So what he's mentioned in is if you go to Blender.org slash training, you can see that there is a Studio TD course which has no defined date. You need to get in touch because once enough people signed up for it then everything can get organized basically but you should show interest by sending an email and that will give you more information. So this is the training that is given at the Blender Studio. Regarding online training for Studio TV or for Blender development, that could be a great course. Right now at the moment there is only the cloud. It's called scripting for artists but if you're not an artist, you just want scripting for hardcore scripters then yeah, maybe there could be a course for that, absolutely. It's a, it's tricky, right? Sometimes you want developers to just do code but sometimes they should take off to take them off to show and help and spread the knowledge. Right, Aiman asks, hi Paolo. I love you and I hope you're fine. Thank you, I'm actually fine. My voice is a bit gone. I should, I have some tea here. I should drink. Ouch, bad, bad ideas. Burning. Oh my God. Sorry. Can I know why the Arabic language does not appear here? This sounds like a bug. Arabic should be supported in like the, I think it should be supported by the Blender font but yes, please report it as a bug. It definitely looks like a bug so you can go within Blender. You can go to the help menu, report a bug. Next question by Ponomarov Max. Hi Paolo, question about tile distribution between CPU and GPU strategy for cycles. Okay, this sounds tough one, let's see. For example, one tile 64 by 64 renders on GPU 15 seconds and CPU 40 seconds. On my 16 thread, awesome computer, tiles always render on CPU and it takes more time in comparison to GPU. Conclusion, maybe Blender needs advanced tile ordering system. It's a lot of numbers here, let's see. Different tiles as for GPU and CPU implementation. I think right now this should be automatic and there is a system where you don't really need to specify the GPU size for tile size for GPU anymore. So you just give it a minimum tile size for CPU and GPU should be smarter and try to make a good use of it, of the space. But yeah, absolutely. This should be a nice place to go and discuss the idea. If you have the time to run all these tests and maybe see how this could be improved, that would be awesome. Maybe, yeah, the developer of the Blender order could be the place, so please check it out there. Next question, paying a per review. Hi Paolo, is there a schedule or roadmap on the Mantaflow build just like the ones for the master build? Not so far as in a Mantaflow specific, but there is a nodes and physics task on fabricator. When we say fabricator, or when you read people talking about fabricator is developer.blender.org. Fabricator is the name of the system behind it, the actual website. So you should find here, there is the Mantaflow integration here. There is a task has been around and in the task you can find all the individual parts and basically all the updates regarding the Mantaflow review just so it makes it into master. Or you can go into the Blender.chat and ask the developers there. Blender.chat, or if you go to Blender.org and you go into the support section, you're gonna find the link to Blender Coders on Blender.chat for development support. Or if you just want regular support in Blender, there is a hashtag support where the community provides help. Next question, Andy Cucado, hi Pablo. My question for today is do you guys working at the Blender Foundation Animation Studio Institute Network Cloud use other software besides Blender? Or do you look at what others are doing and how they're doing it? No, first to answer the question is no, we only use Blender. We have very, one of the rules is that we should use open source. So Blender, Krita, Gimp, Inkscape. There is other video editors that we also look at like KDN Live when we need some specific features or Olive Editors is also pretty nice. But do you look at what other softwares are doing and how they're doing it? No, not really. It's more about people that come with the experience, for example, like maybe come from a studio and they say, yeah, in this studio, we used to do these things in a completely different way and that makes you think about it. But it's not like an official, like we don't say like, okay, we use this software. Also, a lot of software is not available for Linux and we only use Linux at the studio. So that's another issue. I am not saying this to copy them, but to know and have more options and ways available that could spark inspiration how not to or how to do things, even doing them better. Yeah, I think getting inspiration, it's important. It applies to everything from art to, yeah, the way how to do things. Some workflows do not apply to Blender though. Blender is very special in the way it handles things. So we can't just, I don't know, look at the, no, Maya rigging for example, because they don't have the concept of armature. So it's a completely different thing. So yeah, thanks for your question. Next question, Anubis master, how to make non-steam Blender Auto update? It's kind of annoying to do it manually. It's only every four months that there is a new release. It's not that often. You have Steam or Windows Store also should update, I think, and there is also the Blender Updater. There is a, how is it called here? Overmind Studios, it's on GitHub even. It's so nice. You can get it here. A small cross platform Python 3 application to update Blender to the latest buildbot version. Remember, like this is using buildbot. So it's gonna be stable. It can break your files. So always back up. Don't just, because it's new and there, just don't just go blindly to use it. If you're in production, if you're just a hobby