 4, 4, 3, 2, 1, hello everyone it's welcome to the second live stream from the Code Quest from the Blender 2.8 Code Quest live from Amsterdam it's 6.30 p.m. and we are here after a long week of work so week is done, week is done so okay let's introduce ourselves because there is like a thousand more people in the channel than last week so my name is Paolo Asquez my name is Dalai Felinto and we're here to show you all the latest and greatest news in the Blender 2.8 Code Quest and in Blender 2.8 in general not only happening here in Amsterdam but in general in Blender itself so it's been quite the week it's been the fourth week first month of the Code Quest it's over the fourth we're one-third ladies I mean Julian left after the second week Joshua stays only four more weeks yes you know in another month is the World Cup so the productivity might go down a little bit what do you think there I don't know some of the matches are during the lunch hour yes and but the matches you know one hour and yes so this is live so please if you're in the chat leave us a question you can add Blender the developers of the channel and then it will highlight in the chat so then at the end in the second half of the show we're gonna be reading the questions and then answer is a Q&A mainly but first we want to go through what's what happened this week what what's new a lot of things new a lot of things so what was from the end to the beginning maybe yes well first we have a lot of a lot of new videos on the Blender developers thanks to thanks to you so it's really nice to have not only that many developers but that many eyes on the work you're doing here and it's so nice to have this so well documented I think for the future it's gonna be so nice to look back at what you did here and how we did it together yeah so if you haven't seen the latest videos go check it out the same YouTube channel you are now from twitch go to YouTube and find a work there yes we're not streaming on twitch Blender today streams on twitch but not Blender developers yet my bad okay so we had a lot of videos we also had um we started what just Bacchan just did so the static override yes finally finally merged in 2.8 what is that correct bubble actually I just made a video about it so what if I just show it because I don't I mean it's nice to make videos every day this week we have we have videos every day except Monday but I made two videos today with this one so that counts so it's nice to make so many videos but then are people like able to follow like I know in Blender nation there was like one out of the four that we made so people maybe are not up to date imagine are people following the channel and adding the notification bell oh yeah you should do it so then you get an email when whenever we publish new stuff but I know your point is it shouldn't it's hard you don't want to be overwhelming no no we don't want to I think people were maybe people can tell us better but I think your people love what we're doing here with the update so the big update actually I wanted to do it yesterday I wasn't planning on making a video today I wanted to make it yesterday because it was like the quite the big thing but the it was working on a cube on a Suzanne on it was working like for a developer yeah it's working but then I was like well can we try it on something you know and that's a bit more advanced and on a blend file that has been used in production so what is the simplest production we have in Blender cloud you know something that it's it's open content can be used by anyone and that is the Dweefs the daily Dweefs the short movie animated by animated animated and directed by Helty Helmerson it it's one shot basically it's one shot the same camera three characters so it was it was a good candidate we picked one of the characters Dixie and he had some parenting issues okay let's try something else we tried the chicken and it was almost there there was a crash yesterday in the dependency graph that Sergei our own Russian doctor fixed today so it was like at 4 p.m. or so and the logo is in front of me sorry the logo is in front of me so but carry on okay I can you don't like it okay there you okay you're gone all right oh yeah so Bastien came also excited it's like yeah yeah the the chicken from the daily with the Dweefs is now working so immediately grab my camera and it's like okay let's do it is it intentional that in the video I get to see Dweefs in the background it may or may not be intentional there is a plug here maybe or maybe that's what actually when we were thinking which character to use I saw the Daily Dweefs I let's use it and also because this short movie wasn't rigged by the same rigour that we use for all the open movies which is Blend Rig it's Juan Pablo Bosa the rigour but it uses Blend Rig which is amazing but it's it's such a high level of a rig that it was a bit of a stress test and actually Bastien was testing the system with that one and I think it's great that it was tested with that because the armature has over three thousand thousand bones three thousand bones so it's a good a stress test if it can if Blender can link and make a proxy or a static override how they're called now of such a advanced rig then it would work so then we started humble with the chicken and it works what is static override if you could sum it up well in a in a way it's a proxy for everything you know how in 2.7 if you wanted to have multiple instances of if you wanted to link a content from a different file you would have to create a proxy and it would only work for armatures and you could only have one instance of the same armature per file and otherwise you need otherwise you cannot have each one with its own action curve and everything so limiting and coming in and as we have the same penguin many times in the last one and we had to make penguin one penguin two penguins three they're all the same thing tell you did that I remember watching sin tell tutorials and the scene on top of the cigarette oh you have the flying birds or chickens I don't know what they are dragons it's there's a whole tutorial on how they duplicate because for you know how they do yeah each one and then you can have multiple versions of the same object in the file luckily this is this is in the past now so if a static override can be pretty much just take the file you link it you make a local it call a static override so a local version of the of the file but it's a non-destructive version of the of the file so I can just change the action curve we can move the object in a different place and the nice thing is that is no longer limited only for armatures so anything that you can link you can make it make it local with a static override you can override specific so you for example you can link a well you can link the chicken five times and change the color the material color for each one of them and it's the same blend file where it's coming from the same character but it has different actions different materials different anything that's amazing because the rest of the character stays linked so if you change decide to make the chicken twice as big then and you save it in this file you will get the chicken twice as big again because it's linked everything is linked but the still you have the different materials different actions different mode fires even very more that's the last thing bassin did before merging today yes is support multiple constraints which was already supported in the proxy system because of the one constraints but also mode fires so we can disable mode fires for the linked instance we can also create new mode fires it's it's really impressive there's there are a lot of bugs that he acknowledges yeah so we're going to spend the next week make sure it's all working and make sure do a nice set of we call the version a nice backward compatibility so old files that we're using proxy are just automatically converted to static override that's amazing so you really can have different different modifiers so you have the same character twice with one with soft surf whatever the other one with the simple deform with solidify with like wow that's crazy we also have more modifiers more modifiers so this is okay enough with the static override but a big topic in blender 2.8 is the missing modifiers but everybody says like where are my modifiers if you want even with modifiers so last week we made a one video the week yeah last week we made a video about the first modifier being implemented by sivran it was the simple deform modifier so that was the first one how many do we have now well should we have to have taken a picture we have in the wall all the way there a list of all the mode fires and the ones that have been done ticked in red I think we're down to we have seven or eight eight modifiers let's say 10 just for yeah so we have like more than a modifier per day yeah