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Yes, that's right. We're currently in the BCON 3 stage (bug fixing, no new features). In three weeks time it moves to the final polish stage, then release.
ive downloaded 3.5 must be unstable , because the vdm feature is slightly greyed out and when i baked my own vdm map it has issues. hopefylly they'll fix that.
Wow, that light sampling tree made a HUGE difference. Things were already getting good. This much improvement before denoise, and then crazy good denoise on top of, I"d say fireflies no more.
Agreed. I read a lot of technical papers about path tracing and a proper light tree implantation has been on my wishlist for a long time. On scenes with hundreds of lights/emissive surfaces (city night shots etc) it'll make a huge difference to render times.
Having more "complicated stuff is included with Blender" is always welcome. It seems the easiest way to add powerful features built out of lower-level features.
i had such a hard time with the new hair system. i new it could be great but it just wasn't working out and felt like it wasn't worth my time. So i said i would wait for it to get better and here it is
I'm looking forward to see what the blur node can do. :) Usually I like to play around with betas but I have a submission for endless engines I want to finish first.
Oh my gosh, the cloth and hair updates look promising. Hair has always been a source of frustration for me, but I'm always happy to learn and try new stuff.
To follow and use Blender is a marvellous tour in every moment, because you never have time to getting bored. Simply wen you don't create, you learn the fast growing system and you wonder for every new implementation, tool, and technique. Probably I will never produce anything useful or interesting, but the learning curve of Blender is the most pleasant I have met in my life. so Thanks to Blender and tanks to the people in the community (like you) that inform, teach and inspire, here on youtube.
Huge new features are cool but I would appreciate smaller QOL features as well. I just want to be able to use an eyedropper to select bones, or use it to pick that are outside of Blender, to name a couple examples.
One feature that would be nice to have is routing the video sequencer out into the camera background section. Handy when you are editing the length of a video clip that needs some cg overlayed over top
I'm personally very excited about parralax occlusion mapping. I think it's eevee only but still. I'd still like to see voxel based displacement maps in cycles though, similar to octanes, where creating extra geo isn't necessary. One can dream :)
Unfortunately I wouldn't hold your breath for POM coming with Eevee Next. Clément isn't developing the patch for parallax, only the rest of new Eevee engine. And that patch appears well and truly abandoned. It's still technically on the task page as an "extended feature", but I seriously doubt anything will come of it now. Voxel based displacement is theoretically doable now, though, using geometry nodes to affect the density of a volume object and using a volume to mesh node to voxelise it.
Curve interpolation node has a lot of potential outside of hair. Looking forward to playing with it. Also, your UA-cam award is slightly crooked, it's quite imperceptible, thought you'd like to know because it is an easy fix. Congrats for it :)
You forgot the most important part. 3.5 will have native support for metal on macOs, meaning finally cycles will render hardware supported, viewport speed, render times etc. Everything will be speed. And blender already ran quite well on macos. This is the single most important update to blender for mac users.
How will it compare with running on NVIDIA cards? I ask because I'm still using a 2011 MacBook Pro and, while slow, it was working fine up through Blender 3.3. Version 3.4 however will not even launch on older Macs. I was planning to get a new computer anyway, and looking at hardware specs was considering switching platforms. I've also been considering Linux since I still can't stand Windows, but that's another kettle of fish.
I‘m really wondering when Cycles will get light linking. I‘ve been waiting for this feature for many years now and still no sign of it. E-Cycles has it, Octane has it… but I‘d rather use native Cycles :)
As far as I can tell, it isn't progressing because nobody is interested in developing it. The Dev team want it too but they have other priorities. It's a shame that nobody from the community feels like creating the patch. Although it's understandable as cycles is a very complex section of the code.
I would love id they made the multirez modifier more optimized and to give easier way to create curves like in zbrush, I hope it gets there with the next update since i really like the new feature to create your displacement.
I remember simulation nodes being added to the 3.5 Alpha, effectively creating the option for loops within geometry nodes. I wonder if that's going to be in the full release of 3.5.
This is the one update I was very much looking forward to! Opening the door to all types of simulation and Houdini like effects. But I had the disappointment to not find it in the summary of 3.5 beta 😭. I was kind of hoping they just "forgot" to mention it 😅.
I always thought cycles (lights) works like it does now... The previous system doesn't make sense to me. If you have a BVH, why not make something similar for the lights as well?
Volumetrics need a lot of work. Embergen is a good and fairly affordable alternative in the meantime. If you use smoke or fire often, it's worth purchasing.
