 And I think we are live. Yes, we are. Welcome to Blender Today 61. 61, okay. Hello, Sebastian again. How are you? Yeah, I'm fine right now, a bit cold, but I mean, it's the weather generally. You're from Sweden. Isn't that annoying when people say like, oh, are you cold? You're from like Russia or like Patagonia with penguins. And it's always cold regardless of where you are. Yeah, it's mostly to have the right clothes. Exactly. I wasn't prepared for this coldness. Exactly. We are testing a new setup. How is everyone? We are testing a two microphone setup because just to make it more pro. But I'm not sure how it's going to sound. So please give us a thumbs up. It's everything. It's okay. We have here a little thingy to control it in there. If everything it goes okay. You know, we are improving. We're getting all the production level up. Actually, we were using this for the podcast in the past. So I hope everything is okay. And for you too. It's been quite the week. I was going through all of the changes this week. And it was like some of them are small, but some of them are quite big. And they changed. Yeah. They improved the workflow so much. Some of them are cosmetics, but we're going to see them all today. You even worked in one that it's quite big. It's a fixed slash new feature. Yeah. Pretty happy. It's for animation. So we have updates for the interface, animation, crisp pencil stuff. What else? Even the sequencer improvements in performance, big improvements in performance. So that might have broken something else, but we'll not mention that. Or we did, but yeah. Awesome. So what I love says that we have the voice of an angel with these microphones. So okay, let's ring them up. Or grown up voices. So let's start. Let's get to it because it's, we have quite the list today. The name of this episode and the hype. They want me to increase me a bit. Your microphone. Do you want to talk a bit louder? I can scream a bit louder. Wait, wait, wait. Okay. Now yours is slightly more high. So hopefully everything is okay. So let's get louder. Yeah. Just let us know how. Yeah. Let us know with an emoji app. Yeah. So okay, Lele, what is good to it? Because it's, it's really a long list today. So first things first, it's the icons, colored icons in the interface. So. Yes. I noticed this morning. It's so nice. It is quite an improvement, right? So I hope people were not expecting like the complete color set like, like it used to be in the, in the, in 2.7. But it's now mainly based on categories. So the same way it makes a connection between the objects. For example, here in the, in the outliner, so objects are orange and the object settings are orange here. The modifiers, for example, if I add a modifier, you will see it's blue. Then it's also blue here. And everything that is object level is also blue, such as constraints or physics or particles. They're all object level settings. They're not like on your mesh. They're actually in, they belong to the object. So that's why they, they are in the same category. Then you have object data, which is camera data, lamps. You name it. So this is in green. And then you get all the shading stuff, which is red. These colors are in the user preferences. So you can change, change, change it as always from the themes and then user interface and then color icon colors. Then you can change to be anything you ever wanted. So if you don't like, well, if you, if you are, if you're already, you know, old school before it was cool, you can choose a, just a random regular color. Like it used to be. I think it's probably, yeah, you can even pick a color. Same as the background. Same as the background. So you don't like icons at all. Yeah. No, I think if you don't like icons, it should be there. There was like a transparency setting that you could change. So that, that's it actually on color. And then all the colors, RTX off, RTX on for the colors. It is already available. Each field download the latest build, it should be there. Otherwise you can wait until tonight and there will be more. And it should also works on all the graphics cards, not the RTX cards. Oh, no, no, no. It's AMD intels, especially Intel. Yeah. Everything, everything on your phone probably not. We implemented ray tracing for icons. Oh, no, no, no. Okay. That's a nice big emoji colors. Yes. People like colors and colors. I'd actually like the, the mock-up that someone made with the actually stripe on the side. So it's not so invasive now. Oh, yeah. I saw that. Yeah. But it's a good, it's a good step in that direction. I think 2.8 without this wouldn't be the same. And now it makes it much better. There are new icons also, by the way, updated this morning where you can find the little, it was like a face sticking the tongue out. Now the tongue is an image. So it's more like a printer. It, because it prints, it prints settings for the render. There are other changes that are more, there are new, actually, not some icon updates, but new icons such as the kind of selection when you have the transfer, the selection tool. In the settings you will see now that they have a icon. They used to have like intersect, new selection add to extend the selection. And yeah, this, if you're used to like all the big, big, big names such as Gimp or Krita, then just to not name, you know, proprietary stuff. Yeah. If you're used to the industry standard Krita or Gimp, you will find this useful or Inkscape. Always remind Inkscape. Inkscape, one of my favorite open source. Electricize programs. Like, I'm not familiar with the community itself, but like, like I'm, I don't know how many people in the community, but the program is, I don't know, I really like it. Okay. I haven't used it that much. No, it's awesome. I find it very intuitive. Like I use it every now and then and every time I remember their shortcuts and stuff. More intuitive than blender? Not to point out. No. Not to point out. I can't say it. Okay. All right. Gimp. I said Gimp. Gimp. Sorry. More. Oh, by the way, the visibility icons, speaking of icons for the screen icon that used to be here. Now it's back. So now if you, when you're in the modifiers, you can see that. Oh, yeah. It was this chain. It was a chain icon because that's for linked properties and it was just the wrong icon. So don't worry. That's why we, we tend to tell people do not make tutorials yet because you're going to confuse people or just at least let them know in advance that you're using a beta software. So it's being changed as we speak. Exactly. Yes. So more UI. First I have a bunch of UI stuff and then we're going to move to the fun, fun, fun stuff. More interface. File browser. The file browser, these are already a branch where there will be updates on the design, overall design of the whole, of the whole UI, like just make it more standard or less 90s because the file browser in Blender is the same I think since whatever. The 90s are great for many