Dalai writes:
Blender 2.82
- As part of maintenance ensure 2.81 and 2.81a are properly tagged. After that the old 2.81 stabilizing branch can be dropped.
- Linux archive name will be simplified to
blender-$version$-linux64.tar.gz
, dropping the modifiersglibc217
andx86_64
. - Sergey Sharybin will see to it Mantaflow gets fixed by Sebastián Barschkis.
Blender 2.83
- Antonio Vazquez is working on Grease Pencil refactor. As part of this is refactor of area related to datablock evaluation for modifiers. He requests help from Sergey Sharybin on this.
- LANPR will be after 2.83
Other
- Dalai Felinto would like to move the morning meeting from 10:00 CET to 11:00 CET. Monday morning meetings will from 27th January on be on 11:00 CET (10:00 UTC).
Changes / New Features
Cycles
- Add OptiX AI denoiser support ( Patrick Mours )
GPencil
- Remove is_annotation parameter ( Antonio Vazquez )
Gizmo
- Support 3D arrow gizmos in 2D spaces ( Campbell Barton )
- Use compatible scale values between 2D/3D gizmos ( Campbell Barton )
- Use pivot center for UV gizmos ( Campbell Barton )
Keymap
- Industry Compat keymap: Support MMB for immediate transform tool use again ( William Reynish )
Sculpt
- Pose Brush with Inverse Kinematics ( Pablo Dobarro )
USD Exporter
- Properly export objects whose parents are not exported ( Sybren A. Stüvel )
- Removed ‘Visible Objects Only’ exporter option ( Sybren A. Stüvel )
- Removed exclusion of ‘Holdout’ collections ( Sybren A. Stüvel )
- Removed from experimental features ( Sybren A. Stüvel )
Other
- DNA: mark OrigSpace structs as run-time ( Campbell Barton )
- Edit Mesh: pass in Mesh instead of BMEditMesh to EDBMupdategeneric ( Campbell Barton )
3 Comments
Animation nodes by default, please in 2.83. It is a powerhouse and an essential part for motion graphics. All big 3d applications have motion graphics capabilities. Integration should be easy enough.
Word!
This is all great, but the main problem with Blender as I see it it is not still production ready for bigger projects. What needs special attention is IO update (alembic/usd/openvdb ; streaming not injecting input data), scene assembly capabilities (instancing, proxies, scattering); overrides/isolation/encapsulation of certain scene aspects (models,lights,simulations). Most of all, a clear long term development strategy.
We can do many things in Blender, but for certain tasks, a hacker's approach is needed - you can't have more than 1 simulation in a scene active (you can stream from different scenes), scattering is done via particles and variation mostly relying on weight maps (for huge scale worlds inaccuracy is significant here). Etc etc.