Can the hair be animated at last? Because i simply bounced off the curves thing at the moment i learned how it is such a powerful new way... and completely static.
actually you can do much more things with cloth sim in blender. I also think that it needs to be improved of course, but it is not a problem, the problem is it needs other additional tools like effectors in c4d.
2:27 How do you get that Cycles viewport preview with the gradual deblurring rather than denoising? Dunno if I'm explaining it correctly, I don't even know what to Google to look it up. I do remember activating it once...
When are they going to make it possible to add a light to a scene and make it only light up select geometry. eg one two cubes, one red light and blue light. red light falls onto both cubes but blue light only falls onto blue cube.
That's called light linking. It's currently being developed as part of an experimental branch of blender. I'm working on a video about it. It should be added to blender this year. Possibly the next release.
Good day. I'm using Blender 3.5 but on activating compositor "camers" or "always" in viewport shading all I get is a black screen. nevertheless, the png goes to the compositio after rendering. ( If I however activate "Disable" the scene appears!)
@@DECODEDVFX Rob, on a related note, do you know how much progress has been made in transitioning to the Vulkan graphics api, away from OpenGL? I was under the impression that the Blender devs had set this is as a long term goal, for blender in general, not just eevee.
@@richardconway6425 not much. No developers are currently working on it, at least not dorectly. Many changes have been made which are indirectly necessary for Vulcan, but the actual coding of Vulcan integration hasn't started yet. It'll happen eventually, but it doesn't seem to be a priority. Keep a look out in 2024 once some of the current big projects are beginning to wind down.
@@DECODEDVFX That's not quite accurate. Ton made it clear in a recent blog post that Vulkan (and Metal) support was a priority for 2023, as well as brush assets, new compositor, simulation nodes, Blender apps, etc. And Jeroen Bakker has been assigned and is actively working on the Vulkan support task opened by Dalai 4 years ago, lately. So things are in motion. The devs have made it clear that Vulkan, Eevee Next, and Workbench Next are all separate tasks and do not rely on one another for completion, however. So all three will likely arrive at different times.
Im personally doesnt see any cloth sim performance improvements. Same duplicated object in both 3.1.2 and 3.5.0, absolutely the same settings. Both gives the same fps results.
I'm not sure if I'm going to update... I tried upgrading to 3.4 and not only blender crashes when I try to open it. It no longer detects my graphic card to render in GPU. Have no issues with 3.3 so far.
I'm in the same boat, running an older Mac. I was going to upgrade my computer anyway, but for now I have to stick with Blender 3.3 unitl I decide what system to get.
6:25 - I really do not enjoy the marvelous workflow at all. It feels so slow to build clothing to me. If blender could get the performance up quite a bit for larger simulations it would be so much easier to build clothing in blender. I am going to give it a try in 3.5 for sure.
@@DECODEDVFX Yeah I will not hold my breath for Blender simulation parity with Marvelous but it sure would be nice. It was not awful to use either of the current versions I should add (in either software)
Viewport compositing is cool but they need to optimize it, waiting literally 3 minutes for the compositor to updatefor every change on a large scene is just not nice.
For sure. I tend to keep my compositing node set-ups fairly simple when I'm using the viewport stuff right now. Certain nodes can probably be cached in the future, so they don't have to recalculate constantly.
"HUGE" - sigh... isn't the world tired of exaggerated clickbait titles? Sheezus... Why does everything have to "HUGE" "AMAZING" "MINDBLOWING" when they're clearly not.
What did you expect to hear? Blender now clips your nails and sucks your toes? These are the biggest features from the next update. Some of them have been anticipated for over three years.
Hi Rob, love the channel and appreciate the quality content. But...in this particular case I have to say I find these updates underwhelming. Improvements to cloth sims and sculpting brushes seem relatively incremental to me, composting can be done in photoshop way easier, and basically zero major geo node updates. The hair thing at the end is even as you said sort of a workaround for people to not learn geo nodes in the first place. Just my two cents - again thanks for all the content.
That depends on how you use Blender and what features you'll find most useful, I suppose. Vector displacement maps, for example, have always been one of the highest rated community requests on right-click select.
@@ajcross7 Nah, it's fine. Some releases are a bit underwhelming, especially if it's mostly lots of small features/tweaks. I've skipped about a third of the releases since I started this series for that reason.
By clicking my link www.piavpn.com/DECODED get 83% discount on Private Internet Access! That's just $2.03 a month, and also get 4 extra months completely for free!
