0:00 intro 0:47 new window layout tools 2:45 grease pencil 5:40 grease pencil - geometry nodes 6:58 sculpting 9:33 Vulkan (experimental) 10:30 materials 11:29 geometry nodes 13:12 where to get it and Outro
the funny thing is, the swiss dev did show it 2018 on the becon, blender didnt give a fuck and did let us wait 6 more years. I use it for 6 years in max already
@@amruzaky4939 You could've stolen my words, sir! Aaaarg! I used that thing. But at least they did something I've not seen before and gave you a warning that it's gone and they will put that functionality back. That they had that courtesy actually impressed me a good deal. If only they were so considerate to the user like that more often. Still waiting for them to put it back into the node wrangler, though. 😤
I am trying to learn Blender and it changes faster than I can get a grip on it. Love the idea of new features, but the constantly changing interface, location of things shifting and being renamed is upsetting to say the least.
@@mavisanyone6973 And again - look at LTS version of Blender! That way you should only get bugfixes updates until the nest LTS version! And that would be a few years!
Geometry Nodes on Grease Pencil is a Major new feature. There was a lot of limitations that Grease Pencil had before (like being unable to cast shadows) that can finally now be circumvented by Geometry Nodes.
I'm wondering what GM nodes will be available that lets you deal with actual erased grease. I.e., if erasing a part of a Grease isn't changing its geometry, then what is GN working on?
Blender makes me feel like it sucked up 90% of Good fortune and effort out of the entire open source apps community (cuz most of em suk) and appropriated it all for itself with how fast it is growing. Why can't other Open Source things pop up n be cool like that. Maybe cuz Blender has an actual Office/centralized team and it isn't just a bunch of guys on Github idk.
You quite nailed it: people make open source projects. What is needed is talent and professionalism, not a bunch of ego inflated developers constantly fighting over a product with no horizon. Even big names in the open source space make huge mistakes (like having bad PR or hiring a shaman...) for reasons beyond my comprehension (I blame it in incompetence).
To be fair I’d say Krita is another example of very successful open source projects in terms of their quality. I guess you might throw in Linux as another example of open source projects resulting in collossal paradigm shifts.
Ton is good at getting funding and managing a team. You can do a lot with that which isn't easy when you're one person doing a thing in their free time.
I wasn't able to move a grease pencil shape before committing before and now you can. Not only that, but the curve points would appear after you drew a curve and now it shows up as you use the curve tool. It's the little things that make a huge difference. I still gotta work out how I want the layers to be grouped but it is a huge step forward.
Cool stuff. I just wanted to point out that it was always possible to make floating windows in blender, I use them from time to time, but it's just clunky and unintuitive.
The brush trays are going to allow for easier custom brush! I hope that community custom brushes take off like procreates work. Long off dream but a person can hope.
There was no undocking but you were able to create a new window and decorate it how you want previously as well (and it would keep your preference persistently through save files). You had to go to Window>new window. I personally used it a lot with dual monitors. I do not like the new preview tho because before there was no preview, because it immediately shaped the view for you to see.
Well this is the beta. The full release isn't coming until November, so I wouldn't expect anything from BF until then. But you have a TON of reasons to be excited about that release.
These are some absolutely amazing and much needed improvements! Blender is an incredible piece of software, but it's UI is not always the most intuitive. I have always thought that blender really needed to improve the window management system. I remember really messing up the interface many times back when I first started sometimes accidentally which was a big issue when I did not know how to fix it. I think that the old window system is a pretty big hindrance to new people. The other changes look pretty nice too.
@@devrandvar blender is a gold standard in modern UI and UX design. I can't think of any other software currently that is so flexible, modular and customisable than blender
Again it feels like one of those great life-decisions made switching from software xyz to Blender back in the days. This software keeps growing faster and more powerful with every update. I particularly love the loop feature in geonodes but all the fore mentioned improvements are great! I’d love to see some bigger leaps in the compositing tools also. If they work out the comp tool in the same quality like the 3d stuff then it’s seriously time to completely abandon nuke or anything else.