things, music especially, and 3D software, right? And films. You can do an old school release of Blender. Exactly. Best movies came out in that area. And also the file browser came out in that area. But there are a few things that would make it, would make it not super user friendly. There are two things, the bookmarks. For example, they were using a lot of space because they were all in different panels and they were all open at the same time. Now, by default, only two of them will be open, which is the system and their favorite. Also, of course, if you keep them all open, you can just see them all. But this will make the list a bit too large, too long. And it would hide the... Oh yeah, the open options. The operator settings. Which I would rather have them on the right and like an end panel or something, I think. Because they are next to the open Blender file, I think. Oh, yes. Yes. Yeah. Also, when you're importing things or exporting those, that area is like full of stuff. This one. So I would rather see them on the other side. But this is part of a larger redesign that it's not the scope of 2.8. AD. So one thing, though, that it was added was it's like a fix, an improvement by Julian Isel, developer of the Blender UI. He made it. So now the panel is not hidden. Like it's all like the wrong height like it used to be. Now it will scale. It will have the size of the settings. So like as tall as needed to fill all the settings. So that was that's huge. I can't remember how many times you're like link, band to like whatever with the file browser and then you have the settings even collapsed or the wrong size so you wouldn't see them. Ever found ever run into that issue? Yeah, I mean it was a bit cumbersome that you had to scroll down and collapse it. Yeah. I mean we still need to work on this. Work on this a lot. There are a few things that are like this. A few things. Scroll, scroll, scroll. A few things. Scroll, scroll. That for example here when you are linking or appending it asks you things that you don't like not even related to like active collection select or instance collection. Why select? Maybe I'm appending a brush and there's no select or there's no instance collection. So showing options that are not really part of it but it's cool that we still have some quirky areas in Blender like unfinished and polished 281, 282. The asset manager is going to change the file browser a lot. Yeah, it's going to change the workflow I think. Yeah, the workflow and the overall management of files and stuff I think is going to help a lot. I'm running out of my voice. I spent the last couple hours fixing, trying to make this work with the microphone and everything. I hope everything is okay. But I kept my old one in hand with the USB here. Look how prepared am I? Just quickly. Plug it in so we can have free microphones. Yeah, I usually have also like a small webcam around just and I have been doing this for over a year now. Two years actually live streams. So it's good to be prepared. Yes. But not as prepared as the Grisp and another segue as the Grisp pencil guys are because they keep improving the Grisp pencil tools in 2.80. So I think this really is going to be quite complete regarding Grisp pencil animation and the resources. That is like it's... One thing is a tool like Grisp pencil is pretty cool but the other thing is being like providing the community with like files and demos and brushes and the Grisp pencil team, for example, Matthias Mendiola one of the artists involved in it came here to Amsterdam to give a training. Daniel is doing it all over Europe. He has one in Madrid soon. He had it in France I think. It's like the fact that the people making the tool are also giving training and providing this... You know where you can find this training courses? Oh. Well, I've seen it on his Twitter. Like which training? There is the official training from the Blender Institute. It's on Blender or Dark. Then you scroll down until here, Blender Institute Training. Click on it and you will be greeted with a bunch of... Yeah, Grisp pencil five days. So you just get in touch and if there is enough people then we will find a way of making it work. Then the texture brushes is a pack free for everyone. You don't have to have a Blender cloud subscription. It's available in the London Cloud as of this morning and it's already a trending topic in the Blender community because it's actually things that you could do before. Like the brushes. But it is kind of mapping in the viewport with always oriental like viewports and that it also works pretty well and it also follows a stroke. That's new. So it's working really, really nicely. You can also... What do you mean that you could do this stuff with the brush engine before? It's just now they have a pack that you can easily download. Yes. Well, I mean some of the things like following the brush and all of that is actually new. And it's also a lot of it works in improving it, making it look awesome. And yeah, it's just insane that you can do this with Blender. Also here, for example, you can see it like the line. It's following the line and then you have a UV factor where you can change the... Move the pattern, the texture around. Just insane that you can do this kind of things with Blender. Yeah, it went so fast from no 2D stuff at all. Bam! Yes. A lot of 2D things. And then bam, I like it how they finish like super epic. It's like... It's Blender. I don't know, sometimes it makes you feel like these guys are using a different software. It's actually the same Blender that you can all download from Blender.org. So nice. So nice of them to provide with the download file and a ton of free files also for download here. And they're made by the community. So you can inspect how other people are using Gris Pencil. So it's pretty, pretty nice. In the Gris Pencil section, in the Gris Pencil Fundamentals Training, at the top you will find a page called Gris Pencil Resources. And you will find there all the links and stuff from here. And it's updated by the Gris Pencil team. So, props Gris Pencil, you're awesome. And a small new thing in the Gris Pencil workflow is that when you're drawing, you can change the color of the stroke directly from the pop over here. So you can choose like... As you're painting, you change it and then you can change the material. This small bar is new. Yes, this stroke color is new. So you can change the material and then set the color directly from here. Yes, you don't have to go down to the material settings. Exactly. So you can paint directly from the viewport without doing much stuff. Yeah, that's nice what I have with users. And the developer Antonio, yeah, Blend, is actually on the chat. Yeah. How good can you have it? The developer's actually chatting here. It's awesome. That's a community feeling. Yeah, that's pretty nice. So, gracias Antonio for your hard work. It's amazing. You're changing the