How to Fix Blender 4.1's Weird Changes

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  • เผยแพร่เมื่อ 31 มี.ค. 2024
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ความคิดเห็น • 134

  • @Yaroslav_A.
    @Yaroslav_A. 3 หลายเดือนก่อน +41

    I'd like to add some notes :
    [0:30] Eyedropper was picking the range of colors at least from the version 4.0.2
    [1:52] 'K' for keyframes is actually a good thing and a huge improvement - you've just didn't get how to use it: so the idea is to press 'K' ONCE - chose the keyframe option ('rotation', for example) and then every time press 'I' WITHOUT the necessity to choose keyframe option every time. So you just mark it once by K (e.g., 'rotation') and then while you press 'I' - rotation is keyframed ATOMATICALLY - so no need to do dozens of redundant clicks to choose 'rotation' every time - just 'I' (after 'K' was pressed ONCE at the very beginning). So it was 'I' and it stays 'I' - just in a smarter (clicks-saving) way.

    • @Sylfa
      @Sylfa 2 หลายเดือนก่อน +9

      You can also hold 'i' and move the mouse to get a pie menu, just enable it under preferences > key map > 3D View > Pie Menu on Drag.

    • @PrefoX
      @PrefoX 2 หลายเดือนก่อน +8

      smooth by angle, just increase the angle in the bottom left corner to 180 and its fine

    • @LawrenceAaronLuther
      @LawrenceAaronLuther 2 หลายเดือนก่อน +1

      so basically, "K" is just like selecting the keyframe type from the timeline's "keying" dropdown.

    • @Yaroslav_A.
      @Yaroslav_A. 2 หลายเดือนก่อน +1

      @@LawrenceAaronLuther [ Shift+K ] is equal to the 'Keying' dropdown. While [ K ] does that PLUS creates a Key-frame.

    • @LawrenceAaronLuther
      @LawrenceAaronLuther 2 หลายเดือนก่อน +1

      @@Yaroslav_A. ah, gotcha. I can see how that is a workflow improvement.

  • @Sylfa
    @Sylfa 3 หลายเดือนก่อน +10

    For auto smooth in 4.1, first apply "shade smooth" then add "smooth by angle" modifier.
    It's a bit backwards for some reason as it only changes the shading back to flat shading rather than changing the shading to smooth as the name implies.

  • @sadhappy8860
    @sadhappy8860 2 หลายเดือนก่อน +2

    For that camera issue, I had the same problem. So I right clicked it and added to my quick menu. I love the quick menu

  • @mastart4971
    @mastart4971 2 หลายเดือนก่อน +2

    So glad I watched this, the camera Lock was a good hint for me. Thank you for that!

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน

      Glad I could help!

  • @rogper
    @rogper 2 หลายเดือนก่อน

    Thanks you very much for the animation insert key menu! You saved me 2 hours per week easily!

  • @hyperchango
    @hyperchango 2 หลายเดือนก่อน +27

    4:00 those are not creases, but sharp edges. Sharp edges only affect shading, whereas creases modify the actual geometry generated by the subdivision surface modifier.
    Buy yeah, the way this new setting is implemented is not ideal, but it makes a lot of sense to people who come from Maya, for example, where shading sharpness is an attribute of each edge, instead of the whole object. It's not that bad once you get used to it.

    • @Reee505
      @Reee505 2 หลายเดือนก่อน +9

      Yess, i was gonna say the same. He kept calling them Creases 🤦🏼‍♂️🤦🏼‍♂️. And with subdivision, normally we just "Shade Smooth". I have no Idea why he choose smooth by angle 🤦🏼‍♂️. It was a bad example to showcase the smooth by angle thing. He could've just used a cylinder or something. Which is commonly used object in Hard surface modelling.

    • @josephrussell1419
      @josephrussell1419 2 หลายเดือนก่อน +10

      Yeah, also he said that he wanted to shade a subdivided Suzanne smooth, then ignored the Shade Smooth option and went for Shade Smooth by Angle and complained when some sharp edges showed up (they would also have shown up with the old autosmooth), then called the edges with Set Sharp "creased". There are good intros out there to the new autosmooth system but this is not one of them.

    • @nicholaspostlethwaite9554
      @nicholaspostlethwaite9554 2 หลายเดือนก่อน +2

      It is a bad thing to redirect Blender to fit, be in line with, other software's behaviours. They should be copying Blender if anything.

