Pablo Dobarro shares an outline of the design for a new modern asset creation pipeline to be developed during the following years. During the past mon

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2021-06-16 09:30:15

Pablo Dobarro shares an outline of the design for a new modern asset creation pipeline to be developed during the following years.

During the past months I’ve been working on the design of what I call the “Asset Creation Pipeline”. This project will tackle all Blender functionality related to how you create characters, props or environments with Blender. Here we will refer as asset any object that is going to be rendered in a final scene, not the asset definition of a datablock used by the Asset Browser project. The goal is to have a design and a technical implementation plan on how to tackle long standing limitations of Blender like painting or retopology, making a modern design ready for the years to come. 

This post outlines the more general ideas of the design, without going into any details on how the implementation or the final product will look like. More detailed documents about the whole design and implementation are being worked on and they will be published soon. 

Blender is a software that was always designed for interactivity, and most of its technical innovations were done in this field. This means features like Cycles rendering directly in the viewport with all of the scene contents as they are being edited, EEVEE, modifiers and geometry nodes and the redo panel. We can also mention planned projects that still did not happen such as the full interactive mode or the real time viewport compositor. 

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