For anyone wondering, 3.5 is to be released at the end of March
Yes, that's right. We're currently in the BCON 3 stage (bug fixing, no new features). In three weeks time it moves to the final polish stage, then release.
ive downloaded 3.5 must be unstable , because the vdm feature is slightly greyed out and when i baked my own vdm map it has issues. hopefylly they'll fix that.
@@keterbinah3091 thats what the.. you know, stable releases exist for
Wow, that light sampling tree made a HUGE difference.
Things were already getting good.
This much improvement before denoise, and then crazy good denoise on top of, I"d say fireflies no more.
Agreed. I read a lot of technical papers about path tracing and a proper light tree implantation has been on my wishlist for a long time.
On scenes with hundreds of lights/emissive surfaces (city night shots etc) it'll make a huge difference to render times.
Having more "complicated stuff is included with Blender" is always welcome. It seems the easiest way to add powerful features built out of lower-level features.
The new light tree feature recognizes when you are rendering a tree with lights on it. Brilliant
Ironically, I came up with the Christmas tree analogy about half an hour before I realized I'd had that exact same problem before a few years ago.
I absolutely need viewport compositing.
It's fantastic, especially for color balance nodes.
i had such a hard time with the new hair system. i new it could be great but it just wasn't working out and felt like it wasn't worth my time. So i said i would wait for it to get better and here it is
I'm looking forward to see what the blur node can do. :) Usually I like to play around with betas but I have a submission for endless engines I want to finish first.
Oh my gosh, the cloth and hair updates look promising. Hair has always been a source of frustration for me, but I'm always happy to learn and try new stuff.
There is a addon on gumroad for easy baking of VDM, VDM Bake.
3.5 already ? I cant keep up ! This is gr8 !
I know! I was surprised to see that my last video like this was about 3.3. It goes by so fast.
Always looking forward to you covering new things in blender! Thank you!
To follow and use Blender is a marvellous tour in every moment, because you never have time to getting bored. Simply wen you don't create, you learn the fast growing system and you wonder for every new implementation, tool, and technique. Probably I will never produce anything useful or interesting, but the learning curve of Blender is the most pleasant I have met in my life. so Thanks to Blender and tanks to the people in the community (like you) that inform, teach and inspire, here on youtube.
Huge new features are cool but I would appreciate smaller QOL features as well. I just want to be able to use an eyedropper to select bones, or use it to pick that are outside of Blender, to name a couple examples.
The hair node system , oh yeah !
One feature that would be nice to have is routing the video sequencer out into the camera background section. Handy when you are editing the length of a video clip that needs some cg overlayed over top
awesome work and if they take care of how slow texture painting and add normal brush instead of camera projection brush I will finally die happy XD
All my love for the blender community and this magnificent channel.💛
I'm personally very excited about parralax occlusion mapping. I think it's eevee only but still. I'd still like to see voxel based displacement maps in cycles though, similar to octanes, where creating extra geo isn't necessary. One can dream :)
Unfortunately I wouldn't hold your breath for POM coming with Eevee Next. Clément isn't developing the patch for parallax, only the rest of new Eevee engine. And that patch appears well and truly abandoned. It's still technically on the task page as an "extended feature", but I seriously doubt anything will come of it now. Voxel based displacement is theoretically doable now, though, using geometry nodes to affect the density of a volume object and using a volume to mesh node to voxelise it.
Looking forward to the viewport compositor
TY!!! I wish you health and Good luck!
That cloth simulation is great news. I m watching paintdry, I mean cloth simulation as I type this lol.
Curve interpolation node has a lot of potential outside of hair. Looking forward to playing with it. Also, your UA-cam award is slightly crooked, it's quite imperceptible, thought you'd like to know because it is an easy fix. Congrats for it :)
Excited to see if this improves workflow for 4a/b/c type hair.
You forgot the most important part. 3.5 will have native support for metal on macOs, meaning finally cycles will render hardware supported, viewport speed, render times etc. Everything will be speed. And blender already ran quite well on macos.
This is the single most important update to blender for mac users.
wow depending on your ride you might need to add "ever" to that statement... enjoy!
Was it not doing this already? I click "GPU compute" for cycles and it's pretty zippy.
How will it compare with running on NVIDIA cards? I ask because I'm still using a 2011 MacBook Pro and, while slow, it was working fine up through Blender 3.3. Version 3.4 however will not even launch on older Macs. I was planning to get a new computer anyway, and looking at hardware specs was considering switching platforms. I've also been considering Linux since I still can't stand Windows, but that's another kettle of fish.
I think the geometry node presets, I hope to see more bundled preset for GeoNodes in the future that will make life easier for noobs like me
I like the enhanced cloth speed best.
thank you!