When i set it to Vulkan it causes the scroll wheel zoom function to be non existent. literally cant zoom into anything unless i select it and press . I tried all the settings, restarting it, only thing that worked was turning the Vulkan feature off. hopefully will be fixed when LTS arrives.
I hope it is more stable. 4.2 has great features but more frequent crashing so I had to use 4.1 for projects. They should make it more stable otherwise what's the point of having great features if you can't use them.
@@sebbosebbo9794 Yeah, I'm using LT latest one too. It's just crash especially changing to material view or sometime just moving something. Maybe because my scene is big but it doesn't have that much crash in 4.1.
@@ShinesartIn such a case it would be great to take time to isolate the bug by cleaning up the scene as much as possible and file a bug report if it‘s a Blender issue. There are many reasons for crashes like a real bug in Blender or outdated GPU driver. The bug reporting system for Blender is amazing and very effective. I posted over 60 bug reports the last years and most of them were fixed within 24-48 hours for the next daily builds (alpha/beta).
@@bmd_videos We are using Blender at my university for seminars and projects and there are no serious issues so far. You should try to identify the reason for crashes by analyzing your scenes and file a bug report. But most important is to check you computer configuration, OS and drivers. Most crashes happen due to bad maintained operation systems and outdated drivers.
@@nicknemer8910 Just seems like everyone's got ultra wide/curved monitors these days. I still rock my regular 16:9 flat one's. I don't know, I guess some even have multi ultra wide/curved setups or some other configuration too.
I would love to get old modifier tab back It was possible before to see all the modifiers and now everything is hidden under their category or whatever its called xd
I'm missing being able to set shortcuts in sculpt mode But being able to make brushes and save them between files is incredible Grease pencil and geonodes has a grease pencil to curves and you can do it by layers
Entering sculpt mode is about 5 times faster (a change from 11 to 1.9 seconds with a 16 million face mesh with a Ryzen 7950x). Brush evaluation is about 8 times faster for mesh sculpting (a benchmark change from 2.9 to 0.36 seconds sculpting most of a 6 million face mesh). This is from the beta notes
Just a heads up, you could undock windows in 4.2 and before, I've been doing it for years. just hold down shift and drag out the window from the corner (like you do to make a new window), it'll just make the window float. It's not obvious, but it is doable.
Looks great, but what I'd really like to see is the ability to drag and drop a window to a different part of the interface without having to split windows.
It's great to see the new improvements! I bet they will release an iPad version of Blender. I hope Blender creates a text shader; that would be awesome.
while the window splitting is cool, how often do you do it tho? i maybe move em up and down a lil but thats it, i dont create new windows and if anyone changes my layouts, we are gonna have a problem....
I can see a couple of use cases. I often have more window splits than screen real estate and I have to slide spaces open and closed frequently. It would be far more efficient to alt tab between some of them. It's also useful when you want to compare something in blender to something in a different software. Your alternatives would be to split the entire window which doesnt allow you to position things properly for comparisons, or take a screenshot which is static.
In at least 3.3 you can rightclick on a window and choose "duplicate area into new window" .. so nothing "new", just another way to achieve it and the split thing was also possible
@@sumsumab1809 i guess that can be a game changer for somebody if there will be big performance gains, for example sculpting in blender sucks for some people compared to zbrush just because blender struggles with high polycount
@@mixchief "Vulkan is intended to provide a variety of advantages over other APIs as well as its predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage. The overall concept and feature set of Vulkan is similar to concepts seen in Mantle and later adopted by Microsoft with Direct3D 12 and Apple with Metal." -From Wikipedia. Was initially gonna type out a response, but the clip sums it up better. It was derived as a 'next Gen OpenGL' and was titled as such until they gave it the Vulkan moniker.
Sculpting Brushes -- do they still show the names? I used to expand the width of the vertical brushes in 4.2 so I could see the names, I could never figure out what they were from the icons
You can set how big the icons are, and to show names too. You need the icons pretty big to show long names though. Mousing-over them always shows the name though. Just takes a sec to pop up.
Hi, Is there a way to display custom made brush in the tool pallet? Let say i have create a custom brush out of clay brush, i would like it to have its own icon and listed together with other brushes that come with Blender.