    • @Reee505
      @Reee505 2 หลายเดือนก่อน

      @@nicholaspostlethwaite9554 its not just about fitting into line, it's about providing the same or similar features that other softwares have at the price of FREE and OpenSource. Which will attract more users.

    • @evilotis01
      @evilotis01 2 หลายเดือนก่อน

      @@misanthrope_01 did he piss in your cornflakes or something?

  • @evilotis01
    @evilotis01 2 หลายเดือนก่อน +1

    i'm pretty agnostic about these changes, but i do think the reaction to them demonstrates the importance of good communication. the Blender Foundation hasn't really explained *why* these changes were made. presumably there's a reason for, say, the changes to autosmoothing, and i imagine it was discussed in detail internally, but afaik none of the reasoning has been made public. this means that people just see a drastic and apparently arbitrary change to a feature they use every day, and-understandably!-they get mad about it.

  • @fergadelics
    @fergadelics 2 หลายเดือนก่อน

    I’ve done that color range swatch sampling using the color ramp. Fills up with a bunch of separate colors. Sometimes helpful.. Eye didn’t know about that averaging area sample for a single color. That’s wicked helpful not trying to land on a pixel. Edit: hoping I click on a good pixel.

  • @PCgmesforever
    @PCgmesforever 2 หลายเดือนก่อน

    Yeah the average colour picking has been in blender for a while now but not so many people know about it and it is a really cool feature so thanks for showcasing it :)

  • @RomboutVersluijs
    @RomboutVersluijs หลายเดือนก่อน

    Ps the parts you showed about creases. I believe those are actually sharp edges. Meaning on render time it seperates the edges. Unless you have changed the colors. Crease color is fuchsia or magenta by default Nd sharp is cyan, like in your video. You can check this by exporting the object with apply modifiers and then import it. It should show that those sharp edges are now separate

  • @fergadelics
    @fergadelics 2 หลายเดือนก่อน

    I want to make a tee shift of that camera lock button. Big fan

  • @robertYoutub
    @robertYoutub 2 หลายเดือนก่อน

    Actually the 'old autosmooh' add on, does nothing else then adding the auto-smooth geometry node modifier to the object and link it to a properties in the mesh properties. So it's rather cosmetic than anywhere like the old tool did. For example, if you duplicate a linked mesh and than add the add-on, it will only added to the selected object, not any linked mesh, like it was before. So you have to bake the modifier and if you than change the mesh, you have to delete the sharp edges first, add the modifier again, bake it again, etc.

  • @AA-hg7xq
    @AA-hg7xq หลายเดือนก่อน

    Please increase audio, and remove music background for hard of hearing. Many thanks, great work.

  • @racheleprojects
    @racheleprojects 2 หลายเดือนก่อน

    That random noise was kinda wild 😂 sounded like an eerie laugh!

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +1

      I know right. It sounds like my laugh 👻

  • @fundorinlive
    @fundorinlive 2 หลายเดือนก่อน +2

    Hover over the color bar and press "E" instead of clicking on the eyedropper.
    If you want to select multiple colors for color ramp, hover over and press alt-e. This is very helpful feature, but it crashes Blender for me in 4.2.
    Average color picker was available from long time ago.

    • @LawrenceAaronLuther
      @LawrenceAaronLuther 2 หลายเดือนก่อน

      I'll add that the "E" hotkey only works if you're using the "Blender" keymap as of 3.5. Maybe it's been fixed by 4.1 but just in case it hasn't I might have saved some head-scratching

  • @Floreum
    @Floreum 2 หลายเดือนก่อน +9

    Auto-smooth really needed some love, so I'm fine with this new change, it just makes it a geometry node modifier instead. The old way was very bad for performance. If you animated with it enabled for example it will tank your playback performance and for some reason turning on Simplify didn't turn this off either, so you would be constantly having to enable this setting on/off for every mesh and then needed to try and remember to re-enable it once you were done, though thankfully there is an addon that did this for you called Mustard Simplify.

    • @PrefoX
      @PrefoX 2 หลายเดือนก่อน +1

      just increase the angle to 180 degree in the bottom left corner, no need to use auto smooth before

    • @Floreum
      @Floreum 2 หลายเดือนก่อน

      @@PrefoX I already did this. Just some times you need auto smooth or you get a model from someone else and they have it on not knowing it kills performance.