and sivran so sivran is working on this my lavel is working on this yes she's doing the not specifically attacking the modifiers but the modifiers stack yeah so part of the implementation sold to be fast because right now it's still you can port the modifiers individually but overall you're still you know you need to change things in the cold as a whole Campbell did the wireframe modifier himself nice he wanted to keep an eye on how the project was going and I think it's gonna be fine good it's nice to have my helping remotely because then it really the cold quest has like the as a as a project here in Amsterdam has many developers but the actually blender is developed online so there's people helping from all over the world that's amazing speaking of which you can already it's already known that in the following month you're gonna have new developers joining us in the cold quest yes I saw it do you have no line to show I there's always online so if you go to the to the quest page the blender 2.8 quest page there is you can click on meet the team or you can scroll all the way just to see when people say one is 2.8 gonna be released is here in the target just just saying but you have to read but you have to read just tell me on a tweet okay um the list of developers I were added thanks to the stretch call this all thanks to reaching the stretch call of 2500 that's be cheesy it's thanks to you it's thanks to you the community well everything is thanks to you we are here thanks to you this beer thanks to you my rent being paid yeah but rent is secondary though the developers that were announced this week to join are two of them Luca Stockner developer of um cycles of all the noise was the denoiser he made the denoiser he's gonna come over for one week in June to work on putting putting support putting support in blender what does it what does it mean you think universal um universal uv replacement if you know let us know in the comments and then we'll we'll uh but it's just it's amazing so it's like a kind of uv but you it's not uv so it's for mapping textures and it's very standard nowadays it's even more than ptex ptex was a good promise but I think I was mostly on pixar Disney yeah pixar but the things oh that's that's already a lot maybe mario mario I think mario but I think zbrush there was a beta version of zbrush that supported ptex yeah I remember udin is the way to go and and people are already using udin blender the wanderer which is the file that's currently the splash screen of blender 2.8 yeah made by Daniel by step by step and it's it's using udin so there is there is a way of people for people to use udin in blender which leads to really really ugly node groups and node trees in the materials but not anymore and when we get luka stockner here thanks to you and this this break broke broke tinder today was a trending topic you know okay maybe not but that's big it's big it's huge it's huge the legend jack's look developer of animator animation nodes it's coming for the call quest for one week in june late june i think the third or four week of of june i thought luka's was two weeks in like in jacky one week maybe maybe it will be a may you will see videos about it you know we don't know yes you will know and they will let you know when we are closer because it's june this is in the next month but it's super exciting because it's animation nodes right it's have you seen the ton has been talking about this this add-on for so long for over a year at least everybody right it's amazing it's animation nodes it's really really nice add-on is a it's a paid add-on i don't know it's free it's uh it's it's not even the market that i know it's free it's beautiful it's made from the heart adds so much the pipeline for motion graph for you know particles and effects i never actually had to use it myself but i saw so many nice product nice results it's amazing even has a real it's like a life on its own it's it's awesome and and it might you know it might work as an inspiration for you know i'm not native implementation in blender of everything nodes or everything not you're already awesome if he was in like actual modifiers will be built in in blender would be awesome but anyway she's having such a passionate developer here and that's just amazing no i i hope do you want to move here jacks you look at this it's sunny we have the 25 degrees the misleading week as i thought all right so that uh those are the two announcements of this week next next well we have a lot of design tasks that mean we are publishing on the developer.lander.org yes and people are following these really really closely yes we see on on twitter on blender artist sometimes we visit there and people like five minutes after we post a new mock-up people jump on top of the on top of it and providing feedback sometimes on like elsewhere so we don't really get the feedback but sometimes actually on the on the on our main website yes and it's it's really so this week we mail the yet design for yet more parts so the view layer override is get a nice mock-up have a mock-up in python even it's on the fabricator we called um the 3d cursor multiproperies editing bone selection design this is for the workbench engine right yeah yes isn't this i don't know if it's there it's its own task it's on task so basically the idea is try to see why a lot of animators have to resort to wireframes in their pipeline and as far as we can tell most of the times is just so they can have a handy way to select bones which are included by the geometry so we're trying to think given that they have a whole way of drawing things in 2.8 have a new overlay design new overlay system how could we imagine this this workflow so that people get know the best out of blender and everyone's invited to check the mock-ups it's now in your screen yes it's also in the developer.blender.org developer.blender.org it's you can get it more transparent than this you can say it's and a lot of the things we published they're they're not final they are we are using the public open communication channels even for our internal communication that's that's the mission here anyways yes that is something that is i think it's so important that they're like if i want to show something to the lie a mock-up or whatever i put it on on the website for him to check even though we're sitting like two meters from each other i think that is great that is that's that's how it should be just put it out there just put it online and then what do we have there this is a mock-up for the workbench engine for edit mesh edit mesh yes there was one for object mode with shadows the sharp shadows from the workbench engine which are pretty cool we also see an overlay of the wireframe no it's the look that if you think about this oh yeah yeah the sphere down here you know like some left most corn right most oh it's hard to oh yeah well just we can point the screen like the youtubers too yeah all right okay next um there is also for the workbench engine there is um there are some nice mock-ups to choose the which type of lighting you're using with type of overlays you're using and also the hdr for the lighting that you're using i love how will you went totally over the top with these same diffuse and translucent and yeah a bit too apple-ish pop-up but it's like windows vista had it i mean it's not apple it's hard to do i don't think we have it no no no but it's funny to see it it's not gonna be like this very hard and it's also like making it fancy for no reason and in a 3d software you want speed so yes don't worry it's just a mock-up we want performance and we have both we can have both don't worry because we keep saying that because we need to be fast for playback yeah this is where you want to excel so if you're not playing back and you can really afford being very very fancy with the pop-up what if i if i want a million vertices will this affect it well you want a million vertices that you can edit right yeah so if you're not editing the million vertex vertices you can afford to go fancy on top of it that's one of the directions we're taking that's sad we won't have it we won't have this frost and glossy popover i think implementation wise it's too much work just yeah it's like why even spend development time anyway that said there is uh so there are mock-ups on the overlays that are gonna be used a bit of the layout as well and there is something that is already implemented that i think i'm gonna make myself big just to say the news that in blender 2.8 you can optionally hide the 3d cursor that is okay we broke youtube i already we're still live you know we created one task only because of this it's called the polemic experimental things we want to revisit before the official release of 2.8 yeah because this is like top topmost one this it's but why is it such a big discussion because if you hide it then the user