When are we getting the texture paint update, I'm so sick of the brush size not being locked when you zoom in and out :( hopfully it's soon, thanks for the vid
UE has always been the red-headed step child when it comes to Blender. It really does not matter how technically powerful your application is, if the UI prevents users from accessing that power. I have always believed that Blender could use a ground-up UE redesign. So it's nice to see UE improvements, but I still believe it is not far enough.
I hope you can still shortcut those brushes because the time wasted traveling back and forth for those buttons is gonna be so annoying (in Sculpt Mode, not Grease Pencil). Other than that, the things that look the most promising to me are the gizmos in geonodes, the for loops, and the Vulkan support. EDIT: Alright, nvm, I just learned about the new Minimal Stretch algorithm for UV unwrapping, and that thing is HUGE.
I think it will be a great release. Long awaited love for the UI and Usability. To be honest, the load of features in the last releases made blender in some ways really cluttered and if you are not a shortcut pro, you get very fast in a world of complicated routines. This release will not sort everything out, but it's a good approach in this direction. What i also wish to see in a near future, that they unfck the modifier stack. Why not give the full possibility to switch complete to nodes? Let only the parameters sit on the side, like in Houdini. Then you can easily recognize, in one view, what modifier works on what geometry.
@@DTheName Multiplying with albedo is common incorrect use of AO. It doesn't interact with lighting like it supposed to. That's why proper AO input is needed. They had it in specular bsdf, but removed in 4.2 for no reason.
I don't understand what the point to add for each loop if you can do the same thing in the repeat zone, by adding 1 in each loop to an integer value and using it for sampling a geometry element as an index.
Shading node...??? maybe you mean texture layer node system... Shading system makes no sense.. there are new Bsdf princ., velvet, metal, etc. ,. new updated node functionality in general ...
Have they fixed the scaling issues for unit scales other than metres? I.e. solidify thickness has nothing to do with reality (i have to guesstimate/eyeball mask thicknesses). Lights wattage dorsnt have any realation to reality also. 4000 watt light to dimliy lit a 100cm item in the manner of a real world bicycle torch. Makes matching scenes or working to precision very, very difficult.
Watt is not per se a good meassurment for light.. not in 3d or in real meassurment environment ... & Watt had nothing to do what a tiny bulb or a f.e. 1m² big square plan can emitted ,.... lightbulb , LED , phosporbulb , etc. use diff. power consumtion but emitted not the same amount of light per watt. . Blender doesnt care what you model.. a LED, or a classic light bulb.. and 60 Watt classic lightbulb put not out 60 Watt light..
I had to go back to 4.1 because of the mess of performance it had with eevee. Apparently it only works well with small scenes. This is extremely disgusting since in 4.1 worked just OK. Thats is a regression and I don't know who thought it was a good idea. Now im stuck with 4.1 thanks to that.
Would be interesting to see a blender to 3d engine workflow. Bc it’s not without its challenges and quirks. Some of these tools don’t really translate to an engine either as they’re really geared towards rendering
Yes, sorry, my bad on describing. It's the fact you can now just visually drag off to another window, just like any tab. My segue between the actions certainly added a layer of confusion.
Undocking windows was a thing, but you couldn’t do the reverse. This change adds “docking”, the ability to just drag any area to any new location, including between windows.
@@devnull_ Shift+click and drag from the corner of an area does the same thing. It sounds like the issue was one of visibility of the option as the option has been available for years.
The best way to explain this change is to imagine that you have torn an area out into a separate window. Now try to do the reverse and put it back. With this change not only can you drag the area back into the original window, but you can put it anywhere at all.
I don't understand why I want to erase without erasing. Granted my main use case for grease pencil is annotations because it seems annotations can't be moved
All cool, but they should go back and revisit plenty of base things that are missing for a long time... Nothing here feels spectacular to change, but geometry nodes are obviously in, since everything else kind of forgotten. Making simple holes in sculpting, for example...
Man I'm confused! I've been learning 4.1 , I recently got 4.2 LTS...so is 4.3 an update to 4.2? Is LTS a separate branch of software with its own updates?
