Blender branches to watch in 2016

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Bullit
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Re: Blender branches to watch in 2016

Post by Bullit » 10 Aug 2016, 10:31

Noticed that too. 2.8 series only starts next year then will have a run for about 2-3 years i think.

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Re: Blender branches to watch in 2016

Post by Bullit » 02 Sep 2016, 06:05

Some neat animation tools from a Softimage and others, user.

https://blenderartists.org/forum/showth ... enda-Tools

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Draise
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Re: Blender branches to watch in 2016

Post by Draise » 02 Sep 2016, 06:22

Those tools are exactly what put me off Blender! No offset keys but with this yes! Nice.

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Hirazi Blue
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Re: Blender branches to watch in 2016

Post by Hirazi Blue » 02 Sep 2016, 13:53

That indeed is an impressive addon...;)
Stay safe, sane & healthy!

Bullit
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Re: Blender branches to watch in 2016

Post by Bullit » 07 Sep 2016, 09:34


Bullit
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Re: Blender branches to watch in 2016

Post by Bullit » 07 Sep 2016, 14:21


Bullit
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Re: Blender branches to watch in 2016

Post by Bullit » 01 Oct 2016, 06:32

Blender 2.78 is here
[url]
https://www.blender.org/features/2-78/[/url]

In bold what i like more:
The Blender Foundation and online developer community are proud to present Blender 2.78, released September 30th 2016! This release aims to be a very stable one, so that developers can focus better on Blender 2.8 work. Here are some of the highlights:
--Spherical Stereo images rendering support for VR·
--Grease Pencil is now a full 2D drawing & animation tool!·
--Viewport Rendering improvements·
--New Freehand curves drawing over surfaces!·
--Bendy Bones, powerful new options for B-Bones·
--Alembic support: import/export basic operators·
--Cloth Physics: new Dynamic Base Mesh and Simulation Speed option·
-New Add-ons, individual preferences, Python APIs changes, and a lot of new & updated add-ons!·

Many more features, improvements and the usual huge bug-fixes list

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Re: Blender branches to watch in 2016

Post by Bullit » 04 Oct 2016, 19:55

Crowdmaster updated to 1.2

http://cgpress.org/archives/crowdmaster ... s-out.html

New features in the crowd simulation add-on for Blender include: defer geometry tool allows to simulate agents using just the armatures (simulations run up to 90% times faster), node trees have gained more tools to help to precisely align your agents, plus updated preferences. More information on CrowdMaster’s website.

Upcoming features for the software include: agent states (alive, dead, fighting, marching, running, etc.), ragdoll/rigid body simulation, cloth, agent generation progress, graph node BGL graph.


Bullit
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Re: Blender branches to watch in 2016

Post by Bullit » 25 Oct 2016, 11:25


Gpack, gravity packer, is an experiment, to enable interactive UV packing in blender. Blender only has a box packing solution by now, which is quite bad. I don't use this in production, but I release this for inspiration.

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Re: Blender branches to watch in 2016

Post by Draise » 25 Oct 2016, 15:15

Bullit wrote:Blender 2.78 out:




Before this came out, I used the grease pencil and converted them to splines then lofted them for the same effect. Technically you could already do this, lol

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Re: Blender branches to watch in 2016

Post by Bullit » 08 Nov 2016, 00:13

Several Blender Videos from recent conference

https://www.youtube.com/user/BlenderFoundation/videos

Blender and Tata motors


Grease Pencil and EasyRigging future developments


Blender as a garment design tool


Others at link.

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Re: Blender branches to watch in 2016

Post by Bullit » 27 Mar 2017, 06:30

http://www.cgchannel.com/2017/03/sneak- ... er-engine/
The Blender Foundation has posted the first details of the feature set for Eeevee, the new real-time not-quite-PBR render engine due to roll out in Blender 2.8.

A real-time PBR render engine – kind of
First announced last year, Eevee is effectively a PBR renderer in all but name.

According to the latest post on the Blender development blog, it will “follow the (game) industry trend” for real-time physically based rendering, “supporting high-end graphics coupled with a responsive … viewport”.

However, its name – it stands for ‘Extra Easy Virtual Environment Engine’, as well as a type of Pokémon – has been chosen to “avoid the confusing and too-much-hyped [term] PBR”.

While meant to be a “nice photorealistic engine”, Eevee isn’t necessarily intended to be as advanced as implementations of PBR in game engines, with the blog noting that the goal is “not feature parity with UE4”.

Unreal Engine-style ubershaders for common material types
In practice, that should mean that all of Blender’s “realistic” lights – that is, everything but the Hemi Lamp – are supported, using Blender’s existing shadow buffer system for real-time renders.

The work will implement UE4-style ubershaders for common material types, but with some advanced shaders – notably, SSS and volumetrics, and a clear-coat shader for car paint – missing in the initial release.

As a fallback when working with legacy scenes, materials set up for Blender’s existing offline Cycles render engine should work in Eevee by default, even if they look “slightly different”.

Image-based lighting via in-scene on-demand light probes
For image-based lighting, Eevee “will support pre-rendered HDRI followed by in-scene [light] probes”.

To ensure that something is displayed in the viewport while light probes are being calculated when a scene is first loaded, the output of the diffuse shader will be cached in the .blend file using spherical harmonics.

According to the blog post, cube maps – more accurate, but also more computationally intensive than spherical harmonics – will only be used for baked specular highlights.

Support for key post effects
The initial implementation of Eevee will also support a range of key post-processing effects, like motion blur, bloom, depth of field, tonemapping, and Ground Truth Ambient Occlusion.

Temporal anti-aliasing and screen-space reflections are due to follow in subsequent releases.

Availability
Eevee is due to form part of the upcoming Blender 2.8 release cycle. Core features are due to be implented by Siggraph 2017 in August, with “a more polished usable version” for the Blender Conference in October.
From Blender a more detailed explanation of what they are trying to achieve https://code.blender.org/2017/03/eevee-roadmap/

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Re: Blender branches to watch in 2016

Post by Bullit » 19 Apr 2017, 18:03


Bullit
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Re: Blender branches to watch in 2016

Post by Bullit » 16 Jun 2017, 17:51

First Look at Eevee: Blender's Realtime Rendering Engine



Roadmap:
https://code.blender.org/2017/03/eevee-roadmap/

Builds:
https://builder.blender.org/download/

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Re: Blender branches to watch in 2016

Post by Bullit » 21 Jul 2017, 13:13


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