    • @ChrisD__
      @ChrisD__ 2 หลายเดือนก่อน +4

      ^^^ And because you HAD to have autosmooth on to be able to set custom normals, the perf was basically unavoidable for a lot of even mild NPR & hard surface stuff. Half the reason this change had to be made was so geo-nodes would eventually be able to edit normals too.

    • @nicholaspostlethwaite9554
      @nicholaspostlethwaite9554 2 หลายเดือนก่อน

      Actually that is the thing that irritates me, this geo node obsession. Programmers not modelers. Sad direction that will cut out 'normal' people that make stuff, art, etc. Yes I know the few clever ones can and do use and like them. (until ai replaces them) Just saying it is abnormal, unintuitive, unpleasant. The death of usability.

    • @Floreum
      @Floreum 2 หลายเดือนก่อน +1

      @@nicholaspostlethwaite9554 You still don't have to touch Geometry Nodes. It acts like a modifier stack instead and you can still mix it with the weighted normal modifier. Just if you want to play around with that you now have direct access to it.

  • @SteveWarner
    @SteveWarner 2 หลายเดือนก่อน +1

    The new "Auto Smooth" in 4.1 is a disaster. I'm all for the use of a geometry node to accomplish the smoothing, but the Blender Developers should have applied the feature so as to be transparent to the end user. In other words, it should be like the Aman Bairwal addon. The fact that we have to use an addon to fix this shows what a train wreck this is. Hopefully this gets fixed in the next version as I can't fathom anyone thinking the new method is an "improvement" in workflow.

  • @johanavril1691
    @johanavril1691 3 หลายเดือนก่อน +5

    The shade auto smooth has been moved to a modifier, I assume the add-on you showed just adds a button to add it from the right click context window. Overhaul the changes they made to the way auto smooth and custom normal are I think really positive, before it really was a mess when you wanted to use custom normals. But I agree, I think the shade by angle button should just add the modifier and not apply the effect to the model directly.

    • @DECODEDVFX
      @DECODEDVFX  3 หลายเดือนก่อน

      Yeah that's basically correct. It's a bit of an unusual implementation

    • @DrTheRich
      @DrTheRich 2 หลายเดือนก่อน +1

      It would be strange to have an option in the right click menu that adds a modifier. all the other options in the right click menu are destructive methods. Suddenly adding a modifier making button there is really out of place. It's a desire only driven by a fear of change.
      Having an optional addon people can install to have old functionality back is a decent trade-off for people who can't handle change as well.

    • @johanavril1691
      @johanavril1691 2 หลายเดือนก่อน

      @@DrTheRich I think you're quite right, but the issue is that they did not give a good alternative, there is no way by default to add auto smooth other than clicking through the menus (that's also why we still have the ctrl + 1/2/3 to add subdivision surface quickly) (and also you have to turn on smooth shading on the object). I think that is planned, but It's not there yet.
      Also, the operator in the right click menu is not very useful compared to the modifier.

    • @DrTheRich
      @DrTheRich 2 หลายเดือนก่อน

      @@johanavril1691 auto smooth was never on by default. You always had to click in the properties to turn it on, And the right click menu auto smooth button hasn't existed for longer than half a year. It was a very new button.
      The right click operator does the same thing as the modifier, just like the bevel operator... Nobody is complaining that the bevel operator needs to be replaced by the modifier. This mostly just about what people are used to, not if it's objectively better.

    • @johanavril1691
      @johanavril1691 2 หลายเดือนก่อน

      ​@@DrTheRich I think you're misunderstanding me. I think this new smooth by angle operator is very cool, and I wouldn't want it gone just to get back to the old system (because you can use it in edit mode, specifically). But I think something is missing, now slightly more than before after this change, and that is a shortcut to quickly add modifiers from the 3d viewport.
      Can we agree on that ? Or do you think that wouldn't be needed or even useful ? Perhaps it should just be an add-on

  • @davidmwayi8611
    @davidmwayi8611 2 หลายเดือนก่อน

    I noticed an issue with blender 4.1 that you didnt mension.
    The issue: Some of the character models that I made in blender 3.6 have random creases around the eyes, mouths or any edge where I beidged 2 meshes when I open them in the new blender but in blender 3.6 and backward they are just fine.
    Visual discription of the issue: It presents itself like the mesh has a Displacement driven by a noise texture but the displacement only affects the sections of the mesh where I bridged two edges during my retopology process.
    What I tried: I recalculated the normals and deleted the UV map but the issue pursisted. I have confirmed its not a shader issue,or a weight painting issue and no matter what the error keeps showing up both in my viewport and renders.
    Any help/suggestions would be appriciated