opens a blank file that has the 3d cursor somewhere used as a pivot point and maybe you don't like it's you're not communicating what are you using for a pivot point do you know why you have a 3d cursor in the first place to set the pivot and the the when you add a new object where does it go yeah and this and and i remember well this was i was asking today around that and it seemed that when tom first thought about the 3d cursor was the same way you go to the text editor and you start typing and you know exactly where is the where i make sense if you start typing you you want to know where it's going to go the text so we find the 3d space you add a new object you should have a way to know where it is where it's going to happen yeah that's why it's super useful i don't know why people complain because it doesn't exist in other apps that's why they complain but actually once you get used to it you say okay i want an object there you just click on the surface the 3d cursor is there add a sphere and it's there it's so handy but yes you should be able to hide it because maybe if you're sculpting you don't really need to have a 3d cursor or texture painting texture painting or so many yeah it just it's not always the best but i like it because there that open uh discussion about what if it could be improved what if the 3d cursor could actually be something else this is where the whole 3d 3d cursor 3d 3d because the 3d cursor is actually 2d which is funny it's a 3 in the 3d space but it's 2d so well what if what if it could be 3d so that way you can not only set the position but also set the rotation so maybe you can snap to the location but also snap to the rotation of a face so you choose you have a face that is pointing in a different direction you snap it and then the 3d cursor is tilted so every object that you add is pointing that would be like a roof it's like a really handy way to replace the current custom transformation custom yeah well custom transform is good because they stored in the blank file yes and the 3d cursor you click again and it will go away but i think it would the custom transform right now are there a bit hidden and we should expose them more but i think the 3d cursor will help that in a way to have if you want something quick to snap to a rotation of a normal you just add it and it should be fine you don't have to add a new transform anyway i think we got got carried away a little bit maybe we can go very fast on the remaining accomplishments this week because we just had the weekly our weekly meeting yes and we are reaching in the half an hour so we should get through all the new settings so you can even now has a new shadow setting which is before we only have the one shadow quality for every single shadow and now we can treat the sun's shadow differently than every other than the point shadow so the shadow quality is now per lamp it could be per lamp we don't want to do it per lamp because in the future we thought about that but in the future we might want to have the array lamp cube map shadow that's a name ish that's a name you can find it at codelblender.org we mentioned that like one year ago one of the first EV posts and then to do that you do need the same one single setting for every single lamp so we say you know what let's just split them but not have them per lamp yeah we thought about that but um with overrides not per lamp yeah mentioned the videos brach is working relentlessly on the unification of collections and groups this is a big one this is this is also massive so yeah i mean last time was about the removals of stuff this is not a removal it's a replacement the thing is that in 2.8 the fact the the concept of group and the concept of collections kind of clash because a group it i don't know i what to use a group for to make to affect a physics only to that group to affect to to use as a lighting for only that group or to set the visibility group like the new option in evie for light group for the group or to link from another scene a group but it's having collections that is basically the same that a group because there's a way to organize your scene and the object can be multiple collections so it's basically the same concept so we thought why not just link the collection when yours have to set the limit the limit the lighting for this amount for these objects why not use a collection it in every case that you can think of collections just make sense so groups groups are gone not yet no not yet not yet but i mean what's the difference come on they're just green in the out in the in the if we get wire wire colored wire frames don't mention that live no sorry sorry okay anyway it's a big thing and it's taking some time because it's implied that all the collections now can be instance in different files that you no longer have groups so it changed it changed a lot of the the original design for 2.8 but it's in that in really good hands i mean it's in practice i mean we're no practice you should practice did the in made cycles made cycles single handling in one and so we see if you have by the end of next week we should have a more better update on this yes there will be a video hopefully video that's pretty much you know and they have a lot of work mange updates but i think this has been covered in the videos we have the rental objects desaturated nicely we have the sunlight for the whole scene looks beautiful yeah which is the sharp shadows it's a video that i also published a few days ago is a workbench sharp shadows so basically it's like instant anime bam oh that's the chicken you were talking about yes but you see here help us in the t-post because it wasn't working but now it works so it looks so good there was a few days ago it's amazing how blender every every other every day is like oh this didn't work yesterday but now it does we're not to mention different softwares here but i come from an architecture background and this is the kind of visualization that you know people be dying to use blender for they are architecture visualization yes yeah but just we have this this kind of shadow we have some solid color which you can set per object already or per material or the rental colors some overlay engine people we want to render it out of the viewport people already want if you read the comments by the way seven thousand views and there is quite a quite a few a few comments 95 per week correct that's really good they um let's get to a hundred yes no no leave a comment in the chat so we can reply it yet so i think that was for the the week of the week now for the week yes why did you do what did i do i actually wrote down i did oh we also had a lot of bug fixes i did some of them look at this much more stable and since we now have not only one but two and a half task forces for people willing to help the blender 2.8 development so i had the copy and write task force i have the multi object task force and something else you can order something else but we also wanted a way to keep track of the work of the progress so you can see in this website we can make it public already it's a stats dot thelifelinta.com yeah it's a it's a test but uh maybe we can put it somewhere else but it's just fun to see this so what you see here every day at two o'clock in the morning what is uh it's updated it's updated okay anyway so uh you mentioned task force it's because there is so much work and it needs to be well splitting in tasks so each number for example copy and write copy and write is the um the importing what basically every operator every single operator in blender so over over a thousand so it was actually on 29 it was in april at the end a few days ago it was 1090 and now there is only 943 left left reported yes this is one that people you know people can help in all of them if you want to go you just go to the to the our mailing list or there are plenty of places to hear about that so let's just yeah people can help can help me we we will make a video about this because you mentioned that it's not too hard to do and it's uh yeah we can use the help from other developers to join so you can even do some of them live like the multi object task it takes i did four last night while watching brookling 99 okay so maybe we can make a quick video about you fixing one and then telling other people to to help with it because for example multi object edit multi object that's the new option in blender 2.0 underrated for me for me this is going to be one of the biggest things in 2.8 well besides evie no i think no it's not underrated we we look at the yeah yeah yeah well i don't know if they're using it right now but there we made a video about it and it was super popular like 12 000 views and besides people yeah let's see the comments 66 okay okay it's it's getting there but i really think it's gonna be it's it's something so so nil and we're so far only tackling edit mesh