industry. Yeah, I think so. Yeah, definitely. I mean, I've seen a lot of nice Gris Pencil animation. If you get a few more features in, I think it can be really huge. Yeah. What is also huge is... I tried to connect with whatever you're feeling. But it's really huge. But it's also huge. Yeah, exactly. Now, it's an improvement in workflow. So we talked about the Gris Pencil tool, stroke color being available in the popover. The change in that workflow that also got improved recently is that you can change the color of the... For example, if you're doing vertex paint, you can change the color from the context menu. If you're using left-click select, you can right-click and choose the color. And as you're painting, you can just directly do the... Okay, so it's like a quick shortcut? Yeah, it's right-click and then you change it. It's like a right-click in menu. If you're using the left-click select, here I'm using right-click select. So I'm actually pressing the W shortcut, which allows you to access the same. It's like the specialist menu. Can I move this panel around? No, not with the... Oh, yeah, there's a hidden title. Nice, awesome. So that was a pretty nice addition. It was added by Willem Reynish. Oh, okay. So thank you, Willem. Next. Another change that Willem did actually... It was discussed some time ago, and it's another effort in trying to make Blender more consistent in everything in the naming, in the tools that were added like years, decades ago, tries to make it more consistent. So one of the changes was that the removed doubles in Blender would allow you... Well, it was there since forever. So when you have a lot of vertices on top of each other, for example, you duplicate, and then you forget to... When you cancel, the duplicated vertices will be there. So sometimes you will end up with a bunch of vertices in the same place. So the removed doubles in Blender was... Yeah, it was called that. Remove doubles. Which is not always correct because you could have five vertices in the same place. So it's not really doubles. It's like multiples. And also, it would allow you to have... It would give you like a threshold in F6. You also have like a threshold to remove regarding on the distance, based on the distance. So even the option was called Merge Distance. But the tool was called Remove Doubles. Not confusing at all. So in 2.8, now that option is called... Like Remove Doubles has been renamed to Merge by Distance. So basically, you can access... In the same way you did it before, like with the menus. I think it's in vertices. And then you can do Merge. And in the Merge menu you will find By Distance. It's also available in the shortcut Alt-M for Merge. All the Merge options plus the By Distance. And the result is the same. The tool itself hasn't changed as the naming. So you click on it and then you can remove. You can tweak the distance from the... Here from the redo menu. Or if you don't have it enabled, you can also press F9. Which is, remember, the same as F6 in 2.7. It's going to be a bit unfamiliar for me now first. Because it's always been... Remove Doubles. Yeah, for me it's like... It's Remove Doubles. But it makes sense, right? It's actually merging the... Yeah, the description now is better. But it's like... It's always been called that. Yep. So more in the menus and in the consistency and everything. The Normals menu in Edit Mode has been rearranged. Now it's a bit more clear. It's a bit more easier to access the tools. Basically it has better naming. It's quite an improvement in making it more consistent. Another change in the symbols, for example, when you're here, you're not going to find it much. But for example, when you have a Mac... Some commands are with the command key. So now in the Mac, they will show you the command symbol. And if you don't have it for the font, it doesn't find it. It's going to say CMD. On Linux, it's going to say OS for the OS key. And on Windows, it's going to say Win for the Windows key. For a Win key, if you press it here... You win, yes. I guess, right? I guess. Yes. The Instant Win. Instant Win key. Yes. So let's continue with the... These are small ones in the interface, actually. It's hard to see maybe at the small size. But the separation lines that were visible in 2.7 and actually in 2.8 until last week, those three columns down here, I don't know if we get to see it, but the columns had this line between them, which didn't really help in a way. They were there, but they weren't giving any extra information. The spacing usually is enough. And also, the line between the object and the object data or whatever item and the data was also removed because it was really not really saying much. So now everything is a bit more clear. Yeah, and I don't really notice them going because the color scheme was so low contrast. You couldn't see it. Actually, they were hard-coded to be dark. So you wouldn't even like... Yeah, if you had a bright theme, it was probably on the way because it was hard-coded to be dark. So yeah, it would be even worse. So now it's actually much, much better. Then the separator on horizontal lines is also gone. Now, when you select many things, you're going to see that it's actually pretty neat and clean. And another thing that I just did now was... I'm moving from the user interface, but I just did it and I wanted to share it, is that you can click anywhere to deselect. Oh, yeah, there was some bug report about that. Oh, but now it works. A few weeks ago. Oh, no, actually, but that was added last week. Every editor where it makes sense, you can click anywhere for deselecting. So in the same way that it was added some months ago for the 3D view, you can right-click or left-click, whatever your click choice is, anywhere to deselect. It also applies now to pretty much every editor where it makes sense. So I would think even in the... Yes, even in the UV editing, you right-click, it works in the nodes editor. So if you, for example, have nodes here, you can select them or click anywhere and deselect. That's pretty neat. So now it actually makes everything more consistent. Yay. Is everything okay in the chat? You're keeping an eye on it. Just if you find anything crazy going on. Yeah, I mean, people are writing stuff. Yeah, that's what's going on. Excitement. They're writing stuff. As long as it's excitement, because sometimes I get too excited about showing stuff that maybe they're not really that exciting for everyone. But it's like... It's good to see that people are sharing excitement. Okay, let's continue. So yeah, I need to hire someone to go through the spam list. Speaking of new things, awesome things in the user interface is the option to change. Since we are here, what a segue. Today is like going one after the other. Is that in this editor in the... The shader editor. The shader editor in the... Actually the viewport in lookdev, but when you're editing a shader in the lookdev