


Blender 101 – optimize the interface for specific tasks.Top bar with global tool area, and headers.To make sure the development doesn’t drag forever, and everyone knows what we are working towards we will define the 2.8 project goal and targets as: End-user targets

The Blender 2.8 workflow release original plan was rather ambitious. This feedback will be processed after the intended design has been implemented. More settings and viewport overrides might be brought in order to accommodate artist feedback. The render and viewport settings are being shared by all the editors. That means there is always a single active Scene, visible objects, drawing engine, (editing) mode, and render engine. Big pictureĮach Blender window has all of its editors sharing the same state. The idea is to optimise one’s personal workflow better, instead of trying to maintain a single configuration that attempts to provide all the possible tasks at the same time for everyone. 2.8 will allow Blender template/configurations to start with reduced or different user interfaces.” Emphasis is on helping specialists or to enable specialist tasks better. “Blender 2.8 will enable artists to work faster and more efficient. UI and further usability design of features will happen after this, as an ongoing project. It will allow to empower everyone to contribute more efficiently. It is meant to provide focus and general agreement on technical design decisions. No more manually rendering and saving.This document is for Blender developers and other contributors to the 2.8 project. You can choose to render only your selected objects or an entire collection (which was a better fit for my project). Simply set up your destination folder and some render settings and the rest is magic. #list = _objects // uncomment this line if you want to target your selection insteadīpy._x = 1280īpy._y = 720īpy._transparent = Trueīpy._lor_mode = 'RGBA'īpy. = os.path.join(dest, obj.name + '.png') It was up to me to write a solution of my own. There were a few solutions online, but all from several years ago now and with Blender's latest major release of 2.8 I just couldn't find one that was compatible. There was no way that I was going to do this manually, so I did some Googling about a scripting solution. The last few weeks have seen me re-familiarising myself with concepts like sculpting, rigging and uv unwrapping, but this post is not about those things.Īt one point in my process I found myself with 100 objects on 100 layers and having to render them each out to separate files. Now, I've dabbled in the 3D world before over the years, but being more of a 2D art kinda guy my 3D skills leave something to be desired. Lately I've been working on a side project that requires me to become more acquainted with the intricate art of 3D modeling, exporting and rendering.
#BLENDER 2.8 RENDER LAYERS HOW TO#
How to render a whole bunch of models into separate images and speed up your workflow 1000000%