mode and pose yes for animation but honestly so those are this is the number we have 200 and something and the moment this goes down to zero we can actually contemplate the idea of also supporting multi object editing for you know one editing for sculpting imagine having multiple different objects and then sculpting through all of them amazing texture painting so you can source the texture from this object and paint it there no way like clown from one object for grease pencil this is after the grease pencil merge yeah i actually uh would love to have the grease pencil developers to actually support multi object edit for the whole to the pipeline with grease pencil so i'd say this is only the beginning and the task force is a way to for ourselves to organize the work but also to welcome no new contributors yeah it's like an onboarding thing so basically also every operator has to be ported over for edit mode and post mode so far so what you see here is 268 a few days ago and now there's only 221 operators operators to be ported for edit mode and post mode to work nicely when with multiple objects so the goal is to get that to zero and move on to other other modes like we were saying so it's so nice to see i mean it's it goes down so it's like oh that's wrong that's bad you know but no actually it's good it's good um i think we covered everything i think we did you also did some fixes and everything yeah but fixing and then some the overwrite mock-up we can show which one's really cool do you have it yeah but no i mean but i'm i'm well i'm doing a lot of it's still a little bit of managing but luckily like things are already like on track and everyone knows what to do and and although we are behind in a few things whoa what yeah we are behind in a few things what now you saw the planning that was posted yeah it was posted it's on this week this week i don't know last week jesus what's it this week i don't know this the week goes so fast here it was last week no no but we didn't mention that in the in the last uh let's say it wasn't ready for the last stream so the whole planning what like this is what the developers are actually going to do is planned and it's posted online and we're a little bit behind in a few topics but that's okay and i think i think it's okay for instance hair combing and hair editing was supposed to be this week but say it was doing particle fixes but not related to that so you do it next week but particle fixes after all because the spring team is working is making uh actually if you go to blender i tweeted with the cloud this beautiful oh the fix was for this file i don't know it's just something cute to show you know for for youtube to the to detect it and then yeah dogs cute now um this character for example this is working in 2.7 it's getting the hair combed and everything and then they're working on it in from the spring project in the blender institute in the south of amsterdam and they are finding some packs because it's the particle system is dated and it has to be uh yeah fixed mundane so this is happening actually on master it's not in blender 2.8 yet and of course all those fixes will be moved to 2.8 when we merge but um we merge every day probably we merge every day never mind never mind this is i mean but you don't have combing in 2.8 yet that's sad we don't have combing next week next life and we're gonna be combing hair life local view was supposed to be next week and i think it's gonna be a bit delayed because of the collection changes and the separation between tools and commands we wanted to do it already yeah because with the new tool bar there's a distinction between what's a proper tool and what is something like a subdivide just press w and that's a command so we need to go through the code and but then we're gonna catch up it's okay we know we plan just have a big picture and to know if you need to move efforts that's all good move the efforts around it's the time it's the time of the live stream it is um yes it we are we are a bit past but so we have 20 and we can we can compensate so we are going to move to the questions so let me scroll this how it works i should scroll all the way up to where we say hi and i go through the questions that were highlighted and we try to make it as fast as possible so it's like one word questions yes no yes no um so everything seems to be fine hello Pablo yes so that means that it's okay checks will work everything notes for blender 2.8 not really not in a week at least but we definitely gonna be talking about that while he stays here okay next will there be the bi-directional path tracing or better caustics that's not planned it's not part of the the plan not part of the code quest but Cycus has its own roadmap has its own developers it has always been open for bi-directional support but it's not there and not part of the code quest okay one Skeletal next thank you for the question one Skeletal animation and modifiers will be implemented in EV we already saved that so we can skip basically there are eight 10 modifiers applied now and we were gonna keep working on it but there how many other in total you know that's so many i know it's 16 times two so 32 plus almost 40 i know because i manually rolled all of them in the glass yeah okay so they will be it will take some time but if you want to try you still right now you still need to go and run blender with a special command enable copy and write right yes when you run blender on linux of course because the majority of people use linux right yes is there oh yeah i just need to do blender.exe copy and write so these are your right blender dash that copy and write and that's how you get the modifiers to work and a very unstable blender it's more unstable it it crashes on linking faces yeah it crashes on everything basically but on the grid field yeah yeah those are fixed exactly this week next thanks for the question thanks for the for the question hard 3d all right cheers from brasil yay yay hi there any chance to find solution to multi button drag it's ugly on shining blender's face for such a long time it's ugly blemish yeah but it is when you drag select the dimension and drag vertically and then drag all of them horizontally probably yeah any chance to find a solution yeah but then we are first focusing on multi editing as a whole we select a few objects not only the multi mode editing but select a few objects and if you change the location all of them should move or if you'll go and change the camera visibility for this object should apply for all of the selected objects yeah so yeah next is there any improvements in the video editor no no thanks reina for the questions will evie so well actually wait wait i have something to say about the the video sequencer you know is a is the power sequencer in blender made by the amazing gd quest user on on youtube it rich version 1.0 or it's gonna be rich or something like it's i just saw a video and it's what is this it's an add-on that makes the sequencer suck less basically so no swearing is online yes um you should check it out google for power sequencer it's on github it's free if you don't have to pay anything so if someone charges you make sure it's this guy as a donation and but it it changes some shortcuts to make it more more friendly it adds some it it's a bit it adds some tools for like that's pretty cool all kinds of things um check it out and shout out for gd quest for making this awesome and they're gonna make tutorials on his youtube channel nice nice all right next good work yeah it's amazing um and besides that for a makes tutorial for godot super good someone asked about the game engine yes it's okay can you show the wiki of blender 2.8 what yeah because there's a new page there that my how is it the wiki for blender 2.9 here that's 2.9 yeah so if you go to the blender 2.8 hub you go to the backward compatibility that's a new section there it's a new section and you go and click on the migration page there are many changes okay migration page and now if you go to the blender game engine you can find a link to the the new what we have as far as planning goals for the interactive mode as well as well as a link to a to a few other open source game engines but this page is also recommended for people coming from the blender internal we are actually actively seeking maybe someone to help write a converter from blender internal to cycles for 2.7 so people can migrate their 2.7 projects to cycles and then to evy in 2.8 that would be that that that's actually something nice if you want to help out um get in touch would be awesome to have um a conversion from blender internal to evy and cycles automatically that would be awesome and it's nice fun task sounds like a fun task and for people following the development that they're testing blender this page basically gives you a guideline to basically what to expect from