mode, you can now change the size of these spheres. So you're going to find it in the 3D view, and it should be somewhere here. You're going to find it. We need a search for this thing, right? Oh yeah, you can't search in the... You can't search this thing. But believe me, it's there. Together with an option actually here in the 3D view where you can change the object origin size. So you will find this setting, it was elsewhere. And now, if you have it enabled for example in layout, it's very clear. I think it was in the 3D... It was in the user interface and now it was moved here. So you can now change the size of the... Yeah, the dot. The dot here inside. That's a small little addition that was added. And that's... I think that's it. Yes, let's see, theme settings. I think it might be in the shader or something. Shader? No, because it's in the viewport. That's where I will look for it. So if it is not there, and it's probably here in gizmos. No. Styles. But anyways, I mean... Wait, wait. No, no, no, no. I should have pointed... Sometimes I save the commit. So if you see the commit, you can see in which panel it was added. So, oh wait, viewport. There is a viewport. It's not a theme setting. Oh yeah, right. Look the balls size. That's how you... So how big are your... Balls. 400 pixels, that's insane. Crazy. Hey, if there is any user interface developer there, it would be awesome if we could map the click and drag on these balls to the rotation of the world. It would be awesome. How do you like to do UI stuff? Yeah, but... The most issue with UI stuff is that you have to... You've discussed it. But if you're more committed, you can... Okay, this is okay for me? Okay, because it takes a lot of discussion. Okay, discussion over. Just click left, and then it goes to minus 180. Click right to 180. That would be awesome. Or if anybody is inspired, that would be pretty cool to have. So I also do ask feature requests, and it worked a few times. People from the community feel like helping out because sometimes it's a small feature and it's very clear what it needs to be done. So it's actually a good... Yeah, it's a good task to try to solve. To get involved in Blender. If you already compile Blender, if you want to click around. Call it spheres. Yeah, right? Balls. Yeah, spheres. Yes, actually, yes. You know, that's what the older you get, the bigger your spheres get. Okay, interesting. We can try to rotate the spheres. Yeah, sorry about the balls, but it's the... It's just under the definition. It's not in the standard. There is no English native speaker, usually in the community, around for doing this kind of stuff. Well, I mean, there are balls. Yeah, that just sounds a bit weird. It's a sphere. I wear it 3D. It's fun, but yeah. Yeah, but no. The annotation tool is now available in the sculpt and paint mode. So when you are, for example, sculpting, you can also access at the end, or in whatever mode you are, you can also be able to draw. And you probably need to have the annotations. Ah! That's something we need to fix. We need to enable the annotations in the sculpting. Yeah. So they are there. So it's pretty cool. You can switch from doing painting, and then you paint your sculpt, and then you do some annotations. They do something wrong, and then you can just... You can even access with D. That's cool. So your paint is there. In the annotation tool, it can be quite nice if you're doing some sculpting. Does it work? It can be quickly just draw some arrows or something. It kind of worked. Actually, it's applied to the mesh before being sculpted on, which makes no sense as a user, but from the coding perspective, yeah. Yeah, it does, because it doesn't save the result to the original mesh. Unless you're in edit mode. If I go to object mode, then it should work. Right? Yeah, it works. You need to go out of edit mode, because that's when the mesh actually gets saved. Yes. Awesome. Okay. Then more... Okay, the renaming of the removed arrows I already mentioned, the reorganization of the proportional editing tools. That's another user interface. Thing that changed last week is that when you were in object mode, you wouldn't see a difference. You could enable and disable proportional editing, but if you were in edit mode, then the proportional editing wouldn't be... When you had it connected only, for example, it wouldn't highlight properly here. So now the settings have been moved to a pop-over. These ones that... There are menus, but with more options, and you can enable them from here. And also it's going to change accordingly. Oh, okay, so that's how we toggle the different modes. Yeah, they're connected or not connected. In 2.7, I believe, it was in the same menu. Which one? This one. There you go. So you had to... Oh, in edit mode? In edit mode and... That was the issue that in object mode it was just a toggle, and then in edit mode it was a menu. Yeah, but now it's more consistent. Yay for consistency 2.8. Alright. It should be the release name, then 2.8 consistency. Yeah, it actually is a workflow project at the name of 2.8. Alright, the next improvements I think we're getting there. The tool system... Ah, for UV sculpting. So in... Not a lot of people know that you can actually sculpt your UVs in Blender. So when you are taking, of course, a cube it's not going to make a lot of sense, but in Blender 2.8... I'm comparing everything with 2.7 today, I don't know why. Can it just sculpt in 2.7 too? Yeah, you could. But it was a bit hidden. Where is it? In the image, UV image editor. Yeah, UV image editor. But you can also change to the UV Yeah, but by default in Blender the objects don't have a UV. Yeah, Blender has grown so much. Now it has a UV by default. The UV sculpt, it was a mode, like a model mode with its own settings. It was kind of a bit weird how it worked. You have to go to the UV menu and enable it and then it was model. So you could only do this and then you have to like queue out of it and to change the settings you have to go here and then change like from a drop down menu like what year is it even that we were we had to do this and it can even Oh, grab, there you go. Yeah, it doesn't work. Why? I don't know, but let's hope it works in 2.7. Interesting. It was locking the borders. Oh yeah, for like make sense. Anyway, it was kind of cumbersome to use it because you have to go to a menu now with the new tool system. Blender Yeah, there's a lot more discoverability. Yeah, you can see them here. You have even little nice icons for it and it it works as expected kind of now it does the same way actually the functionality itself hasn't changed that much, but now it's making use of the new tool system. So it's pretty nice how you can break your UVs and I think that's all for the UI slash no UI the UX thing that I wanted to change that I wanted to mention was that you can select anywhere I already mentioned this the other thing regarding user interfaces