 Hello there, it's been a while. Yes, it's Friday, 27th of July. July is almost over, but 2.8 is not. It's actually still in alpha state. It means that it focuses mainly on fixing crashes, fixing, like making the software stable enough and then continue to actually make it more hardware and everything, but mainly to get it stable for production. I remember the team of Spring open movie project are working here at the Institute every day working with Blender 2.8. So it is getting improved and fixed and yes, things are happening. And in the meantime, the UI team, I also known as Willem and myself, Willem is focusing on getting the call for content and matcabs reviewed and selecting which ones are the ones that are gonna ship with Blender. So for a time being, this is the current selection as of two days ago, but next week, maybe Monday or early next week, there will be like a selection for the ones that are gonna ship with Blender. In 2.7, there's like 24 matcabs. In 2.8, we don't really need that many matcabs because now the matcabs are mixed with the colors of your scene. You can have a single color or you can mix it with the color or random colors. So the possibilities are way more if you have like a white-ish matcap, you can combine it and make it the color that you want. Also, you can flip the matcabs now within Blender. That feature has been there for a while now. So if you have a matcap, you can flip it. So it's like having two matcabs. So the same with the brightness on either side. So there's more options now and custom matcabs. You can make your own. So really maybe Blender doesn't need to ship with so many or like 80 like other sofas do. I think the selection would be nice to have like a variation. But once it's there selected, I'm gonna show them in a different video. The other call for content that is happening is the workspaces. This is being done like 15 days. I think more, it feels like way more 15 days ago that we made a call for content so people can contribute their way of working and set up a workspace. So some very interesting discussions having coming on here. And there is some of the workspaces having pre-selected. So I'm moving those that I think they're handy into the first blog post and I'm just basically testing them myself. So for example, I went through a few of them, four or five of them. And this one, for example, is what I think it would be nice to have for modeling. So basically it's a one big viewport without a timeline which is a different thing from Blender usually ships with a timeline. And I think it's better to not have it so you can give more, you can make people discover it. If it's covered the other workspaces, so if it's like, yeah, to make animation, then you go to animation. And then if you want to do shading, and once they are set, I don't want to talk too much about it because if they're gonna change anyway and they're gonna be polished over time but just to tell you that we're working on it. So the scripting is a very interesting one. It's like a one big, one big editor for editing the text, the console, the info and shading. It's been worked on. The main thing is that the viewport is in lookdev mode. So it means that it's previewing. If you're using Cycles, it's gonna preview in Eevee. If you're using Eevee, it's Eevee. Anyway, but it means that it can be slow. It can be start compiling the shaders and everything. So I don't know if it should be like by default once you open Blender because it can be slow and big scenes. Or it could tell you beforehand, I mean, there are things that can be done. Then there's the UV editing and then there is the UV editing is mainly just the editor for editing that. So I think I managed to crash my Blender, no? Yes. No, it's probably still switching. So what I'm gonna do is just open another Blender because you can open as many Blenders as you want. So this Blender, this is the default. Yes. I, as you can see, there's no workspaces because they're not there yet and they're gonna be added all at once. And one of the workspaces that was suggested it's the grace pencil. So a whole workspace just dedicated to the animation. This was designed by the grace pencil team. This image was sent by Matias Mendiola and it's really like the 3D one but mainly focused on the viewport. One thing though that they requested that is actually a very good point is that when you're doing grace pencil usually your default strokes are black and the background is some sort of like paper like background or at least brighter than the usual. So when you're doing 3D, having a dark background it's pretty normal, right? But when you're actually doing a grace pencil animation to the animation you want to have a brighter background, right? Like some sort of paper, like that's pretty normal. So the feature was requested and one of the developers was awesome enough to make it. So thank you Jorun Bakker for making it. Basically now we have a option for the background. Before it used to be a toggle for the world background. Now it's more like you can select from three options. One is the theme. Basically it's just whatever you choose in your theme so that doesn't change. Then there is the world background which is the one that is used in the world. So you can choose if you're using notes here in the world, viewport display and you can change your color. So this is better world. So it means that all the editors are gonna have it and if I go to another workspace like let's go to modeling workspace it's as long as I have, I don't have the setting here world is gonna use it and it's shared. But this new option is called viewport. So you basically choose a color for your viewport which is very nice because it means that you can have per viewport colors. So you can have one with a color and it's all the same data, the same everything. It's just for that one viewport. So you can have one with the actual background like you have the camera view for example and then one where you draw or when you do anything really. So this comes in very handy for specific workflows. So yes, thank you Jeroen for adding that. It was added today and also was reviewed by Clement Foucault, developer of EV and it's pretty, pretty neat. So that, you see that's how workspaces are bringing more development to the table. So it means that in the default workspace for Grispensil which is still not merged. Still not, I should say and don't try and go and look for it because it's not gonna be there. The default workspace is gonna be wider. So each workspace can have its own color background which is very nice. The other change that I wanted to mention is before finishing this video is that I actually wanna show that we didn't do anything really. The team for Spring is requesting many things from Blender 2.7 for compositing for everything. And there's a few things that were not added yet regarding the use in Blender 2.7. For example, when you have render layers you have this concept here which is the layer, the scene. So this is which layer do you have active? This is which layers belong to that render layer. This exclude to not render it and then mask which is like making a mask like a holdout of it. So it's a similar concept and it wasn't implemented yet in Blender 2.8. Now it is temporarily implemented. So what does it mean? Well, long story short, the final version of it is gonna use the more advanced system called the override system. So this is already being worked on. It's in 2.8. It's one of the targets of Blender 2.8. So yes, it's gonna be there but that's the final implementation. So for the time being the implementation is just done the same way the exclusion works. I used to work until now. So for example, let's say I have this cube. Let's add a torus. Let's move it to a new collection. My collection torus. And then this cube, I'm gonna move it to the cube collection. So I have one with stuff, one with torus, one with the cube. So let's say if I have a plane, which I want to show you. So this is my view layer, my render layer from the old name. And if I, let's go to cycles because this is a cycles thing by the way, cycles here. So if I enable this, I see everything because all my collections are visible in this view layer. But until today, what you could do is go to view layer and then exclude. So basically it would make it invisible, like completely not visible. So it doesn't get compute or anything at all. But that's a problem because sometimes you want to hide the collections for like the, to mask out something or hide it from the camera but make it still cast a shadow for example or affect the lighting on your scene. So what you can do now is right click on it and then choose either, hey, my camera died, nice. Now you get the radio experience. Next time I should charge the battery. So all right, so right click and then you can choose set holdout or set indirect only. So for example, set holdout makes a mask. So if I had the film transparency on, then I will see the background right here. So let's see if I try and render this thing somewhere here. Let's see if I render, then I have alpha here because I set it as holdout. And if I set it as indirect only or I clear the holdout actually and I set maybe the Taurus as indirect only then it means that only I can still select it, select the object inside and I can see the outline which is awesome because in 2.7 you couldn't do this. So here, if I move it around, you can see it's still affecting the shadow. And if I select it and I bet if I add a material that is emitting, there you go. So yes, it is affecting but it's invisible. It's like going to the object and changing the settings from here but for the whole collection. So that really brings a lot more options and flexibility when doing the compositing. So this is temporary. So just to get off, if you have to work on it and do compositing right now, you can use it but in the future, as I said, it would use the override system. So it's much better. And it feels so weird to not talk to you and do stuff. Like, see you in the eyes, okay. Anyway, I will close this and then just, I will see you again in the next, that's so weird. So awkward to not talk to, how can people make videos and not talk to the, anyway, sorry. I will see you again, hopefully if I manage to charge my camera in the next video. Ciao.