your blend file perspective not from the workflow point of view yeah but the changes that you're gonna have to do what's gonna be lost and so and so okay next next uh poly asks will evy support automatic high quality accurate reflections and reflections for the final render without having to use light props or screen space it could it could be an option really automatically create light probes for every single awesome because it's possible next experimental but possible and uh tharemo asks thoughts on supporting custom modifiers by the community yes but i need to submit a patch submit patch welcome parts are welcome but not not as a plugin system now no no but uh if you are developing one you could also there is a right click select website where you can get support from the community if you have like a um something that you want to contribute and get support from people it's good to get it out there to get the discussion going for example there is oh there are many things like here easy pbr workflow there's 12 votes i think uh it's very clear that people want pbr and pbr will be um pbr and npr will be pbr everything's pbr already yeah but there is easy pbr workflow painting workflow so when you're painting you can paint it oh yeah that's just like soft sounds again can't name other sustancia in spanish okay uh next do you plan working on medieval's workflow for modeling i don't think anything changing that's but they're gonna be working just as we had in 2.7 no yes thank friend i think germano william is doing is converting a lot of this for 2.8 call out for him yep another brazilian yeah yes good good on latin america bone studio asks one can we expect of the integration of fracture modifier shortly uh cibrin has to be uh making sure after we merge and fix the main modifiers is in the agenda to revisit the fracture modifier if we go to the planning that we had somewhere in three weeks from now do you see i have the plan in there oh and sorry yes in the code blog if you click on the cibrin's colon go to the right so down here you can see somewhere where is the mouse the fracture modifier which means to help the merging to see what's what's the size of the patch and make sure we can have this in 2.8 wow so if everything goes according to the plan in the week of june the first second week of june it should be there or should start to work there yes actually this is working this is not like merge and final and everything is like yeah just make sure we keep track of this and doesn't doesn't forget about it yes we don't forget about it next next thank you bone it's it would be will it be possible to change wireframe colors in 2.8 we don't know yet next next we'll be fine thank you kiko the gel comp okay how is the development of the acid manager going we have a more cap of the interface we just need to iterate over it be sure everyone's happy the implementation itself is based on python or part of this is python so you might have someone else that's not part of the code quest helping but we might have basian doing some of these during the code quest depends on on it's open to discussion basically yeah we might have we'd like to have but in a few weeks it's planned for william to tackle the design of it he already made some mock apps but to go a bit more in detail so there should be more mock apps and designs in the next couple weeks because the core itself is almost implemented the whole thing but we need the ui for this and so this is the next thing is mainly about ui because the asset management and a manager project has been going for years i remember a couple blender conferences ago it's it's already been talked about and it's it's good hands next and also because bastian the developer that's working on it he was busy with static overrides which he published today so fantastic yes next julia who is going the development of the okay that next one we'll use the 3d objects as icons make blender ui have your problem no because and if you see the video you published with cambo icons yes actually you can see a really heavy mesh being used for three icons and you don't see any difference at all uh it does it make you know it doesn't make it slower exactly it's pretty pretty efficient we have a budget for polygons for each icon and as long as we keep this on check it's fine yes and besides that it could be like there are ways to cash it and like there are ways to to make it if if it's an issue right next we need to catch up they're still yes oh wow six thirty six six oh okay okay next um harsh when will we get real-time ray tracing never or in a few years when in a few years come on it was it was it was a demo somewhere from uh with a ten thousand dollar rig yes from ilx there ten thousand yeah like you get a bunch of graphics card and if you see a demo on youtube you should think about the hardware it's like now they're gonna get it on your laptop soon so it's not real any plans for interactive mode we answered that already yes hello trojzo vodka in twitter is concerned about using extensive srgv converting in blender we are aware of this actually i know tried personally back in Vancouver and the developers here are not we know that we need to have a proper hand on color pipeline and you're doing the best we can and we're gonna keep doing the best we can and we just not cannot prioritize every single thing for 2.18 for the code quest next next can you make new icons as images instead of design yes we are using both actually but there is no such a big performance hit so next what actually in some cases even faster to do it with open gl than to do it with with the actual icons yeah icon images it's open gel either way but to actually draw the geometry can be super optimized in the blender yes it was one of the one case was the keyframes some years ago it used to be an icon of the keyframe like an actual image icon and that was replaced for open gl because the icon was really just like a shape it was so hard to maintain yes yeah because then it's a bunch of cool to draw something that's to be visual and then draw a few times so it's until it's but thanks to that you can now theme it you can change the color and it updates life the color of the keyframes but now we have the best of both worlds because it's efficient it's geometry based but you can also see the geometry as a blend file so perfect next if an ask what speed improvements do you get by using cycles and brie and does the branch work and what and brie oh i don't know sorry i i'm not following the latest cycle development next with all those fancy ui modification will there be a standard all school style ui version no it's called blender 2.7 um no i mean the blender ui is still so super flexible and the blender 101 project is to make it easy for people to custom their their interface so if you don't like something you can just move the buttons around as easy as it was before or even easier with the blender 101 project yeah next yeah i'm just people being happy with the videos and they're they want us to be overwhelming so keep posting a lot of videos thank you i didn't see that one thank you paulina i will make more i personally want you to be overwhelming thank you oh 150 oh sorry 150k was the rig they used for the the real time ray tracer i said thank k that's ridiculous yeah 150k for the start was short movie yes yeah you're not gonna get it on your on your i am the we can retire with this one fire yeah you can you can buy a nice place when will we getting the shadows in the workbench they're there they're actually in the they were in the workbench branch but since today you can get it in the blender 2.8 branch the one that is all built automatically i don't know if it's built already in the build bot no no no it's every night it's every night so wait until tonight or tomorrow wake up early and use the word shadows in blender 2.8 from build there well if you're watching this you're probably a nerd like us checking the download pages oh by the way the usage of this page doubled since the beginning of the code quest that's twice as many people checking out um it's just funny next um interactive modeling mention greetings from columbia any news about the grease pencil in 2.8 yes we are working with the grease pencil core development team to merge this as soon as possible we already migrated the whole the old palette system to we mentioned this last time yeah we mentioned so but it's already implemented some of the modifiers were already ported to the new modifier system there's even ui fixes done by fixes and tweaks done with willam working together with the other designers so there is what the one we're gonna get is much we expect this week to have another round of review from the developers yes and merge will happen within a month oh definitely for sure okay next is evi and g going to speed up an output render process yeah because you can render f12 