that there were some settings some properties that were not possible to add to the quick favorite menus and some people were reporting them and some of them were corner cases but there was basically some checkboxes were not available in the tool for example so X meter if I want to X meter it wasn't possible to add to the quick favorites now I should yes the issue was that you couldn't add them in the tool bar tab here but you could if you drop down the tool settings so if you right click and then oh yeah tool settings then options you could add it here but from here from there so it was but now you can yeah so now consistency consistency now can happen in both places so that was one of the issues I recorded to Campbell and he fixed it awesome so X meter is just one of the options that actually broadly applied to more options in this yeah usually all the like options you can do all the March editing from here exactly nice q2 so and I'm also currently working on trying to get them to be bindable to shortcut keys that would be awesome it's always possible if you know how to do it but you can't like right click right click yeah where is it yeah in so awesome another thing that I noticed since you're gonna look into this is that you cannot do you can use the numbers you know in every menu in blender you breath if you press number one it it does this this number two three four like there but not in the quick not in the quick favor such as the q1 and it doesn't do it yeah I think it's code wise is that they take this code from the toolbar okay but okay but it should be doable I guess and then it's much more usable because then you can quickly yeah have to click okay try not to hit the I'm not sure how loud is this but sometimes I noted no no no no because it is vibrates and if people are with the headphones okay but we're gonna phoenix right it's like slam what phoenix rights no it's a Nintendo game where you slam your hands in the table yeah and I don't think it's for people with headphones okay next changes regarding your changes actually regarding animation so you made it so the X meter why wouldn't you introduce it oh okay well the issue that we fixed now is that you couldn't use X mirror in post mode before yeah the option was there but it did nothing it did nothing that pretty useful just check it but nothing happened so now we fixed so you can use X mirror in post mode and you can also instead of just mirroring you can use something that's called relative mode and what that means is that with normal X mirror if you have like my hands are two bones and you move one of the bones the other bone moves with it and mirrors it perfectly so if the position of another bone was up here and you grab this one it would snap down to the mirror position but now if you activate relative mirror and you have your other bone up here and this is the active bone it will move with it okay I believe you but let's try it in real life so for example I have this with X axis mirror enabled I can just by the way I open this file from 2.7 just out of like hoping it will work but anyway so I have X axis so it moves both at the same time so let's say I put it down here at the several X axis and then I move this one down here and you're telling me that now if I enable relative mirror it's gonna apply the relative motion movement from here into the other one it should it works it even works that's so nice so that was one of the features the animators here at the Blender studio requested to be added so basically upstairs so we added it now that's awesome relative mirror and then it snaps back because it X axis it basically just takes a position from one side and it applies the negative side more or less so okay how are my mad animation skills here I could do this for hours live animation tutorial by Pablo Vasquez yes on Blender today fun is right there you go you get a lot of people from Phoenix right yeah Phoenix right all right so awesome new feature thank you for implementing it do you like doing animation tools yes I do especially if I can have quick feedback with artists it's always nice because then you can be like okay I implemented this thing you wanted and then you say like yeah it's what I wanted or sorry or you can be like no that's not exactly what I meant and you can have some quick back and forth with them because in most cases it's kind of hard to describe exactly what you want so it's nice to have to be here in person and just can if you have it directly in the yeah it's much yeah exactly and also it's nice to see them you know happy with new features yes or they can give you cookies and stuff directly in real life all right that's he's a pingu now he's not a pingu he's otti from coming under series oh yeah yeah it's a cheese no your no your lore no your open movie characters all right more improvements and what time is it what we're almost over but there's so many other things okay the look dev the look dev mod in in in blender when you're when you're in look dev it used to have like used to show you the almost a final render but it didn't have some of the options such as the bloom for example or so it wasn't really working with all of them but now it is so if you see it looking different it's because of this and it even affects the the the ball the spheres so it even affects the balls down there so another one the speaking of EV when you are in for example render mode and you have a type of sky in your render settings for example here in film if you have a film set to transparent you can now you are going to see now the actual checkerboard in the background so it's pretty nice to see your transparency working yes how it works of course when you render it's not going to be there well because this is the image editor but you when you save it is going to save as transparent yeah yeah of course but in most programs that's the visualization of alpha layer so yes next it's the workbench the workbench has new settings when you're rendering you can change it so you can render without anti-aliasing so which is pretty nice because it means faster play blasts the play blasts used to take fairly long because the anti-aliasing was kind of hard coated internally to have too much how it used to be in 2.7 just to clarify this is for the video sequence editor right for anything for actually for the viewport here if you do render you will see that you will have anti-aliasing that you select yeah because I think that the issue was that it didn't get applied in the viewport but if you render it out it did yes yes exactly so it was some people said that it was fast in the viewport but as soon as you hit render it was much lower because it applied anti-aliasing exactly by default which some people were actually using as a feature known as a bug yeah exactly now you can control it now you can control exactly what happens but there must be I think there was a bug because the viewport will