Key Links
---------------
gamefromscratch.com/blender-4-3-beta-is-a-huge-step-forward/
-----------------------------------------------------------------------------------------------------------
*Support* : www.patreon.com/gamefromscratch
*GameDev News* : gamefromscratch.com
*GameDev Tutorials* : devga.me
*Discord* : discord.com/invite/R7tUVbD
*Twitter* : twitter.com/gamefromscratch
-----------------------------------------------------------------------------------------------------------
0:00 intro
0:47 new window layout tools
2:45 grease pencil
5:40 grease pencil - geometry nodes
6:58 sculpting
9:33 Vulkan (experimental)
10:30 materials
11:29 geometry nodes
13:12 where to get it and Outro
Thank you
Thanks Time Chad.
New UV unwrap algo in 4.3 is awesome.
Yeah, the Minimal Stretch algo is insanely good.
That's the # 1 thing I've been meaning to check out. Is it really that much better?
Planned release schedule: November 12, 2024 blender-v4.3-release
the funny thing is, the swiss dev did show it 2018 on the becon, blender didnt give a fuck and did let us wait 6 more years. I use it for 6 years in max already
Oh? They finally gave us a decent UV unwrapper? It's always been crap. No matter how well you set your seams, Blender will find a way to distort it.
My god, Blender keeps adding features faster than I can learn them.
Use the latest LTS version - that way you will have only bugfixes ;-)
I was legit pissed when they removed a way to change Node immediately by Shift+S😂. The documentation didn't tell me.
@@amruzaky4939 You could've stolen my words, sir! Aaaarg! I used that thing.
But at least they did something I've not seen before and gave you a warning that it's gone and they will put that functionality back. That they had that courtesy actually impressed me a good deal. If only they were so considerate to the user like that more often.
Still waiting for them to put it back into the node wrangler, though. 😤
I am trying to learn Blender and it changes faster than I can get a grip on it. Love the idea of new features, but the constantly changing interface, location of things shifting and being renamed is upsetting to say the least.
@@mavisanyone6973 And again - look at LTS version of Blender! That way you should only get bugfixes updates until the nest LTS version! And that would be a few years!
this channel is a rare youtube gem
and i am not a bot. Wtf youtube do something
well said
True!!
Also: Why does these bots even exist?
Yes one of the best out there, Love this channel
Geometry node gizmos are actually huge for using Blender as a level editor, so hyped for this update!!
I audibly gasped when I saw the brush styles down there, that's so exciting!
Geometry Nodes on Grease Pencil is a Major new feature. There was a lot of limitations that Grease Pencil had before (like being unable to cast shadows) that can finally now be circumvented by Geometry Nodes.
I'm wondering what GM nodes will be available that lets you deal with actual erased grease. I.e., if erasing a part of a Grease isn't changing its geometry, then what is GN working on?
@@darrennew8211 The stroke's transparency, because the new Eraser sets the stroke's point transparency to zero.
Just recently i needed to be able to set Grease Pencil width based in a more complicated than modifiers would allow me, so excited for this!
Blender makes me feel like it sucked up 90% of Good fortune and effort out of the entire open source apps community (cuz most of em suk) and appropriated it all for itself with how fast it is growing. Why can't other Open Source things pop up n be cool like that. Maybe cuz Blender has an actual Office/centralized team and it isn't just a bunch of guys on Github idk.
You quite nailed it: people make open source projects. What is needed is talent and professionalism, not a bunch of ego inflated developers constantly fighting over a product with no horizon. Even big names in the open source space make huge mistakes (like having bad PR or hiring a shaman...) for reasons beyond my comprehension (I blame it in incompetence).
To be fair I’d say Krita is another example of very successful open source projects in terms of their quality. I guess you might throw in Linux as another example of open source projects resulting in collossal paradigm shifts.
The entire kde suite is great. Peak deskop experience
Ton is good at getting funding and managing a team. You can do a lot with that which isn't easy when you're one person doing a thing in their free time.
Because the other projects don't have a strong lead like Tom is.
Also, please campaign to other people to donate to the foundation, please.