  • @leatherworkstation
    @leatherworkstation 2 หลายเดือนก่อน

    Does the autosmooth addon still put a modifier in the stack? Because that just seems irritating to me. Now I have to think about where my autosmooth modifier is, and I don't know whether it having multiple users is good or bad, or whether to create a new one per model.
    To be frank, I think it's absolutely mad that they've changed something like that. Even before shade autosmooth was added to the quick menu, it was shade smooth, and then shade auto smooth in the data panel with the same behaviour since like 2.8? It's like flipping the mouse Y axis or something for workflow.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน

      I don't think so, no.

    • @ChrisD__
      @ChrisD__ 2 หลายเดือนก่อน +1

      Having autosmooth as a modifer means you can place it where you need it, instead of it being forced to the end of the stack.

    • @leatherworkstation
      @leatherworkstation 2 หลายเดือนก่อน

      @ChrisD__ it wasn't in the stack at all before 4.1 though.

    • @ChrisD__
      @ChrisD__ 2 หลายเดือนก่อน

      @@leatherworkstation What I mean is it would run after all the modifiers ran, so the same behavior here is putting it add the end of the modifier stack since it's just a normal modifier now.

  • @MaxSonicUA
    @MaxSonicUA 2 หลายเดือนก่อน +2

    I switched back to previous version because of shade smooth 😢

    • @DrTheRich
      @DrTheRich 2 หลายเดือนก่อน +1

      lol, always fascinates me how people in the blender community can get so emotionally invested in a single button...

  • @nicholaspostlethwaite9554
    @nicholaspostlethwaite9554 2 หลายเดือนก่อน

    But how do you change the angle for the hack back to the old Auto Smooth? Normals dropdown and the slider have been removed.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +1

      Check the modifier tab.

    • @nicholaspostlethwaite9554
      @nicholaspostlethwaite9554 2 หลายเดือนก่อน

      @@DECODEDVFX Ah so the hack to get it back just adds the modifier. lol. It is more an addition to that menu than anything. Ok Thanks for replying.

  • @RomboutVersluijs
    @RomboutVersluijs หลายเดือนก่อน

    Today I bumper into an issue which I don't believe I had with 4.0. now in 4.1 when I'm uv editor and press S, it jumps to the scale tool and I need to set active tool item to tweak and then click drag to scale. However prior, when I pressed S, it would start to scale and I could press Y to only scale vertically. I don't know if this is an edit option or some new input. If you hover over the scale tool, it now shows s as a shortcut, prior it didn't have that. I also noticed this dame behavior sometimes in the 3dview. It takes 4-5 clicks more now to start scale and then loco it to an axis.
    Perhaps it's my preferences. I've been fiddling around with the wave keymap operator so I can keep changing the buttons. Normally when you save a keymap, you can never change the top settings menu since it never shows. Only shows on blender vanilla keymap. I changed that, perhaps it's due to that.
    The scale issue is driving me nuts

  • @cjkalandek996
    @cjkalandek996 3 หลายเดือนก่อน

    Another thing that needs to be fixed.
    A Blender 4.1 update of the XPS import add-on. I haven't been able to import any XPS models since I upgraded.

    • @Inferryu
      @Inferryu 2 หลายเดือนก่อน

      The XPS import add-on is not made or maintained by Blender, it's an independent add-on by someone else, what I do is I have a portable 3.6.8ver with the add-on, import the model on that, save the file, and then, open or append that file in the latest release.

  • @Just3DThings
    @Just3DThings 2 หลายเดือนก่อน

    I actually thought this is a April fools video😂
    But great video !

  • @OVNI-Present
    @OVNI-Present 2 หลายเดือนก่อน

    I'm sorry but how did you move the camera in to position at 2:53 without even selecting the camera first? It was before you even enabled the Camera to view, a little crosshair appeared. I'm confused, is it an addon?

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +2

      Shift+backtick enters first person camera controls. WASD to move forwards, back, left and right. Q and E to move up and down. Hold shift to move faster or alt to move slower. Backtick is this symbol `. You'll normally find it before the 1 key on keyboards.
      It's the only way I ever move the camera.

