I just really hope the new viewport implements some of the things in Max's viewport like good AO, shadows, and colored wireframes. I wanted to learn Max, and forced myself to switch for a few projects, and instantly I was surprised at how much better my models appeared to get. Everything I made just looked better out of the box and I didn't know why at first, but it turns out it was just Max's viewport. I still use blender as my main software, but we really need some kind of improvement in the viewport, which hopefully this will allow for
It is very interesting that I started to use Max also around 1 year ago and I found Blender's viewport more cohesive.. Especially the non colored wireframes. Random colours per object are useful but should be more like a toggle with standard single color. I also find Blender's AO to be quite good and actually faster for very heavy scenes than Max's. Not that I don't like Max at all, there is stuff like Save Selected into a new .Max file that is a very good feature but I just wanted to voice my opinion aswell:)
You guys do great stuff. I'm so happy to see more and more Blender->SPainter->UE4 professional art gets produced. Great times to become a Blender Artist now. :)
A lot of the people who said that we need the wireframes thought you would get rid of it altogether. If you guys said that you were going to improve it, we ALL would have been behind that, but I love what I see and I can't wait to test it out.
I need these colored wireframes NOW!!! :D Navigating complex scenes would be sooo much better. Maybe there could be option to assign wireframe color per object and per layer/collection. If someone doesn't like the colored wireframes, they could just disable them. Simple and everybody's happy!
. I'm appreciating the great work !! And what about sculpting and texture painting UI ??.. Need more freedom for sculpting ,texture painting ,means more tools ,UV layer painting .. Need more accurate retapology settings !! Is it compatiable Vulkan more than Directx?? And I'm thanking what you are providing now ;
Slides available! With extra notes and proper credits for the 3D models. docs.google.com/presentation/d/1cYyV7NFkUBUf85_kCu9ulktI_UWN5YAmNmiVN46VGiM/edit?usp=sharing
"Why do I want a viewport with PBR?" Just the same as "Why do we need new modelling tools?". It's not just for games. A really good PBR real-time viewport looks amazing (Google Marmoset Toolbag) and is lightyears ahead of the creaky old Blender internal renderer which it is replacing.
i think no wireframe is ok for like, sculpting and things, but in a scene with a lot of objects which are potentially intersecting, it's nice to go into wireframe to be able to find everything
Cool! So wires now show depth. (Wondering if we can set user colors? Maybe options to set colors by objects, type, or groups?) And it looks like they finally eliminated the terminator artifact with their new smooth shading. Hopefully that applies to the render output too.
Yes it has too many lines that gets the confusion of people wondering what how can we fix the mesh if it has too many lines. 9:43 Oh man that is bad news for the mash. 9:59
Im kinda disappointed they didnt talk much about the PBR viewport.. but I guess they havent actually started with it yet so yea.. Im very excited for the future of Blender!
When I gave this talk the PBR viewport was its own project. Its author Clément joined us full time in January & is bringing those goodies to 2.8. We'll have something cool to show at SIGGRAPH (end of July) and even more at the next Blender Conference (end of Oct).
I really whant to be able to color wireframe because that thing is quite usefull. Some of us use the software for school, and we have engineering projects with lots of objects and wireframe is good, I use it a lot. Yet I miss this coloring feature that 3DSMax has. (or had, never used it in 4 years now). Great job non the less, but please make a small update that can add random wireframe color to new objects as we add them to the scene
As for the viewport wifreframes overlay, they are an essential debug tool, but they don't need to be 100% opaque and you also want to grasp the shading: prntscr.com/d5bv8b
Hey Mike. Good to know about that. As someone that went from an application with no control over the wireframe opacity to one with, it's quite the difference on dense meshes. Clearly visible surface properties plus a subtle debug wireframe, or maybe even point display, on top is great. As for Blender I was dumbfounded first that I could only setup wireframes + shading if I activated wires per object. While per object properties are great, I also enjoy a lot Viewport Overrides that when toggled force a style on objects without individual pruning. The part you show with Suzanne reminded me some concept gifs I did when discussing with a app dev about how could w become more interesting on it's own and not just something flat. gfycat.com/LateCreamyCockatiel gfycat.com/CanineTheseCavy At that time he told me it was costly to grasp the front-face and composite it. Cheers
I compiled latest 2.8 blender but the performance during editing the mesh is horrible and totaly not smooth. Nvidia GTX760 with latest drivers. I can look deeper into this this weekend.
wire view helps a LOT for vertex selection!!! Am i doing something wrong?? Did I miss out on an excellent or obvious UI tip or tool that I'm not using??