I wasn't able to move a grease pencil shape before committing before and now you can. Not only that, but the curve points would appear after you drew a curve and now it shows up as you use the curve tool. It's the little things that make a huge difference. I still gotta work out how I want the layers to be grouped but it is a huge step forward.
Cool stuff.
I just wanted to point out that it was always possible to make floating windows in blender, I use them from time to time, but it's just clunky and unintuitive.
Yeah, my approach was to open system settings from view-> edit settings and then pressing n to the view to 3d. Fun stuff
the dividing and enlarging windows, I guess it was there once, then I missed it a lot, so I'm glad it's there again
Aren't undocked windows a feature since forever?!
Sorry it's more the way of doing it. Was a bit confusing in my presentation there, sorry about that. You can now literally just drag off a window.
The brush trays are going to allow for easier custom brush! I hope that community custom brushes take off like procreates work. Long off dream but a person can hope.
Oh yeah makes working with custom burshes much easier, can't wait for the full release!
There was no undocking but you were able to create a new window and decorate it how you want previously as well (and it would keep your preference persistently through save files). You had to go to Window>new window. I personally used it a lot with dual monitors. I do not like the new preview tho because before there was no preview, because it immediately shaped the view for you to see.
Bro always post before Blender Foundation
Well this is the beta. The full release isn't coming until November, so I wouldn't expect anything from BF until then. But you have a TON of reasons to be excited about that release.
@@gamefromscratch yeah , looking forward to it 🔥🔥
These are some absolutely amazing and much needed improvements! Blender is an incredible piece of software, but it's UI is not always the most intuitive. I have always thought that blender really needed to improve the window management system. I remember really messing up the interface many times back when I first started sometimes accidentally which was a big issue when I did not know how to fix it. I think that the old window system is a pretty big hindrance to new people. The other changes look pretty nice too.
It's window system is one of the best. Try do the same things in other software and you'll understand how easy and flexible it is.
@@devrandvar blender is a gold standard in modern UI and UX design. I can't think of any other software currently that is so flexible, modular and customisable than blender
I actually gasped when you took the layout off the main screen. Holy shit that is HUGE
window undocking was a feature since forever, just "shift+drag" on the border and you get whatever window you were moving around
just forward and forward love how qick they push this software
Hell yea, we can finally drag out windows and have a proper brush dock. Amazing.
Again it feels like one of those great life-decisions made switching from software xyz to Blender back in the days. This software keeps growing faster and more powerful with every update. I particularly love the loop feature in geonodes but all the fore mentioned improvements are great! I’d love to see some bigger leaps in the compositing tools also. If they work out the comp tool in the same quality like the 3d stuff then it’s seriously time to completely abandon nuke or anything else.
I am very much looking forward to this, the grease pencil upgrades are fantastic!
When i set it to Vulkan it causes the scroll wheel zoom function to be non existent. literally cant zoom into anything unless i select it and press . I tried all the settings, restarting it, only thing that worked was turning the Vulkan feature off. hopefully will be fixed when LTS arrives.
I hope it is more stable. 4.2 has great features but more frequent crashing so I had to use 4.1 for projects. They should make it more stable otherwise what's the point of having great features if you can't use them.
LTs is for stability...
@@sebbosebbo9794 Yeah, I'm using LT latest one too. It's just crash especially changing to material view or sometime just moving something. Maybe because my scene is big but it doesn't have that much crash in 4.1.
@@ShinesartIn such a case it would be great to take time to isolate the bug by cleaning up the scene as much as possible and file a bug report if it‘s a Blender issue. There are many reasons for crashes like a real bug in Blender or outdated GPU driver. The bug reporting system for Blender is amazing and very effective. I posted over 60 bug reports the last years and most of them were fixed within 24-48 hours for the next daily builds (alpha/beta).
4.2 crashes I went back to 4.1
@@bmd_videos We are using Blender at my university for seminars and projects and there are no serious issues so far. You should try to identify the reason for crashes by analyzing your scenes and file a bug report. But most important is to check you computer configuration, OS and drivers. Most crashes happen due to bad maintained operation systems and outdated drivers.