I‘m really wondering when Cycles will get light linking. I‘ve been waiting for this feature for many years now and still no sign of it. E-Cycles has it, Octane has it… but I‘d rather use native Cycles :)
As far as I can tell, it isn't progressing because nobody is interested in developing it. The Dev team want it too but they have other priorities. It's a shame that nobody from the community feels like creating the patch. Although it's understandable as cycles is a very complex section of the code.
Hold on, didn’t we get that some time ago? But maybe just the first implementation.
@@MalmqvistM no, we didn‘t. Maybe you are thinking of „light groups“.
@@bridgestoinfinity Thats it!
Yay for any geometry nodes stuff. I hope everything becomes available though nodes.
I would love id they made the multirez modifier more optimized and to give easier way to create curves like in zbrush, I hope it gets there with the next update since i really like the new feature to create your displacement.
I remember simulation nodes being added to the 3.5 Alpha, effectively creating the option for loops within geometry nodes. I wonder if that's going to be in the full release of 3.5.
This is the one update I was very much looking forward to! Opening the door to all types of simulation and Houdini like effects. But I had the disappointment to not find it in the summary of 3.5 beta 😭. I was kind of hoping they just "forgot" to mention it 😅.
@@Alex-bv5se Nope) That will not be included in 3.5
Why not? Does it need more work?
@@sychuan3729 arf 🥲. I guess we will still have to use the buffer technic between two object for some more time then
gpu osl support is also quiet nice
Coming with 3.5?
I hope it is larger buttons in the Color Ramp node 🤣
Any news on the proposed Principled BSDF V2 from last year?
Development is ongoing, but I haven't seen any updates for about a month.
Vdm is gonna be huuuuuuge
I always thought cycles (lights) works like it does now...
The previous system doesn't make sense to me. If you have a BVH, why not make something similar for the lights as well?
I love new physics! I hope they improve the gas physics as well
Volumetrics need a lot of work. Embergen is a good and fairly affordable alternative in the meantime. If you use smoke or fire often, it's worth purchasing.
🐶 On your list, but the hair improvments look great!
Can the hair be animated at last? Because i simply bounced off the curves thing at the moment i learned how it is such a powerful new way... and completely static.
actually you can do much more things with cloth sim in blender. I also think that it needs to be improved of course, but it is not a problem, the problem is it needs other additional tools like effectors in c4d.
Oh man, that premade hair node setup is great!
Eevee next?
EEVEE is going through an entire code refactor, including a load of new features (global illumination etc). It's the EEVEE equivalent of cyclesx.
Never use Comic Sans MS in your thumbnail again,
Sincerely,
Every designer.
(Jk x thanks for the vid! Looking forward to the release!!)
It's a handwriting style font, but it isn't comic sans.
@@DECODEDVFX ser, this is comic sans ms.
@@Nicogs maybe. I don't think I have CS installed. I just scrolled through a few fonts and picked the first one that fit.
You are becoming the spokemen for the Blender community xd
I try
Wow your mic is so beautiful
It's a Hyperx Quadcast S. It can do the full spectrum of colours but I have mine set to custom shades from my logo.
I Hope they fix HIP render with AMD gpu on Linux. For now sice 3.0 version viewport render crushing system randomly.
Does 3.5 support hardware ray tracing on AMD GPUs? Because I read it on a blog that AMD and blender were planning to implement it in blender 3.5
2:27 How do you get that Cycles viewport preview with the gradual deblurring rather than denoising? Dunno if I'm explaining it correctly, I don't even know what to Google to look it up. I do remember activating it once...
with the arrival of the geometry hair setup, what will happen to the traditional hair particle systems?
What about simulation nodes?
I'm pretty sure they've been pushed back to 3.6. They weren't going to be finished and stable in time to make this release.
@@DECODEDVFX ah bummer
what about light linking?
What happened to the simulation nodes?
They've been pushed back to 3.6.
Aren't simulation nodes being added to 3.5? I've been using them in the 3.5 alpha but they are quite unstable
They've been pushed back to 3.6.
When are they going to make it possible to add a light to a scene and make it only light up select geometry. eg one two cubes, one red light and blue light. red light falls onto both cubes but blue light only falls onto blue cube.
That's called light linking. It's currently being developed as part of an experimental branch of blender. I'm working on a video about it. It should be added to blender this year. Possibly the next release.
@@DECODEDVFX OH WOW ! That is amazing! thanks for letting me know what its called, I'll know what Im looking for now. :) great videos. thank you.