Wondering how this will holdup on heavy models and not just simple scene. The problem is all the data that needs to be drawn on heavy models, this new design seems more heavy cause it also needs to calculate depths and line thickness. It does look good though. Though that orange edit mode, what is that?
Hehe, the orange edit mode is just a placeholder while getting the edge drawing technique working. Don't worry, it's not a new design! It will be fully featured again later in development. Will definitely pay attention to performance. I've got older GPUs for testing. The new wireframes shown here are heavier but the GPU does most of the work. We also have code for drawing simple wireframes (one color per object) using the new API.
How does this all hold up in edit mode and also when doing uv mapping. I see insane drop in interactiveness always when i do this. Nobody seems to have a answer to this?
Why don't make it easier to have an external ide to work with blender python api? Would be really useful. also the ability to write modifiers directly in python, or even if not in python, write them as user scripts idk in cpp.
22:00 "This stuff is blazing fast" "it's all on the GPU" They've reduced overheard significantly from the sounds of it so I'd imagine substantially better performance in high complexity scenes.
Wait for the 2.8 release or (if you like unfinished software) download a nightly test build builder.blender.org/download/ and check "Modern Viewport" in the 3D View properties.
Mike Erwin Are you the speaker in this video? If so, keep it up, I can't wait for these! also, please convince whoever needs to be to have the eevee rendering engine as viewport mode, and cycles as preview mode, and I hear a lot of people want colored wire frames, anyways, keep up the good work!
@Mike Erwin Is there a 2.8 branch linux build available for download... Graphicall seems to have gotten way behind over the past couple of years and branch build links aren't very obvious on the blender site (if there are any at all). I see the nightly builds for 2.78... but no branches. Thanks for your help or clarification.
I understand why you want to have legacy support... but come on... anyone working on a computer more than 4 years old, shouldn't be trying to use that computer for process-intensive tasks like Blender. My computer is upgraded/rebuilt every two years, and even i feel antiquated once my rig is about 6 months old. You guys should not be afraid to focus on the newest and fastest technology available. Forget that old junk.
It's to keep up the user base. If you have any interest in small business or schools adopting your software, you try not to be too exclusive. You want something that fits closer to the average upgrade cycle. The gist of this is if you had to upgrade something like 50 terminals every other update, it gets too prohibitively expensive to stick with the software and you'd move on to something else.
You had me worreid for a minute there: That's not 'removing' wireframe, that's 'improving' wireframe, good work sir, keep it up :)
Dramatic empty slide for the win.
I just really hope the new viewport implements some of the things in Max's viewport like good AO, shadows, and colored wireframes.
I wanted to learn Max, and forced myself to switch for a few projects, and instantly I was surprised at how much better my models appeared to get. Everything I made just looked better out of the box and I didn't know why at first, but it turns out it was just Max's viewport.
I still use blender as my main software, but we really need some kind of improvement in the viewport, which hopefully this will allow for
It is very interesting that I started to use Max also around 1 year ago and I found Blender's viewport more cohesive.. Especially the non colored wireframes. Random colours per object are useful but should be more like a toggle with standard single color. I also find Blender's AO to be quite good and actually faster for very heavy scenes than Max's. Not that I don't like Max at all, there is stuff like Save Selected into a new .Max file that is a very good feature but I just wanted to voice my opinion aswell:)
thank you Blender community
Those wireframes will make my 3d print design so much easier. Friggin awesome! Thank you for doing this!
I like the wireframe shading there, and the focus is much clearer that what we have now. Nice direction so far!
I really like the speaker and the features he is talking about. Looks like a real magic!
its awesome that a blender conference is more professional (audio and video quality) that most of the GDC presentations I've seen recently.
although it does sound a bit moist.