apply some kind of filtering like anti-aliasing on grease pencil objects on all layers and now it's not there anymore so it was a bug being used as a feature so that needs to be reported I think it is reported actually yeah awesome and what else cycles now supports image loading from arbitrary open color spaces so that's internally but it's a ground work for being able to expose those settings that's for the standalone stuff I guess because you can already set the open color I.O. stuff from the standard settings yeah but not when you load the images I think from with different oh yeah images I forgot that crucial part then ok just to mention a few because we are actually running out of time is the dependency graph updates for audio component so there has been like so many commits mainly for fixing crashes regarding audio and like the blender player the sequencer but fixes it should be way more stable now if you haven't like some kind of audio or video on your scene very hard to get it working correctly yes now for example you were unable to jump between frames if you had AV sync on your playback and you couldn't jump around now you can and also in the sequencer the rendering of the scenes is now much faster so if you render if you use a sequencer with scene strips now it's like a magnitude many faster than it is than it used to be the sculpt also sculpt mode also got improved performance improvement but I think we're gonna run out of time yeah there's a lot of small or perhaps big also some of them like copy and paste copying keyframes in the graph editor now actually respects what you had selected that wasn't kind of broken before oh yeah I got the bug report about that too yeah that you when you copy it would copy everything and when you paste only the selected so now it works only the selection which makes sense yeah so just quick if you had the layer with x y and c stuff if you copied it copy the x y and c values and only pasted the channel that you had selected so if you had the x channel selected you don't want to paste into the x channel the x value yeah so if you for example want to paste the x channel value into the y channel it wouldn't work it wouldn't work too bad that's too bad now it works then the the relax or slide poses also got like a big rework now it works much better and add-ons B surfaces add-on has been updated to blender 2.8 oh yeah that's really cool add-on yes so lots of people were asking for it so here go try it out I think it's still being worked on but he's been it's got updated to the blender 2.8 B surfaces and I think with that we can call it now features we have eight minutes eight minutes or we can make it longer but then we can let us know if you're still if you're still there if you're still watching but I mean I think most people want to have the questions answered yes so Blender.today is a community that we're going to be reading the questions from 46 comments ouch alright so and as usual I don't think we would have time to answer everything but we will try if you use the voting option you can we're going to vote the ones that are more out-votes for example this one hi is there any chance for light linking blender in the near future yes there's a chance it's in the roadmap for cycles we don't know about Eevee but I bet it should be planned I mean blender internal had it so we have to be as good as blender internal and the other guy also says that's time animation it's probably working on it already so that probably means it will be merged sometime yes but that's one of the features we miss the most at least when I was working on spring it was like light groups I actually have no idea about light groups you just select a few lamp you select an object and you say it's going to be lit by these lamps or in this collection ok so it's only affected by certain lamps oh ok then I get it it's at night and day for lighting next question Mays on this hi Paolo what is your opinion to add in blender today for free plugin place for upload and download free plugins like graphical well actually Graphical Graphical has a add-on category it's I don't think using it that way but maybe it belongs it should have its own like when you add a new one like for example when you add a new build you can set the add-on yes to category but maybe it deserves its own place if you're interested in it give it a heart here to this comment would be interesting to know it would be nice to have one place in blender community to share add-ons free add-ons and not anything every add-on is free as in gpl so well I mean there are some paid add-ons yeah many many but they should be available under the gpl license yes and some people are doing it and I respect them more for that if they actually like they have their add-on that is paid they say hey guys hey can you please help to continue to develop and I actually like want to support those more than the other ones that say yeah it's free but it's not really the developers that do that have a lot has big shader bolts be okay exactly just to say it it's fierce set cover says hi as an animator who used 3D softwares before I noticed the one thing in blender does differently one thing okay the 3D manipulators behaving a weird way especially scale and rotate so when you rotate an axis you get a dash line string okay surprisingly the moment a manipulator doesn't have this problem or thing for general work picture please this is irritating when you think you guys should take a look at the animation work look I'm improved a lot uh massive something with the active tools are you talking about 2.7 or 2.8 if it's 2.8 maybe show something with the new tool system that needs to be improved but um yeah I think at least in the old manipulators where you can like copy from other stuff so it's not that we just took in the door on thing it's something that is quite standard I think next question and and which blender 279 or 280 should I use in my Intel Core i7 well if you're not specifying a graphics card then you're probably gonna be better with 279 rather than 2.8 yeah 2.8 is more demanding yeah so it needs a bit more it actually works better with new hardware than it does with old hardware and 2.7 actually doesn't really take advantage of the newer hardware so when you upgrade to a new computer then you can do your build better by using 2.8 any new modifier coming that's a nice nice good question like yeah I mean all of them with the modifier nodes are coming in 2.81 hopefully so next question the Drago asks why is the remote double version not available when you're using face select why can you add it to the X menu there are no there are no merge options and now this is when it's called merge I think two questions actually asking the next question maybe should we like move to be a bit less I think we should stick to just one question per person otherwise they can just ask 30 questions and yeah and less like there is one that