And most of the tools that blender is still missing you can often get from addons anyway.
I want bug fixes and performance improvements.
And most of the tools that blender is still missing you can often get from addons anyway.
I want bug fixes and performance improvements.
I think that BF was always good with bugs/crashes. Even when dev team was much smaller crash could be fixed within a day from bug report.
The BF has remained pretty good addressing crashes and causes of corrupt data, but as the application has gotten bigger, they fell behind on bugs and issues related to usability and tools/features. A few tools like manifold extrude
remain largely a paper feature that are rather limited in what they can do.
The enhanced focus on longtime issues in Cycles and Sculpt is ongoing now and has served as a good step towards improvement in that area, but we can’t deny that a lot of technical debt has accumulated because of just how rapid Blender is developing.
Features that aren’t fully developed can hardly be called bugs, as the sea of closed bug reports on the tracker would suggest.
Manifold Extrude is forcing user to complete his workflow with other modeling tools. It does not provide expected ease of use for some cases, but for other ones, it does. Biggest issue is that is failing to handle fusion of an extrusion intersecting the mesh. We can end-up with interior faces, overlapping faces or connected extra part that should have been deleted.
But that is not hard to clean, to merge what should be merged, to delete or dissolve what should be erased.
Its Dissolve Orthogonal Edges option should be accessible in Tool Settings Bar/Panel, not just Redo panel. That would be a quick fix, compared to adding better fusion abilities to the tool.
It is a cool extrusion tool from 2.90. But we have lots of other ones (4 other extrude tools + add-ons ). Intersect operators added in 2.91, helped to solve its issues. So, this example is not a very limiting debt.
I used to complain about Add Primitive Object tool (2.92) , limited to 5 primitives, without ability to use a custom object. Nowadays, we should have a similar tool to append assets.
I recently complained about rotation of 3D Cursor, not enough taken into account.
There are still things using Blender Internal Textures.
Asset Browser is not used by any workspace available by default …
During attempt to realize 2.8 codequest design ; some things were rushed.
We can work with those, in that state. Those things are not as crucial as others.
But their state does not present them well or as useful as they could be. Although some were thought as basic stuff helpful for newbies ; their state is complicating, understanding of their purpose and use by newbies.
I think we are at the end of completion of what was imagined in 2018.
4.3 will have performance for Sculpting, Brush Assets, HIP-RT on linux for Cycles, Light & Shadow linking for EEVEE, GN for Grease Pencil, Custom Gizmos for Geometry Nodes, SLIM unwrapping, new Metallic BSDF…
Most of the things, we will have in 4.4 and next releases will be things we did not imagine in 2018.
And now, we will enter the phase of critics and insufficiencies of that design.
We already started to mention them, when we discovered them.
Some refactored areas were refactored, several times.
But now, we had time to focus, agree on them and on solutions.
I am very impressed by EEVEE-next, Sculpt Refactor, Cycles and Geometry Nodes continuing to improve, GP3, Asset Shelf, Viewport Compositor, Extensions Platform…
I started Blender with 2.32. I never thought, using 2.79, I would have all of that after half of a decade.
With 4.3, most of my frustration is gone. The remaining one feels very light ; when I think about how vast my playground has grown, and how I don’t feel any barrier.
In the last meeting notes there is one that caught my eye. I had no idea there was an official “fast-relaxed-math” system. Wow I wish I had known about this in school! I use my own version and simply ignore the fact that it just isn’t correct most of the time but if there was a real one that actually worked, that is groundbreaking.
oneAPI: compile kernels with fast-relaxed-math (commit) - (Xavier Hallade)
For the sake of promoting user-testing (although implicitly linked to above already):
edit - yay for a Determinant
node (I had nodegroups, but their precision was questionable at best):
Add Matrix Determinant node (commit ) - (Colin Basnett)
Just me or the preview of the nodes in the shader editor is missing into the development labyrinth?
I think it was an useful feature to have…it’s a pity that it seems out of the development radar.
Or am I missing smomething?
It looks like development of the feature was assured by a GSOC student.
Dalai asked to solve an issue about nodegroups.
And since then, nobody has continued the work.
Thank you.
It’s a pity…I hope they’ll find resources to take it back and make it working.
This one is still accessible and working as an experimental feature, in main branch.
So, it is less subject to oblivion than others.
Its a possible project for q4 and q1… I am more hoping to get physics into geonodes than this to be honest.
There’s also this, but I don’t know if it’s still up to date with the latest Blender node additions…
I know that there is this addon…but as I saw that someone was developing it, I hoped it went on master…I’ll wait…or I’ll buy it some day…
Actually it’s in master, but under experimental. It’s called Shader Node Previews and needs to be enabled manually
mmmmhh…I can’t find it.
Or am I waching on the wrong part of Blender.
This is 4.3 beta preferences window
This is 4.2.2 preferences window
I think you need to download a daily build or marked as alpha. The node preview is not in the beta(s) (disappeared in 4.2 beta as well)
ok, thank you
Too many captains on the ship, and no uniform idea how to go from A to B I’m afraid.
It’s a problem in other parts of Blender dev as well imho.