at home and you don't mind losing some data or you're using, I don't know, if you're backing up often, then it's okay. But otherwise remember that you're dealing with underdevelopment software. However, if you're watching this, it means that you're keeping up with updates. And I will try to warn you if there is any big, huge change that's gonna change you. It's gonna maybe mess up your data. I'll try my best though. So yeah, this is what I recommend. You can buy the guy a coffee. It's super nice. I already did it the other day. Tobias is super nice that he's giving this for free. And he keeps it up to date. You can see here 14 days ago. So super nice. Check it out. It's Overmind Studios Blender Updater. Next question. Sorry, hi, Pablo. Happy to see you. Thank you. I will be very much like animation layers. This is planned. It was great to be able to work with them in the dope sheet and the graph editor. Animation layers is one of those topics. Yeah, they're being talked about when talking about animation 2020, project will upgrade the character animation system in Blender or the animation system in general for that matter. But yeah, so how, I'm a noob in this area by the way, but how does it differ from the, if it had a better UI, from the NLA editor. Remember, don't, when I say NLA, don't go and just throw your phone or your screen over the window because I'm talking about the NLA in the latest versions, Blender 2.80, 81. Because before that 2.79, it was unusable. It was really, really bad. When you, the whole point of the NLA is that you can, it's non-linear editor. You can add actions, one action waving, one action moving, running, and you can layer them. But in 2.79, and before, for many years, it's been broken. So when you add those actions, wasn't really doing it right. So give it another try if you haven't already. But yeah, I know animation layers are a different kind of different concept. But yeah, because basically they will be, they will all live in one action and the NLA mixes actions. Yeah, so maybe it's just a UI or mainly a UI system. All right, next question, slug nugget. Should the shader editor be called material editor? And no, because it could also, it could be a shader because you're changing a shader editor. And materials is a bit limiting because for changing the light editor, we need a light editor, a word editor, and word is not a, or a line style editor for freestyle, for example. So a word is not a material. So then we will have too many entries here. I think that's my point of view. Nuno Alex Konsequiao asks, Hi Paolo, go ask for the show. Thank you. I have a question with the local coordinates of an object. Are they missing? Why we have a child pattern relationship? We should have the local coordinates of that child in relation. About this with screens. Okay, this will take a slightly more time to check. Blender is missing local coordinates display. Is it a, it sounds like a bug, but yeah, limitation. Local coordinates display without the parent, I think. Not, I think I get the point. And if so many people are engaged with this, maybe worth having a look. I haven't done, oh, I turned off, I'm in the darkness now. But yeah, I haven't had the time to look into that one, but it looks like it's getting attention. So I'm gonna keep it, keep it around. Are there any more questions? I'm two minutes away from six p.m., but I started a bit later. So let's give it a bit, oh wow, 36. Okay, let's go to the first unanswered question. So I'm gonna go to the bottom, just so we read the first ones first. Hanan Hyde asks, how is US development going for Blender? It's going great. The developer, Sivren Stuvel, that he is working on the USD integration and Alembic and a bunch of others. Where is, I'm trying to find them. It's on, for example, Sivren. If I go to his profile, is it Sivren or? Yes, it's Sivren. So let's check out his commits or his posts. Actually in the comments, you can already see that he's been working on Friday. He worked on fixes for USD, added tests, merged, remove as background, then he worked on Alembic. You can stalk your favorite developers this way. It's like, oh, Friday is working on this. Tuesday work on all of that. Wednesday also. How does he find the time? There was a Blender conference going on at this time. I'm working on the Blender conference software and stuff. Awesome. So yeah, let's continue. Next question. Well, that was in the last, oh, here. Ah, it's similar to the Jammer Hammer. Will Blender support USD file format? Yes, no dates yet, but I think 2.82 should be, should have like at least some sort of support. Unleash 75, have a look at the show and all you and the team, you and the team do. Thank you. My question is to do with the camera clipping. Will this becoming global setting and not just per window? It's annoying to change it in normal view mode only to go into shading window, have to changing again. Shading window. Oh, maybe clipping should be in the preference settings. Should only need to change it once and forget about it. Yeah, that's a problem with a lot of settings in the viewport that sometimes you want to have a different, maybe that's having too much freedom, right? But yeah, the fact that you can basically change the clipping for each editor. So what he's pointing out is that, yeah, you can have, for example, if you had a monkey, it's even more scary. It can be inside of the monkey. And sometimes this can be useful, right? Because you can have like a slice portion in the, in the, in a different viewport. But this you could also do with alt B for actually clipping the viewport. So yeah, so maybe it's a good, good point to have it, to have it global. Hmm, good point. Next question. News of the UDM and bake of the director's place map. No news that I know of. Unfortunately, but no news. Hi, Paul on Sands 2622 asks, Dr. Sivron introduced a regression with this patch. I think it would be cool if developers could bring back the previous drop-down menu. So let users only display the disabled add-ons. Oh, because you can have in an option to only display the disabled add-ons. So it's talking about this feature that Sivron added that allows you to only show disabled enabled add-ons only. And yes, the regression could be that you can't see only the disabled add-ons. Yes, I guess you could use that, you could need that. Yeah, we could, it could be a toggle basically. So you can have enabled by default and then disabled and then all basically show all. So instead of a checkbox could be a toggle. All right, a toggle, sorry, a drop-down menu in M. So next question. 