Holland is damp, can't help it!
They are a genius
You guys do great stuff. I'm so happy to see more and more Blender->SPainter->UE4 professional art gets produced. Great times to become a Blender Artist now. :)
A lot of the people who said that we need the wireframes thought you would get rid of it altogether. If you guys said that you were going to improve it, we ALL would have been behind that, but I love what I see and I can't wait to test it out.
I'm so glad that this is finally happening! :) I mean even down to anti-aliased lines. Great work!
I need these colored wireframes NOW!!! :D Navigating complex scenes would be sooo much better. Maybe there could be option to assign wireframe color per object and per layer/collection. If someone doesn't like the colored wireframes, they could just disable them. Simple and everybody's happy!
Thank you for all the great work, keep it up!
.
I'm appreciating the great work !!
And what about sculpting and texture painting UI ??.. Need more freedom for sculpting ,texture painting ,means more tools ,UV layer painting ..
Need more accurate retapology settings !!
Is it compatiable Vulkan more than Directx??
And I'm thanking what you are providing now ;
This stuff is looking amazing! Should make working on a heavier scene a much nicer experience without dividing stuff into a bunch of layers.
Slides available! With extra notes and proper credits for the 3D models.
docs.google.com/presentation/d/1cYyV7NFkUBUf85_kCu9ulktI_UWN5YAmNmiVN46VGiM/edit?usp=sharing
What happened to it? I no longer see it in 28 builds.
"Why do I want a viewport with PBR?" Just the same as "Why do we need new modelling tools?". It's not just for games. A really good PBR real-time viewport looks amazing (Google Marmoset Toolbag) and is lightyears ahead of the creaky old Blender internal renderer which it is replacing.
combining layers....awesome...
i think no wireframe is ok for like, sculpting and things, but in a scene with a lot of objects which are potentially intersecting, it's nice to go into wireframe to be able to find everything
great. can't wait
Cool! So wires now show depth. (Wondering if we can set user colors? Maybe options to set colors by objects, type, or groups?) And it looks like they finally eliminated the terminator artifact with their new smooth shading. Hopefully that applies to the render output too.
Yes it has too many lines that
gets the confusion of people wondering what how can we fix the mesh if it has too many lines. 9:43
Oh man that is bad news for the mash. 9:59
good Job.
Im kinda disappointed they didnt talk much about the PBR viewport.. but I guess they havent actually started with it yet so yea.. Im very excited for the future of Blender!
When I gave this talk the PBR viewport was its own project. Its author Clément joined us full time in January & is bringing those goodies to 2.8. We'll have something cool to show at SIGGRAPH (end of July) and even more at the next Blender Conference (end of Oct).
I really whant to be able to color wireframe because that thing is quite usefull. Some of us use the software for school, and we have engineering projects with lots of objects and wireframe is good, I use it a lot. Yet I miss this coloring feature that 3DSMax has. (or had, never used it in 4 years now). Great job non the less, but please make a small update that can add random wireframe color to new objects as we add them to the scene
amazing ....
...if the UI stays like it's always has been, nothing will really change for Blender, period.
If you guys can't get these ideas, can you PLEASE make an addon for this? :D
As for the viewport wifreframes overlay, they are an essential debug tool, but they don't need to be 100% opaque and you also want to grasp the shading: prntscr.com/d5bv8b
Good point. The overlay shader shown in the demo can use any RGBA color & mix with the underlying surface.
Hey Mike. Good to know about that.
As someone that went from an application with no control over the wireframe opacity to one with, it's quite the difference on dense meshes. Clearly visible surface properties plus a subtle debug wireframe, or maybe even point display, on top is great.
As for Blender I was dumbfounded first that I could only setup wireframes + shading if I activated wires per object. While per object properties are great, I also enjoy a lot Viewport Overrides that when toggled force a style on objects without individual pruning.
The part you show with Suzanne reminded me some concept gifs I did when discussing with a app dev about how could w become more interesting on it's own and not just something flat.
gfycat.com/LateCreamyCockatiel
gfycat.com/CanineTheseCavy
At that time he told me it was costly to grasp the front-face and composite it.