Nice overview looking forward to it!
Dude, the moment it became a floating window .... Goosebumps
Nice for those (still) on multi-monitor setups. Viewport on one side, everything else on the other.
Why do you say"still" on multi monitor setup? What do you use, or what is the trend?
@@nicknemer8910 Just seems like everyone's got ultra wide/curved monitors these days. I still rock my regular 16:9 flat one's. I don't know, I guess some even have multi ultra wide/curved setups or some other configuration too.
Looking forward to downloading all my plugins again👍🤦🏼
4.2 crashed so frequently on my machines, I had to skip it for production jobs.
Grease pencil geo nodes is a HUGE deal. I've been waiting for that ever since geometry nodes were first introduced.
QT based interface is something commercial graphics packages all have, It's nice that blender is catching up to this.
I would love to get old modifier tab back
It was possible before to see all the modifiers and now everything is hidden under their category or whatever its called xd
I'm missing being able to set shortcuts in sculpt mode
But being able to make brushes and save them between files is incredible
Grease pencil and geonodes has a grease pencil to curves and you can do it by layers
I am excited for cycles with vulkan performance
Wow man. Blender is amazing. This channel is also amazing. Thanks 🤩
Would be nice to compare sculpting with the new brush performance comparisons. They stated it improved but by how much
Entering sculpt mode is about 5 times faster (a change from 11 to 1.9 seconds with a 16 million face mesh with a Ryzen 7950x).
Brush evaluation is about 8 times faster for mesh sculpting (a benchmark change from 2.9 to 0.36 seconds sculpting most of a 6 million face mesh).
This is from the beta notes
@@v1sor1 Thanks, that 11 to 1.9 is amazing
The one hugely annoying bug they should plug is duplicate/redundant keymaps lingering in the prefs. It’s so confusing and just bad.
I was just thinking a few days ago, man, Im not as excited about blender anymore, its just a really nice tool now. Boy, did that not last long :D
Are render times and viewport shadings faster?
Just a heads up, you could undock windows in 4.2 and before, I've been doing it for years. just hold down shift and drag out the window from the corner (like you do to make a new window), it'll just make the window float. It's not obvious, but it is doable.
Windowing feature almost as slick as my 1980s Turbo Pascal IDE
Extra funny because the developer who did it has such fond memories of using Turbo Pascal when it first came out. Then Borland Pascal and Delphi.
Looks great, but what I'd really like to see is the ability to drag and drop a window to a different part of the interface without having to split windows.
My sentiments
It's great to see the new improvements! I bet they will release an iPad version of Blender. I hope Blender creates a text shader; that would be awesome.
Where did you get your darker theme from?😊
I'm not sure if it's 4.3 that introduced it, but it's the first time I noticed it : lots of different noise types in the shader editor
while the window splitting is cool, how often do you do it tho? i maybe move em up and down a lil but thats it, i dont create new windows and if anyone changes my layouts, we are gonna have a problem....
I can see a couple of use cases. I often have more window splits than screen real estate and I have to slide spaces open and closed frequently. It would be far more efficient to alt tab between some of them. It's also useful when you want to compare something in blender to something in a different software. Your alternatives would be to split the entire window which doesnt allow you to position things properly for comparisons, or take a screenshot which is static.
Wow your voice reminds me of the guy who sells bullet proof vests in Breaking Bad, (not a bad thing) . Good video man.
In at least 3.3 you can rightclick on a window and choose "duplicate area into new window" .. so nothing "new", just another way to achieve it and the split thing was also possible
This plus o3de is going to be an absolute powerhouse
@@Gigatechi7 Yes.
Wow Vulkan is going to be a game changer eventually!
what new stuff is it going ot allow?
@@BobbyJ529 old stuff but faster but not a game changer
@@sumsumab1809 i guess that can be a game changer for somebody if there will be big performance gains, for example sculpting in blender sucks for some people compared to zbrush just because blender struggles with high polycount
Stupid question but is Vulkan a cross-platform thing? Is it similar in concept to Metal, which I believe belongs only in Apple world?