14-area-nudin, hi there, Pablo. Blender has become such a big software in the open source community and I was wondering if we could show other users that we can integrate other open source applications in the workflow, along with Blender, for example, using GIMP or Natrum for post-processing or FreeCAD for precision modeling. What do you think? Also, what is the compositing? If we could show that we can integrate other open source applications in the workflow. Well, I mean, we mentioned all the time that we actually use other software. I mentioned all the time that I use GIMP, I use InScape. The thing is that during the pipeline, the way we do it, the way we use at the Blender Studio, yeah, it's very isolated, it's like only GIMP or Krita. But then like a live link, maybe, but that, yeah, that could be interesting. But I don't know how they could connect, though. Live linking between GIMP or Krita and Blender, yes, maybe. But besides that, there are other, not too many other open source softwares are as active to have someone dedicated to work on this all the time. But yes, let's continue. Let's see, also, what is deep compositing? It's like compositing, but in deep. So instead of just being a plane, you can also go in the yourself. Because I'm running out of time, it's actually five minutes past, so okay, let's do five more questions. Does it count? Viewport and link. Make window which created the duplicated area locally. So the view setting will not change when you open another tab. There was possibly in Blender 2.7. What? Make window which created in the specific tree editor locally and link from other windows. So the view setting will not change. That's already the case. I think you were talking about the link icon, that was there. This thing, are you talking about the link icon? Because this setting, it's now available in 2.8 as local collections here in the collections panel under the view tab. Bevel weight percentage calculation. How to make bevel weight calculations sync with Blender units? Not sure, collection is transparent. Is there any way to make the collection transparent while working in one? Yes, with like collection transparent, you can just make the color of the object transparent. And that will make the whole collection if you're using, yeah, no, with overwrites, not yet, but you can actually lower the alpha of the materials. So you have those materials transparent in the viewport. And suggestion. I will leave the suggestions for the next questions, although that way I can answer more. Sorry, but there's more people. Gabriela ask, or Gabriela, is there a Blender today in Spanish today? Yes, it will be at seven o'clock in Blender Oy channel. It's the same thing, but I do it in Spanish also. In the Snap install, there is a way to get the latest built, not that I know, not that I know. Snap is only for the stable releases. Another question, any news about the push, about the destructive push pull tool? No, no news that I heard of. Which version will support you theme? Hopefully 2.82, but no. We said the same, it was 2.81, but now there is more time, so hopefully that will be the case. I think, I think it has to, come on, it's been so long, so long. And the last question, J.P.Crosado, hi Paolo, any idea if and when metal support is being added to Blender? Metal support is not being added to Blender at least until Vulcan support is added to Blender. So it will take a while, there's no dates defined for that, it's a huge amount of work. Remember from 2.72 to 2.8, Blender OpenGL got updated from forever old into the 3.3 minimum specs. The same will have to happen to Vulcan, like all the functions that use OpenGL, they have to be migrated into use Vulcan, so it will take a while. And that's it, I think I'm running and I'm just don't have any voice anymore. I will start to go with, wait a smile on my face, it's been a nice, there's something bright on my face here. It's been a nice episode, isn't it? Should I do it from home more often? It feels more cozy. How's the chat, guys? I haven't even, and girls, I haven't even checked today much, I was, I had it too far away, I need a second screen so I can have it more close. Let's see, how to implement the UI of Blender 2.8 to other software, that's tricky. Blender, you interface is its own monster. Do it from home with the beer, time for Apple to step up and donate. Ah, for Vulcan, yes. Regify my emojis. It's everything okay. Heavy polly is there, yay, Alembic, heavy, won. So I'm just looking at the chat here, I am actually very rude not to share the screen while I'm looking at the chat. Everything okay? We'll call it a day. All right, time to leave with style. Let me put on the music, I have this little app where I can choose which sounds to cue, and I have the Epic one in red, which starts in five, four, three, two, one, and there you go, Epic, all right, cool. Thank you for seeing until the end. I'll see you again next week, same place, same time, ciao. Oops, almost ciao, now ciao.