More colour grading than colour correction
Good day. I'm using Blender 3.5 but on activating compositor "camers" or "always" in viewport shading all I get is a black screen. nevertheless, the png goes to the compositio after rendering. ( If I however activate "Disable" the scene appears!)
Possibly a bug, or unsupported compositing nodes.
Is there any news that eevee will later become a more similar real-time system to Unreal Engine 5?
There's a new version of EEVEE in development right now, called the EEVEE NEXT project.
@@DECODEDVFX Rob, on a related note, do you know how much progress has been made in transitioning to the Vulkan graphics api, away from OpenGL?
I was under the impression that the Blender devs had set this is as a long term goal, for blender in general, not just eevee.
@@richardconway6425 not much. No developers are currently working on it, at least not dorectly. Many changes have been made which are indirectly necessary for Vulcan, but the actual coding of Vulcan integration hasn't started yet.
It'll happen eventually, but it doesn't seem to be a priority. Keep a look out in 2024 once some of the current big projects are beginning to wind down.
@@DECODEDVFX ok, thanks for that, that's interesting to know.
@@DECODEDVFX That's not quite accurate. Ton made it clear in a recent blog post that Vulkan (and Metal) support was a priority for 2023, as well as brush assets, new compositor, simulation nodes, Blender apps, etc. And Jeroen Bakker has been assigned and is actively working on the Vulkan support task opened by Dalai 4 years ago, lately. So things are in motion. The devs have made it clear that Vulkan, Eevee Next, and Workbench Next are all separate tasks and do not rely on one another for completion, however. So all three will likely arrive at different times.
Blender keeps crashing on my Mac Studio. It's weird. My computer is very good. Maybe this new update will resolve it.
I have Marvelous Designer but much prefer Blender for making clothes.
Im personally doesnt see any cloth sim performance improvements. Same duplicated object in both 3.1.2 and 3.5.0, absolutely the same settings. Both gives the same fps results.
I'm not sure if I'm going to update... I tried upgrading to 3.4 and not only blender crashes when I try to open it. It no longer detects my graphic card to render in GPU. Have no issues with 3.3 so far.
I'm in the same boat, running an older Mac. I was going to upgrade my computer anyway, but for now I have to stick with Blender 3.3 unitl I decide what system to get.
about f@$#ing time they updated the cloth simulation.
At 6:09... the new "cleaner system" is still very noisy.
6:25 - I really do not enjoy the marvelous workflow at all. It feels so slow to build clothing to me. If blender could get the performance up quite a bit for larger simulations it would be so much easier to build clothing in blender. I am going to give it a try in 3.5 for sure.
The workflow could definitely be improved but the simulation tools are excellent, especially with GPU acceleration.
@@DECODEDVFX Yeah I will not hold my breath for Blender simulation parity with Marvelous but it sure would be nice. It was not awful to use either of the current versions I should add (in either software)
meanwhile, it still can't do the most simple hair systems without crashing on mac ARM
Why is the play button askew??
It isn't.
Viewport compositing is cool but they need to optimize it, waiting literally 3 minutes for the compositor to updatefor every change on a large scene is just not nice.
For sure. I tend to keep my compositing node set-ups fairly simple when I'm using the viewport stuff right now. Certain nodes can probably be cached in the future, so they don't have to recalculate constantly.
I still can't use 3.4 cos it's too unstable and always crashes lmao
I just got 3.4 💀
Light linking😞
Walter Decoded
"HUGE" - sigh... isn't the world tired of exaggerated clickbait titles? Sheezus... Why does everything have to "HUGE" "AMAZING" "MINDBLOWING" when they're clearly not.
What did you expect to hear? Blender now clips your nails and sucks your toes? These are the biggest features from the next update. Some of them have been anticipated for over three years.
Hi Rob, love the channel and appreciate the quality content. But...in this particular case I have to say I find these updates underwhelming. Improvements to cloth sims and sculpting brushes seem relatively incremental to me, composting can be done in photoshop way easier, and basically zero major geo node updates. The hair thing at the end is even as you said sort of a workaround for people to not learn geo nodes in the first place. Just my two cents - again thanks for all the content.
That depends on how you use Blender and what features you'll find most useful, I suppose. Vector displacement maps, for example, have always been one of the highest rated community requests on right-click select.
@@DECODEDVFX yeah, fair enough. Sorry for being a negative Nancy
@@ajcross7 Nah, it's fine. Some releases are a bit underwhelming, especially if it's mostly lots of small features/tweaks. I've skipped about a third of the releases since I started this series for that reason.