with evi faster doesn't get faster than that what text editor do you use for code and what language i use qt creator and in blender you see c++ and python was for python i usually use either vi or pie charm okay next thank you what about auto face map i don't it works i tested it i tested it in the in the work but also like automatically yeah it's called face map i don't and um yeah awesome yes so next it's actually built in with blender so you should check it out what happened to you people after the code quest disappears holidays no i don't know yeah that happens drinking a lot of drink no no workup that's what happens the work i like the second part of the workup i missed the first one to be here you don't miss it you're here come on we can both go watch it well but some people's going to be in Amsterdam some people are going to be working remotely some people are going to be minding their own business again and some people are going to stay here because uh part of the team Sivran Sergei um and me Anton we stay here we live in Amsterdam so we're gonna stay here forever and ever in this prison one day i still don't know what i'm gonna be doing what do you say i work up what did you say why don't you stay over tell that sarah next well evie supports shader animation what is shader animation like engines do like odoh engine added new you can animate parameters in if you're right i think it should yes yes you should be and maximum should it be nice if collection or father or parent can transmit any modification to the material or child yes with overrides collection of overrides and we have that yeah it's different but yes sort of next will the materials made in evie and cycles export to unity talk to the unity guys not tell us ask the unity people they have money and over time they have a huge community of lender and anyway we keep repeating it but instead of asking the lender people to work for unity ask a unity to work for lender and we reply this last livestream as well the whole pipeline in cycles and you and revie is pbar compatible unity has pbar compatibility in their pipeline should be doable yes next um kiko will it be possible to put an object dragging in the outliner yes you can do it already you can drag and drop objects and they won't pattern to each other next one thing i made from 279 it's changing visibility of objects with the toggle in the outliner it was great for animation yeah you couldn't animate that yeah you can oh i couldn't animate the layer you can layer yeah exactly i remember having to animate layer had to donate on for that can we expect that to be able in the 2.9 series not for objects but for collections yes for sure get back to you in a few months next will you increase uh the amount of polygons in the 3d view well the first the first goal is to have a performance that that as good as 2.7 but with the current design hopefully can actually uh tackle sculpting performance isolated from edit match performance from everything else yes this is one of the benefits of the new design the separation between the the modes and everything yes i just want to have a nice graphic here okay while we because so people can see the questions are asking because my english is far from good at this time of the day my is gooder for carol yes um so is it any plans to the parent yes this is one uh no i was actually also this thing should be key from all the pattern to child and you can do it with the child of constraint next are there any plans to add light linking functionality in cycles or evie what's that light linking next i think so yeah any if you link an object that's a light it would just lead to yeah or maybe limiting to a group yeah you can do that in evie now speaking of the parenting have you using the blend game engine the set parent actuator no oh yeah i have like back in the day i was so happy when they did it because i had a ruby cube project and i really needed some dynamic parenting to solve it and now it's gone there's no more game that's why don't bring it up it's a good memory it's uh it's like oh remember how cool was the blend again anyway that is sad next i would like to know for the new 2.8 what is going to be the specs of the machine to render blender you need a computer for gpu that runs open gl 3.3 and the rest just like always the more cars the better the more around the better the more everything the better next hey can you guys please improve the lattice modifier not for the code quest next animation layers can be possible how soon not no not for the code quest not yet npr improvements yes yes it's coming there's a patch on discussion about allowing non pbr pipeline with evie and cycles maybe but evie at first so basically can take a shader you can split these into colors and then and put again in your pipeline a bit confused to explain but it works it's gonna work fine it's gonna work fine and it's gonna be implemented first for evie so imagine now evie is the one getting all the npr stuff first and then cycles so it's gonna look pretty good good next and a big yeah the npr community is so big and so passionate about it and happy to to have this and actually this patch is not because suddenly here's someone yeah let's do npr this was from the community a developer contributed a patch so it's coming from the community and it's being reviewed by clama and by everyone but it's coming from the community and there are two developers involved on this two different people i think they're both japanese made two japanese developers completely different people they uh provided patches for this like a piece of code to make it happen so that's how developer how does development happen maybe the last time when people were asking about npr we were more like yeah it would be nice at some point but now thanks to the community it is happening this is the dynamics of open source next the static of a right help on the new asset manager to import assets from other blend files yes yes next will we have some new modifiers like weld no not not at first next have you any news from npr in yes we did just roll back to me a second why is it called evie next can a read character be animated in evie yet we talked about this extensively it's a modifiers not yet i have an integrated cpu i5 with edit mode to get too close to the object i'm editing blender freezes if you're talking about 2.8 it's under development yes maybe can yeah maybe the problem is the driver but let's see but closer to the final release yeah everyone updates our drivers and then and actually if you go to planning as well in a month and a half we actually are planning to do some gpu optimization or gpu performance optimization because we have so many different down go down we have down is brecton and clema we have so many different computers here that'd be a shame not to try every single feature of evie in blender 2.8 in everyone's computer so i can debug and make sure why it's crashing and what i can do to fix that next next udim starts from u dimension awesome but what's what's universal next next love from india love to india from here next since udim is about to come to blender do you guys also discuss about multi-channel painting uh no not yet not specifically i would like to help would be would be awesome and actually yeah would be freaking awesome to have but it's not uh not like next week next have you ever thought of allowing viewport camera to use a 3d cursor as a pivot point i never thought about that 3d cursor to the camera to use the 3d cursor as a pivot point yeah just add an empty button next will jack's look be working on animation nodes or anything blender we don't even know yet is uh we see just want to have him around get him to know the the core team and then we see how we can get him involved in the project more and more our move to answer that next would you add some new modifiers and previewed objects like in 3d max no we might uh we might get a parametric object but this is not a modifier oh wow yeah this is you you can't just say like oh yeah we might have parametric 730 like yeah five minutes of the second half of the game exactly yeah now you can you can but a teaser for the day to come it was mentioned i heard parametric objects primitives primitives yeah so you add a sphere you change the the size you add a material use you keep using it and then you can keep changing the size and the details after you edit except when you go edit mod and you edit your own of course next the controversial opinion about the blender ui like working straight it looks in my own opinion that it gives blender a cheap look oh yeah you should actually new icons are coming flat isometric uh view so not 3d perspective and custom colors for the accent so bam people were complaining about people were complaining about the shadows gone because it would be flat people were complaining about the perspective gone because it would