Podcast time! Francesco tells his American tales about SIGGRAPH 2017 and the Agent 327 screening at Disney, Andy shares his progress with The Dweebs and Pablo gives a glimpse of the upcoming content for blender.org. Finally, Sybren presents his work on Organizations support for Blender Cloud and talks about his recently released training Scripting for Artists. Lotsa good vibes!
In this podcast: Andy, Pablo, Dr. Sybren, Francesco.
Music: Blabetté de Metz (Psy-Jazz Mix) - (cc-by-nc) keytronic
Great episode! I have a question: Will the screening at the Suzanne awards support 2k (2560x1440 by Youtube guide) resolution?
Ok, I'll repost my question and add a couple more :)
1.- On episode #26, someone asked if there were any plans to create a .bsdf file. I am not sure if I understood correctly, but it sounded like it was a container file for materials with all the node setup and images packed inside. Has there been any further discussion on this topic? It would be a fantastic way to share materials without the need for a .blend file (i.e. source.allegorithmic.com and share.allegorithmic.com).
2.- Considering that you guys already have the image upload for sharing, why not add the ability to display your work on the cloud for the whole world to see? It would be a great way to increase traffic to the blender site. Also, with a nice selection of templates, it could serve as people's main website by just pointing their domain names to their blender cloud url (i.e. Artstation/Adobe Portfolio with Behance). Pablo mentioned on his last stream that it had already been discussed, but it had been decided against it due to the fact that people upload weird stuff. Couldn't this be solved by adding disclaimers, a "mature content" checkbox and/or a flagging system by users? Limiting the upload size to something like 10MB/image and have a fixed amount of images per user, would ensure that users avoid uploading crap and would favor their best work. Having a trending section and staff picks could work as a curated list of blender work. This would add huge value to the blender cloud subscription.
3.- I am currently on episode #40. I was looking at the dates the episodes were posted on and noticed that they have been posted less frequently. Are there plans of going back to weekly podcasts?
4.- What features are being considered for sculpting and texture/vertex painting for 2.8 (maybe the sculpting/painting pointer that I mentioned in my episode #57's question ;) )?
If any of these issues have been addressed in later episodes, I'm sorry for asking them again.
My question was deleted :(
Hey guys,
I wonder if my question could be solved with a script:
Is it possible to limit the calculation of scene data to what is actually visible in the frame?
I have an animated scene in which the camera moves across a landscape that has grass made of particle hair. Because of the camera movement, only a small fraction of the particles is actually visible in each individual frame.
Nevertheless, in the "Preparing scene data" phase, Blender 2.78 (Internal Renderer) seems to "count" all of the particles in the whole project file, which takes an unnecessarily long time.
Is there a function, perhaps a script or an addon, that will "ignore" the particles that are outside the frame?
Or is there perhaps another solution to my problem?
The grass is not animated. Can Blender somehow save the result of "counting the hairs" and reuse it for all of the other frames?
Thank you! Thomas
@Thomas Brückler: Something like this was done for Cosmos Laundromat, to limit the grass simulation to what was actually in view of the camera. Take a look at the Grass Field Simulation video.
@Andy Goralczyk: @Dr. Sybren: Dear Andy and Dr. Sybren, thank you very much for your help! Essentially, camera culling is exactly what I was looking for. There's only one issue for me, and having no clue about programming, I wonder if it's a matter of "Copy & Paste" to implement the camera culling feature in Blender Internal, too, or if that's a lot of work. (I use BI.) Thank you for your fantastic work! Thomas
@Thomas Brückler: Hey Thomas! Sorry for overlooking your question. Sergey implemented a feature for Cosmos that allows us to cull objects by what's visible on screen. This helped tremendously for saving memory with high poly objects (our set had lots of rocks e.g.) and also particle instances.
You can find the settings in the Scene Context, under Simplify. This affects only rendering. It's also in the manual
Use with caution, this removes objects from being exported to Cycles, so they also won't cast shadows from off-screen (setting the right margin is important).
I hope this answers your question! Cheers, .Andy
@Dr. Sybren: Dear Dr. Sybren, thank you so much for your reply. (I was a little frustrated when my question was skipped on the podcast.) I just checked out Andi's tutorial, but he doesn't say anything about the rendering process there. Is there any information about that? I would be glad if you could point me that way. Thanks & best wishes, Thomas
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