    • @OVNI-Present
      @OVNI-Present 2 หลายเดือนก่อน

      ​@@DECODEDVFX ​I had no idea this even existed so thank you. And also thank you for replying, it's kind of a shot in the dark asking questions like this in the comments on established blender channels, many creators do not reply, so i appreciate it brother.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +1

      @@OVNI-Present No problem. I try to respond as much as possible if I actually see the comments.

  • @MonsterJuiced
    @MonsterJuiced 2 หลายเดือนก่อน +2

    I just wish they'd fix the completely janky and awkward array system they have. If you want to create a curve and make a mesh array along the curves it's quite a few steps plus it doesn't work if the curve is elsewhere in the world as opposed to world zero. It's so annoying

    • @Nintendostar02
      @Nintendostar02 2 หลายเดือนก่อน +2

      Wait... i have spent hours to make move an object along a curve and the problem was that if the curve isnt at world origin the thing doesnt work? For real?

    • @MonsterJuiced
      @MonsterJuiced 2 หลายเดือนก่อน

      @Nintendostar02 yes, it drives me crazy. I have to use a special addon called Curve Array + Magic Curve by Jobweek. It's free now so I recommend getting that from blender market or gumroad. The only problem is that while it's very powerful (check object options for additional randomness settings) it doesn't deform the meshes on the Curve just incase you need the meshes to warp around corners. But for all other Curve array stuff it's really good. Such a basic thing and blender still hasn't figured something out yet

    • @Nintendostar02
      @Nintendostar02 2 หลายเดือนก่อน

      @@MonsterJuiced so is it useless to create curved road?

    • @MonsterJuiced
      @MonsterJuiced 2 หลายเดือนก่อน

      @Nintendostar02 yea, the road segments won't bend with the curve unfortunately. I'm trying to contact the maker of the addon to see if we can arrange to have this feature implemented though. For now I'd say do your road network with the 3d cursor at world zero, and if you need to move new curves away from world zero such as flyovers, have the mesh conform first and then go into edit mode for the curve and move it away that way.
      If you make your curve away from world zero and then reset its origins to world zero it still bugs out and the mesh scatters everywhere.

    • @Nintendostar02
      @Nintendostar02 2 หลายเดือนก่อน +4

      @@MonsterJuiced a workaraound that worked (or at least... with me and one time...) is to create the curve and the road to world origin and then add an empty. The empty will become father of road and curve. So i can move, scale and rotate empty and the road and curve will move, scale and rotate. And the road will continues to follow road.

  • @RavinduHansaka-ee6ee
    @RavinduHansaka-ee6ee หลายเดือนก่อน

    i got a problem with shadow catcher rendering in cycles...can you help me with that

  • @Gary_Hun
    @Gary_Hun 7 วันที่ผ่านมา

    I have actually never managed to force it into muscle memory that "i" brings down a stupid list... i always get surprised / annoyed, even for the thousand+1'th time, that i would be animating, and i'm stopped in place by a list every time. I prefer a pair of keys to be able to quickly do both... however, if we could choose what type is that "universal" / general key that happens for the single keystroke, that would be lovely.

  • @nathanfox07
    @nathanfox07 2 หลายเดือนก่อน

    cant load xps model on blender 4.1 any advice

  • @drunkcrab
    @drunkcrab 3 หลายเดือนก่อน +2

    Be using that auto smooth. This random changes... i need a way to have musgrave back in the shader editor, they make it invisible inside the new noise, is not the same thing, destroyed a part of my workflow. Have you seen an addon or something related?

    • @NICK....
      @NICK.... 3 หลายเดือนก่อน +1

      the noise node should support everything that the musgrave texture did, and opening an old version of blender with the new one should automatically convert the musgrave node to a noise node.
      The values for the inputs have changed, you can check the musgrave entry on the blender manual for more info on those.

    • @drunkcrab
      @drunkcrab 3 หลายเดือนก่อน +1

      @@NICK.... thats the problem, after dealng with it for some time, is not the same thing and is for fbm, the other types are not supported. It takes more time now to do same thing. Thats why i never used noise, you have to understand that when you use it to drive other vectors its takes more time to get it right.
      The only update last year wa this aggression, regression with musgrave.
      mostly used musgrave to curve voronoi, now is just more steps and its not exactly the same, sometimes i used multifractal, theres no support for it, if i save and old musgrave and open in a new it wont convert.