Cheers
I compiled latest 2.8 blender but the performance during editing the mesh is horrible and totaly not smooth. Nvidia GTX760 with latest drivers. I can look deeper into this this weekend.
When is the new wireframe system coming out?
Why there are stuff in View Port that does not work in BGE? like where is my DOF from viewport in BGE?
25:23 , Rosendal Walks in *"who's this guy is this a conference here?about what?"
whats so special about 16:44 isnt that just a border render in viewport?
wire view helps a LOT for vertex selection!!! Am i doing something wrong?? Did I miss out on an excellent or obvious UI tip or tool that I'm not using??
juezna they aren't removing it:/
Wondering how this will holdup on heavy models and not just simple scene. The problem is all the data that needs to be drawn on heavy models, this new design seems more heavy cause it also needs to calculate depths and line thickness. It does look good though. Though that orange edit mode, what is that?
Hehe, the orange edit mode is just a placeholder while getting the edge drawing technique working. Don't worry, it's not a new design! It will be fully featured again later in development.
Will definitely pay attention to performance. I've got older GPUs for testing. The new wireframes shown here are heavier but the GPU does most of the work. We also have code for drawing simple wireframes (one color per object) using the new API.
How does this all hold up in edit mode and also when doing uv mapping. I see insane drop in interactiveness always when i do this. Nobody seems to have a answer to this?
did anybody see andrew price in 0:20?
hoooooo I see him now
So Sandy Bridge won't work?
Not on Windows unfortunately, but on Linux & Mac it should work.
Why don't make it easier to have an external ide to work with blender python api? Would be really useful. also the ability to write modifiers directly in python, or even if not in python, write them as user scripts idk in cpp.
will this improve sculpting performance
22:00 "This stuff is blazing fast" "it's all on the GPU"
They've reduced overheard significantly from the sounds of it so I'd imagine substantially better performance in high complexity scenes.
I like PBR render
How do I get access to that wireframe shader? Or do I have to wait for the 2.8 release?
Wait for the 2.8 release or (if you like unfinished software) download a nightly test build builder.blender.org/download/
and check "Modern Viewport" in the 3D View properties.
Thank you so much! and thank you for the work you put into the blender development! :)
Mike Erwin Are you the speaker in this video? If so, keep it up, I can't wait for these! also, please convince whoever needs to be to have the eevee rendering engine as viewport mode, and cycles as preview mode, and I hear a lot of people want colored wire frames, anyways, keep up the good work!
@Mike Erwin
Is there a 2.8 branch linux build available for download... Graphicall seems to have gotten way behind over the past couple of years and branch build links aren't very obvious on the blender site (if there are any at all). I see the nightly builds for 2.78... but no branches.
Thanks for your help or clarification.
No daily 2.8 builds yet, but there will be soon-ish. More developers are starting to move to the 2.8 branch.
Mike Erwin Thanks Mike! Can't wait to take it for a spin!
We now have nightly test builds of 2.8! Live on the edge here builder.blender.org/download/
Mike Erwin first a Star Wars trailer and now a 2.8 build... what is this? I thought this was Easter, but it's feeling like Christmas! Thanks!
Textured wireframe? Anyone??
Can you give an example?
please CUSTOM MATCAPS!!!!! thanks :D
I will pay you guys 40 bucks to do this, I would be willing to pay up to 7000, but I don't have that much money to spare lol
Darn, Computer can only do up to OpenGL 2.1.
I understand why you want to have legacy support... but come on... anyone working on a computer more than 4 years old, shouldn't be trying to use that computer for process-intensive tasks like Blender. My computer is upgraded/rebuilt every two years, and even i feel antiquated once my rig is about 6 months old. You guys should not be afraid to focus on the newest and fastest technology available. Forget that old junk.
It's to keep up the user base. If you have any interest in small business or schools adopting your software, you try not to be too exclusive. You want something that fits closer to the average upgrade cycle. The gist of this is if you had to upgrade something like 50 terminals every other update, it gets too prohibitively expensive to stick with the software and you'd move on to something else.