These buffers then get composited in real-time. Viewport CompositingĪn important design aspect of Blender’s new viewport system is that each engine is drawing in its own buffer. More information can be found here, the planning for asset management and overrides. Partially it’s for complex production setup, partially it’s also about configuring your Workspaces with nice visible presets – lists of pictures of shaders or primitives for example, ready to be dragged & dropped or selected. Assets and presetsĪnother ‘2.8 workflow’ related feature: we are working on better managing your files and 3d assets. And don’t forget the open source WebGL environments Blend4Web and Verge3D. Check out the Blender fork UPBGE for example, or the fascinating Armory Engine (see image above, it’s written in Haxe and Kha). That being said, outside of interesting Blender-related development for game engines happens too. The Eevee project has proven already how important real-time tools are and how well this can work for interactive 3D design and game creators. That means that newly added Blender features need to be ported over to the engine to work.įor the 2.8 project we want to achieve a better integration of BGE and Blender itself. There are many reasons for it, but one of these is that the code base for BGE is too much separated from the rest of Blender. Unfortunately the game engine has fallen behind in development– not getting the focus or development time it needs. One of Blender’s best features is that it’s a complete integrated 3D creation suite –enabling artists to create projects from concept to final edits or playback. Expect in 2018 a lot of high quality additions and especially ways to manage fast renders. Most of these are doing this as part of their daytime job – to make sure Cycles stays an excellent choice for production rendering. For 2018 we want to work on solving the kernel compiling waiting time.Ĭycles is now one of the most popular areas for developers to work in. Thanks to a full time developer who worked on OpenCL for a year, Blender is now a good choice for use on AMD hardware. Contributions welcome (check ‘get involved’). In computer years, that’s a century ago! Work on this should start Q1 and get finalized before Q2 ends. We’re still using the (great) design from 2009-2010. Nothing radical, just to make it look fresh and to match contemporary desktop environments. No, there are no pictures yet! But one of the cool things of releasing a massive update is to also to update the looks. A Scene can have unlimited amount of layers (= drawings or renders), unlimited amounts of collections and per collection render settings and overrides. Blender’s latest Open Movie “Spring” is going to be used for this.īlender 2.8x is also getting a complete new layer system, allowing to organize your scenes in advanced ways. Meanwhile work continues on usability and configurations in a daily production environment. In Q1 and Q2 of 2018 the first prototypes for radically configured simple Blenders are going to be made (a.k.a. This is where the new Workspaces and Application Templates come in. We can’t make everyone happy with a single Blender configuration anymore. Optimizing and organizing one’s working environment can significantly improve the workflow in 3D applications. You can read the latest status report here. In Q1 of 2018 the short film “Hero” will be finished as proof-of-concept for the new workflow and tools of Grease Pencil in 2.8x. You have to see it to believe it –it’s a mindblowing workflow for animators and story artists. Grease Pencilīlender is an original innovator in this area –providing a fully functional 2D animation tool in a 3D environment. Last year this project took off in ways beyond expectation – everyone should have seen the demos by now.Įarly in 2018 animation support will come back (with support for modifiers), with as highlight OpenSubdiv support (GPU based adaptive subdivision surfaces). In 2016 it was just an idea, having an interactive viewport in Blender with rendering quality at PBR levels. In this post I want to thank everyone for a wonderful Blender year and give a view at all of the exciting things that are going to happen– in 2018! (Fingers crossed :) Eevee It’s how Blender manages to stand out as a successful and highly functional free & open software project. The project is very lucky with attracting talent –great developers working together with fantastic artists.
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