    • @johanavril1691
      @johanavril1691 3 หลายเดือนก่อน +1

      I think this change would have been fine if they added better support for the asset library for the shader editor, like for geo nodes. For now I guess you can add a musgrave node group to your startup file. or use the lts version

    • @Sylfa
      @Sylfa 2 หลายเดือนก่อน +2

      @@drunkcrab I don't understand what you mean with "other types are not supported?" All the types are available in 4.1 and after changing the settings to match they literally look the same while I got Suzanne with a musgrave 4.0 and noise 4.1 texture side by side?
      Is there some setting you can't replicate across?

    • @drunkcrab
      @drunkcrab 2 หลายเดือนก่อน

      @@Sylfa changing the setting everytime gets really complicated when you use it to drive other stuff. Theres only support for FBM, multifractal and the other types of options in the musgrave dont convert.
      I used to make everything from clouds, to ground, grass, displace, paint. Im part of the 3d anime people, painterly proccedural and it really hurt my workflow. It takes way more times, and attempts to get the right feel of what was just pluggin musgrave. They could just called Musgrave Legacy, Musgrave old, musgrave depreceated and left there, this new noise is a nightmare for people like me. Been using blender for 15 years, always the daily version, changes is not a problem for me, but not when is not feature complete and for not a single good reason.
      They could at least left an Musgrave option in this new noise so you get the values, but no... its invisible, after 30 minutes of meddling with 4 decimals i can't keep remembering the musgrave values. Can you undestand now? Theres only FBM support in the convertion, if you change musgrave to multifractal, hetero terrain, hibryd fractal it wont convert, it gives an error.
      I just want a way to reactivate the musgrave code, changed it to musgrave legacy so it wont conflict with the convertion system. Something like that. My twitter is @poeticavisualis if you wanna see what im dealing.

  • @jamess.7811
    @jamess.7811 3 หลายเดือนก่อน

    4.1 COMPLETELY broke exporting videos with alpha. Usually youd use the Quicktime / QT animation export setting, but now it exports a video that only actually renders a handful of frames and propagated them over the remaining frames on playback. I havent heard anyone else talk about it yet but its really bad for vfx plates.

    • @DECODEDVFX
      @DECODEDVFX  3 หลายเดือนก่อน +2

      Sounds like a bug.

    • @luciox2919
      @luciox2919 2 หลายเดือนก่อน

      @@DECODEDVFX and there is also another bug.. when i ctrl shift click a node, i can see the shading with the emitter whether it has noise or an image texture.. when i ctrl shift click another the node the shading of the object black, especially when i have displacement connected.. so i need to go to solid view and then go back to rendered view to fix the shading as intended.
      Conclusion: the 4.1 update isn't that amazing... it broke Blender's efficacy

  • @vlodgoral8258
    @vlodgoral8258 2 หลายเดือนก่อน

    Anyone have an issue with light path - is shadow ray not working for materials. 3.6 could let light pass through glass with this setup but doenst work now..

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน

      You mean mixing a transparent shader using 'is shadow ray' as a factor? It works for me.

    • @vlodgoral8258
      @vlodgoral8258 2 หลายเดือนก่อน

      @@DECODEDVFX yeah if i mix transparent shader with shadow ray i dont get any light coming through. Infact if i simply use transparent shader by itself on any mesh it wont let any light through, but it works on my blender 3.6 version.... might have to reinstall 4.1 if yours is fine, might just have a weird bug

  • @MajorCooke2
    @MajorCooke2 หลายเดือนก่อน

    Blender 4.x fucked me real hard. I accidentally hit the import button for keymaps and it just destroyed everything. I'm reverting to 3.x's latest until they get this shit sorted out.

  • @aminuteofhappiness6852
    @aminuteofhappiness6852 2 หลายเดือนก่อน

    3:57 I don't know what's happened to your blender 4.1 but shade smooth by angle on my end works fine and I don't get that sharp crease. Maybe it's a conflict with the addon (OAS) that you installed?

    • @Floreum
      @Floreum 2 หลายเดือนก่อน +1

      @@misanthrope_01 No he's not, you're just salty because he got some things wrong.

  • @giant551
    @giant551 2 หลายเดือนก่อน +17

    I hate to say it but I’ve found both 4.0 and 4.1 a disappointment to be honest. It just feels the like the changes to the modifier menu, keyframes and auto smooth are a backwards step. There was a time I really looked forward to an update, now just leaves me dreading what else in my workflow is going to change…..

