Blender 2.80 to arrive in 2018

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Draise
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Re: Blender 2.80 to arrive in 2018

Post by Draise » 08 Jun 2018, 17:13

Bullit wrote: 08 Jun 2018, 05:37 Draise sorry , my question was more about what you said about nodal workflows, i think you mean blueprints, is there anything good around about it?
OOOH. Now I get it. I wasn't refering to Blueprints persay. This is a Blender thread after all.

I was refering to Animation Nodes addon and Sverchok nodes for Blender all in the up and coming realtime viewport for procedural generation and driving on the fly. Blueprints in Unreal, as he said, will always be a realtime event based environment designed for gaming. Houdini did try to splice into Unreal Engine like what Fabric Engine was doing, where you could build procedural worlds from Houdini right into UE - by code it's possible, but they seemed to stop developing that.. A future release of Unreal Engine will have nodal and stack driven particle effect that look bonkers; but for realtime driving of 3D visual data - Blender is getting better and Houdini is unmatched and Fabric Engine dead and others like Notch are pretty lowkey but functional.

Just to tell you what I'm on about, here is a realtime volume render of a Mandelbulb in Eevee and created and driven with Animation Nodes.


My favorite channel for livenoding in Blender is this one:
https://www.youtube.com/channel/UC7ED1e ... POWxcDJ1lw

And this one:
https://www.youtube.com/channel/UCabeZT ... iR0udxxmTA

Bullit
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Re: Blender 2.80 to arrive in 2018

Post by Bullit » 08 Jun 2018, 21:39

Thanks, now i understand.


Btw one more example tutorial with scene files in youtube link.

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Re: Blender 2.80 to arrive in 2018

Post by sirdavid32 » 15 Jun 2018, 06:48

Blender 2.8 pie menus are activated by default (were inactive since 2.79, you had to activate them yourself). TAB to switch mode is back (as of today)

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Re: Blender 2.80 to arrive in 2018

Post by Rork » 20 Jun 2018, 11:00

Still for 2.79, but interesting ideas here regarding pie menu's, scripts and workflow:
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!


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Re: Blender 2.80 to arrive in 2018

Post by owei » 23 Jun 2018, 11:48

Great news!! ;)

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Re: Blender 2.80 to arrive in 2018

Post by sirdavid32 » 23 Jun 2018, 15:38

ICE ICE babey, too cold!!

Bullit
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Re: Blender 2.80 to arrive in 2018

Post by Bullit » 26 Nov 2018, 22:18




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Re: Blender 2.80 to arrive in 2018

Post by Rork » 27 Nov 2018, 10:04

Blender 2.8 is getting better and better, and more easy to use.
I see some grumbling of old users on the forums, but for Blender as a whole the development has been stellar and is picking up new users left and right.

The Softimage based Theme for Blender 2.8 looks awesome, and will please a lot of people here ;)

Rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

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Re: Blender 2.80 to arrive in 2018

Post by Mathaeus » 27 Nov 2018, 10:38

2.8 GUI fits nicely here, generally, it seems they managed to avoid the need for floating windows, or too much of window switching, on something like 'more than HD' single screen, for a ''bit of everything in same time'' 3d generalist tasks. While a good number of features is not rewired yet, let's say Grab tool works with standard RMB select config, but not with LMB select, so on - at least this is in last week or so.
For those who noticed not-working object motion blur with EEVEE, it's still possible to get the old school stepped motion blur by re-scaling the time in scene/render options, and combining in post. For me, EEVEE is really great surprise, alone is enough fast to allow such type of workarounds.

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Re: Blender 2.80 to arrive in 2018

Post by owei » 27 Nov 2018, 14:48

Yes...Blender is evolving and making steps in the right direction. We should be a little more vocal, like Rob already stated earlier...by putting proposals and also vote for them at "rightclickselect" for example. I just did one for the good old "memocam"-feature..so, login and vote, vote, vote ;)
https://blender.community/c/rightclicks ... am-buttons

cheers,
oli

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Mathaeus
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Re: Blender 2.80 to arrive in 2018

Post by Mathaeus » 27 Nov 2018, 23:54

Precisely about key-map, they saying that they are still working (that's how I understand ''being completed'') on left-click select system that works with new tool system. Now I don't know is this something completely new, or old sequence of exceptions performed after hard-coded right-click select. Anyway, hope they'll be able to allow at least easier transfer of custom key-map between versions, otherwise not that much of customization. In 2.7 series and earlier, perhaps the safest way was to re-build the custom shortcuts again in new version.

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Re: Blender 2.80 to arrive in 2018

Post by owei » 28 Nov 2018, 16:47

And Blender is "Left CLick Select" by default...finally ;)


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Mathaeus
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Re: Blender 2.80 to arrive in 2018

Post by Mathaeus » 28 Nov 2018, 17:10

Just one comment from YouTube thread:
''How painful was this for Ton to let go?'' :)

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Re: Blender 2.80 to arrive in 2018

Post by Mathaeus » 28 Nov 2018, 23:50

Now Grab tool (like Max ''select and move'' or good old XSI ''move point'' tool) is not working in left-click mode........ :D Except, if I'm correct it works only in some f.....ed Mayanish style, hold this after activating that. Ironically, in previous versions it was possible to get the usable Grab Tool *together* with left-click select. If this is default, I have option to go into long run of customizing, or to switch back to right-click, after decade of successful resistance - while there is no sense to customize anything before final release..... one day in future. One thing I'm sure, for now it's completely unusable interaction, also unknown to literally anyone..... Welcome back to Maya, for a while :D

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Draise
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Re: Blender 2.80 to arrive in 2018

Post by Draise » 29 Nov 2018, 03:18

Yes.. it's still pretty much broken. The tweak feature has been replaced by box select, so it won't move the tool with the same button as activating it. Apparently you still need an alternate mouse button/tweak to run a tool - which is bollucks. Hope it can be the one and the same soon.

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