Unable to select lights in viewport when “show overlays” is disabled.
Holding shift key has no effect while adjusting any of the light gizmos. It should slow things down for fine tuning like when interacting with the property sliders.
Just from watching Blender Today video covering this, please add a Ess. as an identifier to the nodegroup name as well as a GN identifier to show it’s a geometry node group. So “dothis” becomes “Ess.GN.dothis”. I have tons of functions already linked in to my startup file, although most are material node groups and a few comp node groups (i.e. that adds and scales company logo automatically).
Dont think someone will read that here but you might want to ask that on blender today.
Is it currently just reading in everything thats in the asset browser folder by default? and your problem can be solved by group naming? because that Ess.GN might not be clear to everyone from the start.
It’s more about learning from my own mistakes. I have tons of library math functions I use all the time; to list a few of them:
Mapping.ChannelSeparator
Util.Math.fInsideOutside (different outputs, so not same as a math node)
Util.Math.fIsBetween (similar to math.compare but using upper and lower bound instead)
Util.Math.vModContinous
Util.Shader.MicroRoughness
Light.Directionality
Light.LumenConverter
There is 99 in total, although some are legacy to not mess up my old projects, where actual functions have been added as default (stepfunctions, fLerp is now in the mix node etc). Some are also pure garbage or otherwise deprecated/useless.
In retrospect, I now know I should have used MyName.Group.Function instead. Also, my list appears a mangled mess and not properly sorted at all when looking at it. Ess.GN was just an attempt of keeping it short; sometimes in SW long names are cropped/truncated. Call it Default, Bundled, or Essentials, doesn’t matter. I haven’t tried the essential node groups yet, I don’t know if it’s possible to make them “local” to the project to make them editable for whatever reason. Or if we could assign subdirectories to the group listing, that would help too. A lot.
So the mangled and unsorted list, although I’m mixing categories as I don’t have much for geo-nodes myself yet:
Frizzle Hair
Util.Math.vModContinous
Light.Directionality
Comb Hair
Mapping.ChannelSeparator
Util.Math.fIsBetween
Light.LumensConverter
…could instead become organized and sorted, in the group menu:
Essentials/Comb Hair
Essentials/Frizzle Hair
MyName/Light/Directionality
MyName/Light/LumensConverter
MyName/Mapping/ChannelSeparator
MyName/UtilMath/fIsBetween
MyName/UtilMath/vModContinous
Solved by group naming? Since these are bundled, sounds like this would be required for every single Blender update? No thanks. The small amount that is bundled now will very likely grow significantly in size in the future.
If you are going to have any custom groups you will hit that problem too.
Right now users are expected to micro-manage entire asset libraries, but there is no filtering for it in search.
I think the best way to solve this is to have two search ‘modes’. One (Shift + A) for everything default and second (Alt+Shift+A for example) for custom groups.
Huh? I’m not talking about my own assets, those are my own responsibility.
I’m talking about having a solid naming convention for the built-in (essential) assets.
“Punish everyone”? For having a naming convention? For real?
ESS.GN is not that catchy and self-explanatory as you think…
A simple solution is a grouping method. You can choose in the asset browser which asset can be used in the blendfile, just exclude the group you dont need (if the asset library is organized) and in the add menu its split in the blends files where the assets are included.
Then you dont get confused by the amount you already have because they are not just mixed with your assets and i dont have to see ESS.GN before every asset…
Considering his previous work in the area of physics and simulation, the BF has picked perhaps the most qualified person they can find to make node-driven simulation a reality. It is good in general that the BF, when looking for new paid devs. first consider those who are veteran contributors to Blender in the past (as they already know the code to an extent).
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Support manual seam placement in UV Cylinder Projection and UV Sphere Projection (commit ) (Chris Blackbourn)
Edit mode
Improve undo storage performance to resolve a regression in Blender 3.4, improving on 3.3 over 2x (commit , commit , commit, commit ) (Campbell Barton)
Parallelize edit mesh to mesh conversion for leaving edit mode and undo steps (commit ) (Hans Goudey)
Avoid calculating bounding box for cube and grid primitive nodes (commit ) (Hans Goudey)
Move face shade smooth flag to a generic attribute (commit ) (Hans Goudey)