be yeah i didn't even know that okay for the tools or for everything what i can for now for the tool like the ones that people complain about now and the people were complaining about the colors and they would be seamable there's no work done yet so you can make it ugly all by yourself you can make it your own ugly icons with maybe a base color an accent color and one for the states next um but since i'm here um i see that you put the mod switcher back in the viewport since this is a global setting why not put it in the top right beside the scene and layers because it's not it is global but it's not always used it's not always if you're doing motion tracking if you're doing video sequence editor you don't need that there and this is one of the experimental things just like hiding the tree cursor now the reason is that we wanted also it to be very close to the option to select vertex or edge or face when you're mesh editing this was one of the the main reasons yes but we're trying it we're gonna try for this week i gonna see next week maybe put back up next maybe these options next yes does even support only sdr hdr images so i have to read to understand sdr hdr i uh no no next thanks to all developers thank you ah you're welcome thank you public no i'm not a developer i'm just taking the youtube what about background images what about them they will be uh they will be used empty they'll be over i think they should be using uh empties yes you can use that already add empty yeah no just image to the 3d view part and then it's gonna show up as a as an empty wow wow i think sense of intelligence are you guys considering improvements on the functionality of the 3d cursor yes we just mentioned next there will be a video coming soon um i heard about the dropdown menus for switching the toolbar but power user prefer the more directly way of tab and panels well power users won't be really clicking on icons so it doesn't matter in that sense yeah you're gonna use your shortcuts and that won't change a power user baby holds their eyes to work and then the the power users we we don't we just we just anyway campus keyboard oh my god call point of Leonard 2.8 is to keep it as fast as possible even faster for power users and also accessible for new users so it's the best of all worlds we are but we are using blender every day as a power user you could say i mean using blender forever so we are not gonna make it any slower what do you guys think about pain mode upgrade will be more than welcome just not part of the scope of the batch as well next um the 3d cursor should be kind of okay that's a more of a comment next um pvr brush next it's not a question is it possible to make the default the circle more regular yes yes we hear there's a whole discussion about the default oh yeah there is a discussion about in blender 2.8 defaults this totally applies to that for sure yeah yeah will there be a way to directly modify object origins not for during the call quest no at least not immediately i haven't seen it but there someone was commenting on my audio package yes because why are you saying why are you saying clear paper just recycle next the scroll wheel to search drop down is not as fast if you don't know what you're looking for um you can expand the the is the editor type yeah i see editor type i think but it wasn't a specified i hate the editor type collections are replacing groups yes next it's hard for tablet users to replicate mouse wheel okay that's a discussion um how about keeping the tool bar all toolbar and you combine together as a setting no there's too many no like you don't have both and then where where do things go to one or the other or and you want less settings you want a nice default and blended works for 90 percent of people you don't want a lot of options really will you build render 2.8 for android and no well no no there was a build some years ago of lender for android i actually had it on my phone but it just now it's just a huge amount of work for something that just you can always say that the switch to the the open gel core profile makes it easier oh yeah it's actually easier so if you're a developer no because it's compatible with the open gel yes too but yes that's all next why is filming not working with evie yes it is working it should be working right it should be working if it's not about if it's not then don't report it because bugs are not open yet but uh we will check but it should filming should work with evie since for a year now i'll check on monday though can blender 2.8 run in the browser no um next release date it's on blender.org slash 2.8 slash quest is there something well okay we are i think we are past 10 minutes of the the start so let's say 10 15 questions okay let's do 15 questions okay the last is there or 20 questions i don't know let's see okay we're probably rich maybe there is no more questions okay maybe we're offline people are we online that it's just let me quickly check yeah we are streaming it's just saying it happened before next is there something in the list to improve you be packing no but there is udin so you will be uh will you be adding new modifiers similar to 3ds max we talked about that yes now i might be the same person repeating the same question over and over again why similar to max let's make new ones let's make it on i was max mine first any updates on gris pencil yes we made it the hero movie was amazing yes that is thanks to daniel martínez ladis and his team in barcelona and the team the developers yes and i think i reached the moment where i scrolled and then youtube scrolls all the way down so i lost where i was okay we can keep talking about the weather yes do you have any plans for the weekend or i should start from the bottom up and then yeah but that will be 10 questions but that's okay that's unfair for people okay let's let's do it from the bottom up um you should add you should guys should add gris pencil functionality in the sequence editor it's already there not in 2.8 no because annotation system hasn't been ported to 2.8 yet but it will be but we will yes next but it works in 2.7 no next previous previous um that's really great what you're doing for the blender icons does it display below the shortcut it will not now but it will the show the tool tips for the toolbar they're a bit weird now i love the how they look i love the declines i just like the the real work hate is gonna hate yeah it's gonna change and also it will be possible to change the um the way they look with this video actually the one with um the the combo icons where it it explains a little bit but basically there is a script in the source of blender where it can be run so you need to get the blender source so yeah it's more for developer add-ons add-on developers more technical next previous whether it be possible to export to obj yes of course although ev materials i don't know how it's gonna happen i don't know but it will be possible yes yes yes it was possible now every add-on that is on blender to officially built in blender will be ported to blender 2.8 i'm not sure about material but we'll see we'll see what if it possible to see editing measurements live in blender without add-ons uh yes it's already possible it is one of the tools yes but it would be great to have like a archipack or something like that there you go yes like built-in in blender here the archipack developer getting in touch next um would it be possible to create rotational values for the 3d cursor yes that's what it was planned and stating for a video about it next any new modeling features well multi-object modeling that's so new and so fancy and cool yes next previous do you think that mark sucker is a robot or a lizard uh lizard a genius an easy genius maybe but a genius regardless previous will multiple graphic cards run easy in the 3d view uh no not yet i don't ask clemen about that i forgot the answer so far no okay all right was an fg going to work with 2.8 devs to bring back the blender game engine well should ask uh not not there's no i don't know i mean depends on i don't know if the apg's been maintained i know there's a new the catchy the catchy engine project yeah there's a fork of the pg verge 3d there's a few of them it's not a short answer for but um i don't know like the the the fork can happen any like any yeah everybody's free to fork blender is there plans in the future to add lights management tabs in window i don't even know asset manager the asset manager lights management i made an atom for that in america but with the new asset manager maybe something better can be achieved to manage all your lights and change the settings and stuff next uh previous i think i don't know i'm losing count are you counting let's do the last 10 let's do 10 more i'd say change the image here so people have to look at cambo at the time oh but the cambo it's i don't know but it's