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +9

      I like the ability to search for modifiers but I hate the new layout.

    • @NotSoMuchFrankly
      @NotSoMuchFrankly 2 หลายเดือนก่อน +6

      Gumroad has a free add-on or two to get back the old modifier menu.
      I guess with auto smooth, you're just supposed to think "destructive" for the viewport/context menu (i.e. adds creases) vs non-destructive for the autosmooth modifier, as someone pointed out. I suppose it makes for a more consistent paradigm but would otherwise completely confuse me if I didn't think of it that way. Not saying I have to like it, but at least there's that.

    • @dynamic5109
      @dynamic5109 2 หลายเดือนก่อน +1

      @@DECODEDVFXCompletely agree mate! I honestly don’t know what they were thinking with the nested modifier options?? I get it from a neater, tidier UI perspective, but from a UX it’s a cumbersome pain in the ••••

    • @annakquinn7084
      @annakquinn7084 หลายเดือนก่อน +1

      Ask for a refund

    • @ComixProductions
      @ComixProductions หลายเดือนก่อน

      But hey at least we have OID GPU support! That, I really appreciate.

  • @MrG00ny65
    @MrG00ny65 2 หลายเดือนก่อน +1

    I don`t like the new modifier menu. Instead of just clicking and choosing the one you want you have to choose Generate then the mod you want. An unnecessary extra step. Be nice if there was a way to go back to the previous menu.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +1

      I think there's a free add-on to bring back the old menu.

    • @MrG00ny65
      @MrG00ny65 2 หลายเดือนก่อน +1

      @@DECODEDVFX Thanks , I`ll look into it.

  • @MaxWell-g
    @MaxWell-g 2 หลายเดือนก่อน +1

    Do Godzila x Kong 2 BUT..
    The frost Godzila and the gorilla king wins (The bad alliance)

  • @BejorkDibut
    @BejorkDibut 2 หลายเดือนก่อน

    the most anoying one i noticve is that crtl+alt+b is not working despite the shortcut is active

  • @thsuperelite
    @thsuperelite 2 หลายเดือนก่อน +6

    i think blender users need to grow up a bit. all the new changes are for the better. we always call out maya users when they try blender and cry like babies that they want blender to just be a maya 2.0 but blender users are doing the same.
    There are 3 ways to use normal smoothing now. shade by angle in mesh, smooth by angle in modifier and also the old auto smooth is also available if you open a old file in blender 4.1 blender converts the old auto smooth to a new auto smooth modifier automatically which is not the same as smooth by angle modifier in B4.1. this smoothing method is more performant, has an option in simplify to turn off normals, modifier stackes can be turned off for better viewport performance etc.
    no hate to the guy who made the old auto smooth addon for B4.1. people whining about it for no actual reason is the problem.
    keyframe changes are so much better for animators. there are so many good changes for animators in 4.1 that i encourage everyone to try to adopt 4.1
    Side note, the color picker thing is more useful if you use a color ramp node. it retains all the color picked through the image.

    • @PeterHertel
      @PeterHertel 2 หลายเดือนก่อน +2

      I agree, well put. All this whining sounds like when the boomers complain because Facebook shifted the messenger icon two centimetres over.
      Change is good, it keeps you on your toes and is good for brain development.
      I love the new animation functions, feels much more intuitive now.

  • @DeMoNELectro
    @DeMoNELectro 2 หลายเดือนก่อน

    So if i understood they released a new version of blender doing something bad for we have to pay an addon NAH bro sorry i'm going back to 4.0

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน

      They didn't do anything bad. It's a personal choice to revert to the old systems. And the add-on is free.

  • @nickclrke
    @nickclrke 2 หลายเดือนก่อน

    Is @4:53 an April Fool's joke or nah??? 😱👻

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +2

      No. I have absolutely no idea what that sound was. It sounds a bit like my laugh. I thought It was an editing mistake at first, but it was part of the actual recording.
      Spooky.