is super easy I do love the grisp pencil but will grisp pencil add it to the 3d part of lender it's already hard to yes let's try to skip to one by person yes alright signal hey what's the status of interactive mode there are no updates unfortunately haven't heard anything next question how can we change these baby rainbow tabs in the properties panel only the settings are in the user preferences they already explained at the beginning in the themes user interface icon colors and then you can change it from here and those that should only change the color in the tabs here in the outliner and in the tab like it's for both it's a one setting that it's used in both yeah but that was what this was asking if you could only change them here I know you can't it's just it's everywhere it's a category thing so you can put them you can make them black yeah you can the colors also were removed from here from the add menu or from any other menu where it didn't make a lot of sense the text editor was the text editor was red and here in the some icons were red in the in the shader editor so yeah that has been fixed frozen death night oh spoilers tonight game of thrones right any chance of seeing better tools for typology in the first foreseeable future I yeah I mean Campbell did implement it a bit yeah the poly build tool but I don't think we have committed to do something serious with it yet well I don't know their game company is interested in putting in their eyes in blender and Retopo is a big big part of that of the game workflow exactly so maybe we see some contributions by the community I would be awesome another question in my opinion the proportional editing should also work at the time where you have command active while moving G yes so not like a model tool yes I agreed all right how about a clipping sphere instead of a square oh that would be awesome actually yeah that would be a nice addition you know like the alt B for clipping that would be nice I think it's because at least in 2.79 they used the built-in features of the OpenGL API and that's why it's a square so I don't know if this thing yeah exactly at least that's what I heard so now in 2.80 also man when we have Vulkan you can have a shape you can draw the shape next question by Lapis hey I've been writing an application and now I want to and now I have to write a blend parser to get some object info I found some sparse info on the format but I'm wondering if there is an official documentation on the format I think at mind they have wrote in the past about the blend file format yeah I think I saw there's somewhere there should be some documentation of it but I mean we add new features and remove old not very often but sometimes so it could be outdated but it shouldn't be like that outdated so it should be able to use it mystery alt blend well maybe in the archive the web archive yeah maybe you can find it but I don't know if he has changed a lot though in the in the past in the blend file format I don't know if he has changed a lot in the in the way it works okay it's been 404 for a while so that's the only documentation that I know next question the Linux build bot is still inactive in April that has been fixed next question so the particles in blender are at the end of their life yes are going to be replaced with a new system yes that's great yes I'm curious if you know what kind of direction the system will go yes notes everything notes yeah next question Michael can we have the ability to talk about proportional editing while this reform is active that's the same as before that would be awesome I don't know if anybody working on that at the moment but yes it will be awesome Jay small random question would you consider adding the feature of having the topology of a selected object light up like in Maya in Argentina we say Masha not Maya small random question having the topology of highlighted light up I'm not familiar with that maybe pre-select highlighting but that's Blender anti-features there is a list of anti-features and that's the pre-selection highlighting is there so you can read about it although that thread is quite is from 2012 so it's a no no are you ready no I sold this before it's a description by Tom how why not Blender doesn't have and they pre-selection highlighting basically because it could fail and the way Blender works is different as any other else because it Blender is the select operate instead of the other way around no it doesn't follow the the same as the other ones however now that we have active tools that has now we have both ways so maybe it could be not sure I think there's something like it with the polybuild tool already that's when you're near it yeah that's true actually yes right if you select something and then you use the polybuild and you have to you have to add some geometry first in the polybuild mode it's a bit there we go I'll just select some okay yeah very very intuitive okay it's a bit all right it's five past six o'clock so let's do five more you're okay totally fine okay five more and we'll call it the day why not using the eye icon from the outliner to disable enable modifiers in the viewport we already have that already exists in Blender we're not using the eye for modifying the yeah like oh yeah oh yeah it's a screen because the icon is used for the viewport like just for this viewport whereas this one is actually for all the viewports even if you link your blend your objects to another file this setting is still applies whereas this one it only affects here for example if you have a group and you linked this guy even if you have it disabled here it's gonna show up in the other in the linked file and I also think that the screen indicates that it's not calculated at all it's not active yeah I it's the geometry and everything is still calculated so if you want to have some speed up you can disable it exactly if you when you press the eye icon is still calculated but if you press alt when you have the screen icon it's not calculated at all so that's the same thing with the modifiers I think so that's why and then also there was one asking if we could have something that's in the sculpt branch in the blender set but I think that yeah so it's planned for the viewport shading stuff so I think it will make it in when we merge the sculpt branch yeah and okay that was number five and there are three more questions or two more questions when it plans for window can be freely moved in blender windows can be freely moved what do you mean? you can already detach windows and move them around yeah you can move them around you can do control click on the border and then you can put it in other places here and then you can click in the corner control click yeah and you can also create more windows yeah we should press alt and click it will make it will detach or it was a shift click shift click it will make a new floating window you can use and just keep it