not moving okay so let's look at me in the background there you go okay let's let's get the last this is five last five five well i think we did too many generous five okay so let's turn on five okay fracture modifier animation nodes and flip be built in a fracture mode five yes animation nodes we don't know maybe flip have no idea what it is i don't know flip collaborate in blender would it be possible not for the call quest this is the call quest live so we try to focus on it it's like the verse port the verse blender thing yes will there be another way to make a halo shader since the internal is gone i don't know we've got arches here volumetrics with volumes yes in fractals i saw did you see the video oh yeah that's awesome if you haven't seen it go check on twitter um just twitter it's very global but you you could go to hashtag b3d uh so for left is there any chance of exposing the undo history in the python api it's already i think it's already possible it's already exposed oh you can you can manually push something to the to the undo system i don't know if you can read back from it so i don't know what what do you mean by your question so i don't know three questions left any plans about blender store inside blender yes we are at the blender building and there is so much room here for activities that one of them maybe could be fun because the the the place is in a shopping mall area so it has the place has a license to put stuff like to to sell like to to put things on the street even so maybe we can put like blender t-shirts and you could come and buy blender stuff if you're in Amsterdam that can come and see it's amazing because then you can also there is a place for training training there is already some dates talking about when it could start but it's more towards the end of the of the year i don't want to give any dates because it's not official but basically this building will have everything it's just the blender building because it doesn't it's not anymore the easy you know it's just the blender building with training production movie productions research and development right and the store and communication i don't know how to call this and pr again no um outreach outreach so all the production the training and the the everything will happen here so so big there's room for everything okay three more questions left would you say blender is better for animating that other softwares like maya i've never used maya so i can't say next is dynamic desolation finally getting out of experimental i have no idea probably not during the good quest i don't think it's any real if anyone is looking at that sorry two more would you be able to render out with the workbench engine render yes press open gl render you know like the the viewport yeah maybe be nice to have a yeah there's still something to be explored about that but yes yes and the last question what about the substance live link again uh i think it's a thing to connect substance painter with or substance whatever the designer with another software live like you can edit in photoshop and you have they say or something like that so again ask the big guys not the small guys there's so many good questions we cannot answer like why what well about the gl gl tf exporter someone was working i need to develop her so maybe we're gonna have some answer for that someone asking about the possibility of having a viewport and a render uh mesh or mesh swapping we don't have this but we have different collection that may work only for the final render or for the viewport so it's similar and there's always so many questions there are so many questions that we should wrap it up yeah we should wrap it up because it's almost 8 p.m. here um even the lighting and the place changed so it's been it's actually pretty fun um we are in a in a separate part of the building so it was a bit of an experiment i'm using my laptop still but hopefully we can get a computer dedicated for this it's more relaxed here it's more relaxed last time there was people around now there's no one ton came took a picture for twitter probably seen it and it's cold that's why i'm it's cold here it's cold yeah yeah but that's good keeps you awake if it was warm and the beer you don't want that so i think uh we are good too we're just talking all kinds of things uh thank you everyone for staying here for hanging out with us it's been a great time it's been two weeks since the last it went so fast we're gonna meet again in two weeks that is on the 18th of may maybe we're doing the 17th i'm planning to be away on the 18th so we'll see or maybe get someone else i don't know maybe we'll see okay maybe but of the white white monday holiday ah but ah there is a holiday won't visit my brother ah nice in uh in germany yeah cool that's europe everything is closed yeah we're not used to that we are from south america and you have to travel for hours to get anywhere all right i think we off topic a bit but um stay tuned for the next livestream we are gonna be answering questions all the time follow blender and blender developers remember that the blender developers is holding a well you are in the blender developers channel but remember we are also on twitter and facebook and publishing everywhere um all super hardcore development stuff we are gonna keep trying to make every video every day or maybe every two days um few videos every week yes but uh it's just so exciting to be here in a couple months you're gonna live and it's just gonna be making videos of what spring renders are too slow the development goes much faster there's always gonna be something you can talk about yeah let's see i think there's gonna be interesting things happening here now there's a new building now that 2.8 is going to be even more close to be officially released i mean it's just a great time to be involved with blender i think for everyone for the community following the project for developers for i know it's a wow yes and the next livestream is exactly the day or the yeah when the spring team comes to the building they are now in the south of the netherlands they will come and they will switch the moment they step on this building they will start using blender 2.8 for production maybe that's yet another reason to do it the day before to do it the day before yes and uh in the planning there is after that there is like a week of disasters of fixing everything and then that's when the real thing will start now it's like holidays now it's like um it's gonna be good to be working the same building with the people working with spring and using 2.8 every day every single day i can't wait actually i can't i can't really wait it will be amazing people using like a team of uh yeah it's an open movie happening using blender every day blender 2.8 so then the i think the development will go even faster especially on the like yeah like bringing back all other functions or working on performance to make everything faster so we should try to squeeze in as many new features now as possible all right that's it for this week thank you everyone for tuning in follow blender developers and yes just stay up to date it's so exciting and thank you for the support every video that we publish gets like uh so many comments and um and support this is happening thanks to the community that supported the project that supported us by getting the rocket in the in blender developer that actually it's gonna be shipping now actually it's gonna be shipping in the first second week of where's some may with interesting but today actually they it was sent like the the all the rockets are coming to the Netherlands to be shipped so that is so exciting if you want one you can still get it there is 138 rockets left so you can still get yours and it's yeah wow we sold we sold over 3000 rockets yes it's just crazy so go to store.blender.org if you want to get yours and uh yeah it's all donated to the open uh yeah to the open project open no open it's not actually not open it's the code quest yeah and the blender development the blender development goes to the blender development and i hope we are delivering with all the updates and maybe can write in the comments after the live stream if you're watching uh after the live stream what what you're looking for in 2.8 yes and what we can cover in the next video because you're always reading the i always read the comments i always read every comment i watch it the live twice so i watch it again so i watch it tonight or tomorrow to see all the live comments that we missed because you only saw the question so yeah just put your heart on it you're gonna be reading it might not be replied because there's so many but yeah thanks again and i will see you again in two weeks or unless you follow the other media that i'm not gonna black because i'm not ashamed but uh we're all over the place stay tuned and until then until then