Jacques Lucke

@JacquesLucke@mstdn.social
254 Followers
6 Following
92 Posts

We recently improved the spreadsheet in Blender in multiple ways:
* Context path moved to the side making space for menus.
* Columns can be resized/reordered.
* It remembers the order of columns.
* Supports horizontal scroll wheel.

#b3d #devfund #GeometryNodes

Spreadsheet: move context path to left side bar · 9ac3e44ce6

Previously, we were drawing the context path in the header of the spreadsheet. However, that had some problems: * When using a viewer that's somewhere deep in a node group, the viewer path wouldn't fit. * Standard editor menus didn't fit in. Also we wanted to add spreadsheet specific operato...

Blender Projects
Blender now automatically hides #GeometryNodes inputs if their usage depends on a menu input. This allows building higher level node groups without having to show all the inputs all the time. #b3d #devfund
Nodes: auto-hide unused inputs if usage depends on menu · 5457cca3de

Previously, when a socket was detected to be unused, it was just grayed out. This patch adds support for automatically hiding unused sockets based on this convention: Menu inputs control visibility while other inputs only control whether something is grayed out. More specifically, an input is v...

Blender Projects

We worked on improving the workflow for frame nodes in Blender. See the blog post below for more details. #GeometryNodes #b3d #devfund

https://code.blender.org/2025/05/frame-node-improvements/

Frame Node Improvements

Various workflow enhancements for working with frame nodes.

Blender Developers Blog
Sticky Viewer Nodes [Proposal]

The way we use viewer nodes in Geometry Nodes and the compositor does not feel ideal currently. This document proposes a modification the how we position viewer nodes that might be a better trade-off between the various constraints. Scope: Temporary Viewers Recently, the ability to add shortcuts to viewer nodes was added (PR). I’ll call viewers set up in this way persistent viewers, because they are manually managed and are intended to be reused without changing what’s connected to them. This ...

Developer Forum

This week I wrote a couple of proposals for new Blender features. Feedback is welcome. See the thread below for individual links. #b3d #devfund

Also, the document on declarative systems in #GeometryNodes is available on the blog now: https://code.blender.org/2025/05/declarative-systems-in-geometry-nodes/

Declarative Systems in Geometry Nodes

The future of building high level user-friendly procedural tools with Geometry Nodes.

Blender Developers Blog
Progress Dialog for Slow Blocking Operations [Proposal]

When an operator, file loading or the dependency graph take a long time, Blender currently just hangs and will appear as if it’s crashing even if it isn’t going to. This looks bad and is not helpful to the user in any way. Ideally we should make Blender’s UI should always interactive to some degree by moving the computations to a separate worker thread. However, making our existing drawing code work while operators are modifying data or the depsgraph is not fully evaluated seems impractical cur...

Developer Forum
Context Input Nodes [Proposal]

This document is based on parts of this blog post. There is a work-in-progress PR. Problems The goal of this proposal is to solve the following problems: We want to remove the need for control node groups as a way to get global input values (example). While this approach is useful in some setups, it doesn’t work all that well when building reusable node systems. We have no good way to pass the hair system’s surface geometry to the relevant hair nodes in a good way. We have no way to overrid...

Developer Forum

I wrote a document describing how we want to make it possible to build high level and easy-to-use node group assets for physics simulations and more. #b3d #devfund #GeometryNodes

https://devtalk.blender.org/t/declarative-systems-in-geometry-nodes/40230

Declarative Systems in Geometry Nodes

Currently, one of our primary goals for Geometry Nodes is to get to a point where we can build high level and easy to use node group assets for physics simulations. Our general approach was described briefly in a blog post last year. The goal of this document is to go into a bit more detail. For the examples below I’ll use a particle simulation because it’s the easiest, but the same applies to many other simulation types like hair, cloth and fluids. Two Different Views There are two different ...

Developer Forum