@@mixchief "Vulkan is intended to provide a variety of advantages over other APIs as well as its predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage. The overall concept and feature set of Vulkan is similar to concepts seen in Mantle and later adopted by Microsoft with Direct3D 12 and Apple with Metal." -From Wikipedia. Was initially gonna type out a response, but the clip sums it up better. It was derived as a 'next Gen OpenGL' and was titled as such until they gave it the Vulkan moniker.
Sculpting Brushes -- do they still show the names? I used to expand the width of the vertical brushes in 4.2 so I could see the names, I could never figure out what they were from the icons
You can set how big the icons are, and to show names too. You need the icons pretty big to show long names though. Mousing-over them always shows the name though. Just takes a sec to pop up.
How well do all those frozen Humble Bundle addons work in 4.3?
Hi, Is there a way to display custom made brush in the tool pallet? Let say i have create a custom brush out of clay brush, i would like it to have its own icon and listed together with other brushes that come with Blender.
Being able to perform light linking when using Evee is another big improvement for 4.3
When are we getting the texture paint update, I'm so sick of the brush size not being locked when you zoom in and out :( hopfully it's soon, thanks for the vid
its going to be so amazing you will never know anything changed
Good stuff!
Damn it, if I knew about new undocking feature, I might not have bought 6k monitor a few weeks ago (kidding, I don't want to go back).
UE has always been the red-headed step child when it comes to Blender. It really does not matter how technically powerful your application is, if the UI prevents users from accessing that power. I have always believed that Blender could use a ground-up UE redesign. So it's nice to see UE improvements, but I still believe it is not far enough.
For me it was the easiest 3D suite to learn (besides Sketchup)
I hope you can still shortcut those brushes because the time wasted traveling back and forth for those buttons is gonna be so annoying (in Sculpt Mode, not Grease Pencil). Other than that, the things that look the most promising to me are the gizmos in geonodes, the for loops, and the Vulkan support.
EDIT: Alright, nvm, I just learned about the new Minimal Stretch algorithm for UV unwrapping, and that thing is HUGE.
Memories of earlier iterations of gimp which has undocked windows for the workspace, tools and the layers, brush types, etc.
I think it will be a great release. Long awaited love for the UI and Usability. To be honest, the load of features in the last releases made blender in some ways really cluttered and if you are not a shortcut pro, you get very fast in a world of complicated routines. This release will not sort everything out, but it's a good approach in this direction. What i also wish to see in a near future, that they unfck the modifier stack. Why not give the full possibility to switch complete to nodes? Let only the parameters sit on the side, like in Houdini. Then you can easily recognize, in one view, what modifier works on what geometry.
no update on baking textures?
drag undocking is a leap into the star gate
Cool updates, but i wonder will they ever add input for ambient occlusion texture on the principled bsdf.
you mean for Evee ?!
@@sebbosebbo9794 Both.
@@sebbosebbo9794 Yes.
Just multiply it with the albedo...
@@DTheName Multiplying with albedo is common incorrect use of AO. It doesn't interact with lighting like it supposed to. That's why proper AO input is needed. They had it in specular bsdf, but removed in 4.2 for no reason.
finally, I was waiting for that one since 2.8, detachable viewports
I don't understand what the point to add for each loop if you can do the same thing in the repeat zone, by adding 1 in each loop to an integer value and using it for sampling a geometry element as an index.
I was hoping they would develop a new shading node system. They've announced plans for it for years but nothing major has happened for a while.
Shading node...??? maybe you mean texture layer node system...
Shading system makes no sense..
there are new Bsdf princ., velvet, metal, etc. ,. new updated node functionality in general ...
So how is the new animation layer system going along roadmap wise?
Thank you for the vid, any news on the Fab launch ?
Oddly no.
It's going to launch soon, I am a verified trader on Fab BTW:)
For me the only real gamechanger to my workflow would be a material shelf. Everything else is great, but doesn't speed up my creation process really.
Have they fixed the scaling issues for unit scales other than metres?
I.e. solidify thickness has nothing to do with reality (i have to guesstimate/eyeball mask thicknesses). Lights wattage dorsnt have any realation to reality also. 4000 watt light to dimliy lit a 100cm item in the manner of a real world bicycle torch. Makes matching scenes or working to precision very, very difficult.