    • @nickclrke
      @nickclrke 2 หลายเดือนก่อน

      I'm moving into a 100+ year old house this month and this is my absolute worst nightmare when I go to record a video 🤞😫🤞@@DECODEDVFX

  • @orhanefeunal1811
    @orhanefeunal1811 2 หลายเดือนก่อน

    those that mean blender gurus 4.0 tutriol is usesless cause i accidenlty unistal blender 4.0 on rage

  • @zillaquazar
    @zillaquazar 2 หลายเดือนก่อน +1

    Why the F would they change the animation insert? Anyone who uses it regularly knows we can just change the keying in the timeline if we wanted, taking away controls and hiding them is backwards and counter productive. This alone is why i will not update until they fix this

  • @jmahonatam
    @jmahonatam 2 หลายเดือนก่อน

    K doesn't work, I doesn't work, you can't use space to search for things, why the heck would you change these things lol

  • @aegisgfx
    @aegisgfx 2 หลายเดือนก่อน +2

    Just the fact that they're starting to make all these weird changes kind of shows that whoever is heading up the project is doing a very very very poor job and the future looks bleak.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +5

      I disagree. There's a good reason behind every change but the implementation could use some work. Blender is very reliant on user feedback. A lot of this stuff will be fine tuned over time.

    • @aegisgfx
      @aegisgfx 2 หลายเดือนก่อน

      @@DECODEDVFXI would agree if this was the only dumb change theyve made recently, but its not. They also destroyed the modifiers menu for no reason at all forcing people to use an addon to restore normal functionality.

  • @erik....
    @erik.... 2 หลายเดือนก่อน

    I don't know why but it seems creators don't care enough to actually research WHY something was changed before making a video bashing it. Usually there's a good reason and a good workflow alternative because it's made by people working with this and gone through testing by the Blender Animation Studios people and so on.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน

      I didn't bash any of these changes. In fact, I praised two of them.
      And I acknowledged that the new autosmooth method has possible advantages for some people's workflows - just not mine.

  • @graphguy
    @graphguy 2 หลายเดือนก่อน

    Whomever Willy Billy changes things like keystroke assignments like “I” should be smacked down.

  • @KaiserMattTygore927
    @KaiserMattTygore927 2 หลายเดือนก่อน

    This version is completely unusable, it's genuinely really terrible, wow, I hate this update. It breaks everything, it moves everything around, it decides randomly not to show my files in the file browser, it's an actual piece of shit.

  • @TheWeirdSide1
    @TheWeirdSide1 2 หลายเดือนก่อน

    I personally find it off-putting...Just plug your work...no need to make a 'front video' (especially when over 6 minutes contains very little information). BTW, the "I" key works just fine in my 4.1 version. I think you had a bug or unintentionally set it to K. Is the competition for high paying studio work overwhelming? I wonder because it seems your work is exceptionally good. ...Maybe I'm ignorant to how 'pro' the pros are.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน

      If I ever made a video as an excuse to plug my products, I probably wouldn't put the ad right at the end.

  • @pteronoid
    @pteronoid 2 หลายเดือนก่อน

    No need to "fix" 4.1 "weird" changes. Just use 4.0 and stop complaining about changes you don't understand.

    • @DECODEDVFX
      @DECODEDVFX  2 หลายเดือนก่อน +2

      I didn't complain about the changes...

    • @pteronoid
      @pteronoid 2 หลายเดือนก่อน +1

      ​@@DECODEDVFX well, the title says otherwise. Very few videos explaining how autosmooth worked before and works now and way too many videos complaining that it does not work the way it used too. A little research on the explanations from the devs would help anyone confused by autosmooth.

    • @dinoscheidt
      @dinoscheidt 2 หลายเดือนก่อน

      @@pteronoidfor a voice on an artist tool, very little rapport on what user experience is. That is most and for most anchored in: predictability from past to future. Not “correctness”. If the same actions suddenly return different results without any off and on boarding, that is poor UX and not to be blamed on engrained user behavior. There therefore are to veteran users: unexpected and …. >weird!

    • @pteronoid
      @pteronoid 2 หลายเดือนก่อน +1

      @@dinoscheidt not sure exactly what your argument is, too many fancy words in a row... but let's admit, Blender never was UX perfection, but when they try to correct something to match industry standard, veterans complain that things have changed... if you don't want any changes, just don't update! it's that simple... the names are a bit misleading, yes. but at least they try to make autosmooth work with outside software so you won't get funky export/import artefacts

    • @dinoscheidt
      @dinoscheidt 2 หลายเดือนก่อน +1

      @@pteronoidwell, I can’t argue with a lack of reading comprehension