around like it was 1995 yeah that's really funny actually because Gimp worked that way and many people are like no single windows single window now it's the reverse here in blender not single window more windows more windows okay number that was number four number three Jay hi Pablo love the settings and tricks that are going on definitely on the right track good to hear yeah however is a gradient paint tool in weight painting supposed to have a slider to increase and decrease the influence in the active context menu the menu is blank after I use the tool and I think the gradient is that you drag it in the viewport yeah and it's from the start of the drag to stop a drag that's the gradient range so no I don't think we have a no I don't think they're yeah no not yet and today Pablo will blender ever have a sketch feature like Fusion 360 what is Fusion 360 I have no idea so I don't know what Fusion 360 I don't know what is it must be some free for students yeah free free no it's not free you play with your time with your time with your email with your data with your you have to have internet going on to work with your being hooked to that software and after you have to pay for it if you want to use it commercially or if you want to give it to your friends who are not students you can't so it's not really free next sorry to get like that but it's I don't actually know the feature but it has a sketch feature maybe it's something like like Gris pencil yeah if you want to have the implement that you can post a nice proposal on right click select so we can know what you're talking about because now me and Pablo have no idea what this feature is Eduardo San Marino ask hi Pablo is it possible someday we have a checkbox on section tools called select back element so we can select back vertices without needing to be an x-ray and wireframe mode and I mean what would the difference be that it's not that it's x-ray with 100% like you see yeah I mean I don't see any new functionality no question number two Michael asks is it true than the dynamic topology function for scouting was implemented in blender before it appeared in commercial software yes I'm not sure and I'm not familiar with other software but I remember when it was added it was quite sculptress sculptress had it had it before oh yeah because it was an experiment by this developer from Cuba which got that he made a he made it some like a prototype for blender and then he also got hired for the for that company or 3d coat by 3d coat I think not sure it was wow yeah long long story back in the days and the last question again by yeah it added I don't think people are going to take kindly the icons where there should be words and thank you for putting back the screen icon kindly icons when there should be words what do you mean not sure maybe for the select icons but that's pretty standard in every in every tool and you can mouse over for the description yeah yes and okay that was the last question but actually it was the second by him so Paul this is your last question because you're a blender cloud subscriber and a blender cold quest supporter yes your question will be answered hopefully hopefully any chance we can revert the volume level from scaling the waveform in an audio strip revert when the volume is 0 the whole waveform disappears really need to see but pretty useless it makes it harder to read the waveform like it to ignore the level yeah that's a nice feature request yeah I guess so because right now if the description if I understand the description it's that when you set the volume to 0 it shows the actually waveform of the applied volume so if it's 0 then it's 0 everywhere exactly which is not usually always what you want for example I don't have an audio no I think I have a video but it doesn't have I think it doesn't have audio but anyway you will see if you lower the volume you will see the waveform going down and yeah it's I absolutely agree with you some softwares what they do is they show a line with the volume so you always have the waveform and a line to decide to say how high is the volume I think that would be better because then you could see so you don't like okay there's no audio here but you forgot exactly all right thank you everyone thank you for making the thread and I speak so much I'm running out of my voice I'm going to stay quiet until in one hour I have the other livestream in Spanish by the way if you speak Spanish I make these live streams you say you also speak Spanish a little bit Don De Stale Biblioteca why everybody searching for the library but no one goes there I mean you should search for the first things you learn you should search for like the bar or like a hospital Don De Stale Blender Institute El Blender Institute it's male for some reason actually Blender is female la licuadora but the institute is male languages are so weird you know what's weird that we that we arrived to the end of the show so fast this episode was full of news sorry that it didn't get a lot of time to answer all the questions there were so many features so many features but that maybe is a good thing right so we're gonna see you again well not to you because you're going back to Sweden yeah I'm going back to Sweden for a while now so but I hope to be back soon oh wow wow are you throwing a like a spoiler are you back in season 3 oh well no season 3 is next year season 2 should I make it should I call it season so that way we don't have episode 500 yeah maybe you could alright season 2 actually it's the second year of Blender today I think of the Spanish the Spanish the one that I do alright I thought you were Mexican power I am from I wish I was Mexican they have awesome food and history and culture but I am from Argentina which also has very delicious food because it was it's a mix of Italians and Spanish and everybody else so don't you have a lot of history too no it's only 200 years old and guys that were there they wiped them all but the Mexicans the Bolivians they all have such a rich culture Peruvian is insane how did we end up talking about this I don't know but it's I actually kind of like this kind of talk alright that is not always Blender it doesn't have to be everything Blender it's so late sorry alright what's your headphones lower your ears throw away your headphones throw them away because I'm going to play now the music that we use to live and thank you again for coming I asked him like 10 minutes before the hey do you want to have your Blender today I'm like sure it's not that I'm working but yes it feels like you do the most work either way so I can be like that's good Pablo I got used to it I convinced him to give me Mondays today so it's pretty nice thank you everyone again I will see you again same time same place next week if there's no holiday not crazy holiday now there's no crazy holiday so alright yes normal holidays 5 4 3 2 1 GO that is all see you next week see you