Watt is not per se a good meassurment for light.. not in 3d or in real meassurment environment ...
& Watt had nothing to do what a tiny bulb or a f.e. 1m² big square plan can emitted ,....
lightbulb , LED , phosporbulb , etc. use diff. power consumtion but emitted not the same amount of light per watt. . Blender doesnt care what you model.. a LED, or a classic light bulb..
and 60 Watt classic lightbulb put not out 60 Watt light..
I had to go back to 4.1 because of the mess of performance it had with eevee. Apparently it only works well with small scenes. This is extremely disgusting since in 4.1 worked just OK. Thats is a regression and I don't know who thought it was a good idea. Now im stuck with 4.1 thanks to that.
Would be interesting to see a blender to 3d engine workflow. Bc it’s not without its challenges and quirks. Some of these tools don’t really translate to an engine either as they’re really geared towards rendering
What is with the default cube not deleting thing?
Wasn't undocking windows already a thing?
Almost since 2.5 or 2.6
Yes, sorry, my bad on describing. It's the fact you can now just visually drag off to another window, just like any tab. My segue between the actions certainly added a layer of confusion.
Undocking windows was a thing, but you couldn’t do the reverse. This change adds “docking”, the ability to just drag any area to any new location, including between windows.
Im drooling for many of these features!!
Undocked windows? I wanted this for years
You've been able to tear view areas into standalone windows. Right click on header of the view, then select "Duplicate area into new window".
@@devnull_ Shift+click and drag from the corner of an area does the same thing.
It sounds like the issue was one of visibility of the option as the option has been available for years.
The best way to explain this change is to imagine that you have torn an area out into a separate window. Now try to do the reverse and put it back. With this change not only can you drag the area back into the original window, but you can put it anywhere at all.
@@HarleyAcheson That is a good point, something you couldn't do earlier.
I don't understand why I want to erase without erasing. Granted my main use case for grease pencil is annotations because it seems annotations can't be moved
Is the bevel node working for eevee ?
You could always undock a window by doing the same thing as you do in 4.3, but just holding shift when you drag.
eve also has light and shadow linking in 4.3
All cool, but they should go back and revisit plenty of base things that are missing for a long time... Nothing here feels spectacular to change, but geometry nodes are obviously in, since everything else kind of forgotten. Making simple holes in sculpting, for example...
I hope that one day they will simplify the navigation.
Blender is never going to slow down, isn't it? Its already a monster, going to make all other 3D software developers go out of business
The brushes and grease pencil are a much bigger deal than the window docking imo
One of the few channels I'll let some ads play on
Man I'm confused! I've been learning 4.1 , I recently got 4.2 LTS...so is 4.3 an update to 4.2? Is LTS a separate branch of software with its own updates?
2:50 GP 7:30 brushes
❤🎉 oh man this is just sooo good 😊
Did they fix quad square yet? I don't care about docking windows, but built in add-ons being broken bothers me
I'm using 4.0 I just press render than change editor in the pop up window basically the same thing.
But this is more intuitivt
Wait, ill be able to have blender across multiple monitors? That's cool.
will actually be able to make geo node objects work like games now with taht for each node
"for each" Is the biggest feature for me. Looking forward to test it with grease pencile lots of amazzing animation potential.
meanwhile im still using 2.79
2.79 for modeling, 3.6 for all this new things, eevee, etc
2.8 doesn't work on Windows 95?
Is there a reason?
@@Al1987ac Im used to it, I havent really had a reason to upgrade for what Im doing, and its super responsive compared to newer versions
@@bud11_2new version is much more responsive bruh,you can just set the keymap 2.7x in new version
Hey can you check "Titan Engine" developed by Esenthel?
Adaptive subdivision not leaving experimental is just a meme at this point
I'm going to try it out next time I'm sitting at my computer!
you're like the Billy Mays of blender :D
Thru the stratosphere
very optimist but to be honest it is all ok the change is a bit ui and add some functionally i do not see anything crazy about it