Why would that happen? Blender is a 3D modelling and rendering software. Bloom is for noobs to hide low-rate production. Nothing wrong with being a noob, but the goal is usually to outgrow that stage at one point.
I was working on a scene doused with emission materials and this update turned off the lights. Very grateful for the tutorial, just wish that the compositor and Render Settings method could coexist instead of one replacing the other.
Everyone talks about bloom but ambient occlusion also shared similar fate, and no one noticed that in EEVEE Next AO on floor material really makes big difference.
You can find Ambiant occlusion in : Raytracing > Fast GI Approximation > Method > Ambiant occlusion. I don't know if this is as modular as before tho, because i got back to 4.1 (too much problem with 4.2).
HUGE congrats on 250k subscribers, Ryan no channel deserves it more - your content is, and always has been, totally top-notch here's to 500k (which is totally going to happen, and that won't be the end of it)
they removed thee most magical button in Blender. Hope there will be lots that let them know that we want Bloom back. They could have just added that extra glare in nodes imho.
@@RyanKingArt no. lets not hope for that but lets hope community can survive this now proper conceptual grouping of functions. It's really hanging on to a bad habit. There is an addon for this already if you want the old behavior. ua-cam.com/video/1TLjDpquI90/v-deo.html
@@alesjelovcan6810 What do you mean "bad habit"? I wouldn't have that so called "bad habit" of using the Bloom feature if they didn't introduce it and made it easier and more convenient to use than the Glare node in the compositor.
@@alesjelovcan6810 Thats a bit gatekeepy my dear. It really doesnt matter that much. It was a single useful button that people enjoyed using. That would never hurt anyone.
Every time I run into a problem in blender and am ultimately forced to look up tutorials, I find myself watching one of your videos!! Your library is so comprehensive and you actually treat beginners like they're beginners. Even most "absolute beginner" tutorials I find still move at a mile a minute and expect you to know all the shortcuts. I also appreciate that you always show multiple ways to do something. It's like math - there's a difference between knowing how and why something works rather than just memorizing the solution. Thank you for your hard work!!
it's not removed, it is moved to a proper area, which is compositing, post processing. yeah, previous version was more handy, just one checkbox. but there are already addons that produce common compositing effects in one click. the feature was moved because conceptually it's not a property of a rendering. it's post process effect. now you can have better matching with cycles. you can also mix it with other nodes to acchieve more fine grained result. overall this is much better
@@alesjelovcan6810 with that. dev could have just make another one let's just say glow, special only for eevee. I mean, eevee it's not cycles. the compositor just make the render time longer. the old bloom didnt affect anything
For me Bloom is one thing I wish they didn't change, and also the modifiers section, I liked the one big panel with all the options available, rather than so many panel pop outs.
I don't have any problem with it. It is good for me as I can use the same bloom on EEVEE and Cycles. But I hope that the dev improve it by adding some settings available on the original bloom.
It was moved to the composting panel as a node. Why? Ask them, I think it has something to do with how EEVEE it works now. It's still there, it's just being moved to the compositor. Works basically as it used to and you can use the same bloom setup on both Cycles and EEVEE.
Thank you for covering this video, Ryan. You know, I have noticed Bloom's absence in Blender's Eevee Render settings for a while, and before that, I've been using it a lot, knowing where it is, so I knew I wasn't going insane as I couldn't find it. What was wrong with the bloom setting for the Blender team to get rid of it? It was much easier to use. Regarding the Glare type in the Glare node, I strongly suggest using "Fog Glow" instead of Bloom because the light's outline and shading are identical to what was seen using Bloom in Render settings before it was gone. The bloom in the Glare node is just too bright, that I can't see whats behind the light and it's not as subtle to look at as Fog Glow. This is particularly useful when it comes to the engines of animating Star Wars Starfighters. But with the absence of Bloom in Eevee's render settings, this means I have to go back in all the Blender files I've made before, once consisting of the Bloom setting in use before its absence, and then I would have to make changes in the compositing to fix that in every single one of them. That's just... Yeah, I'm gonna send them an email about that. It will take time to get used to because I've never truly relied on Compositing like this before, but today, you have shown me a new alternative method in place of the absence of the Bloom set. I hope the Blender team reconsiders bringing back Bloom. Again, thank you for that. You earned a new follower!
When I used to be a Maya user for over 20 years, I sometimes noticed they removed certain features which I used on a constant basis. I really hate it when programmers subtract certain featrures that simply worked well, rather than ADDING onto what was already established as a working feature.... Like, subtract those features guys. Add, or even replace! with a better one. Dont subtract! That to me is so silly. And frustrating.
Experienced EVEEE Next in Blender 4.2 quite slow on Ubuntu 2024. Works fast on Windows 11 based Blender. For now, on Ubuntu I've switched to Hydra Storm for shading and texturing, used EVEEE to test final render. Just like old days, when we used to texture in EVEEE and final render in cycles. It feels like djavu.
It's a shame that simple Bloom function was removed but Ryan King Art to the rescue as he has been saving me for years now. Thank you kind sir. Please never stop being generous with your knowledge. You are appreciated.
Hm, the emission objects are casting shadows. That doesn't really make sense. I guess you will need to turn off cast shadows on those specific objects to get the lighting better.
to all... off topic... but a question of hardware/OS if you will. As I have been learning B3D and moving on from more rudimentary tutorials and magnitude of my blends... I am seeing my 32GB RAM, RTX 2060, 11gen i5 really take a hit on performance. If it keep it simple it does fine, but once I start adding many different shaders, effects etc... it become fairly annoying. Thoughts?
Hi Ryan, In eevee when I try to change the light setting (intensity) >physical light properties are not showing in the light data properties section .. but when i switch the engine to cycles the option cames back than gets hidden when goes back to eevee .. can you help me with this (blender 4.2.1)
I find it increasingly difficult to learn Blender again, when the devs CONSTANTLY change the UI and the functionality of the software! One moment I'm following a tutorial on something, and the next thing I know the option I'm supposed to use has been removed. I used to model a little back in 2.78 and my gawd has the dumpster fire gotten a hold!!! Thanks for sharing your insights with us;)
Yeah, I understand your frustration. I also find changes like this a bit annoying, because then people watching my older tutorials get stuck or don't know how to follow along. Personally I liked the old bloom better.
hi, thanks for the video but i was wondering how to do it on a coloured one as i want a red light but when i add the emission and turn it up it takes away the red on my object and just leaves the red glow on the other items which is what i need
when I've finished creating the glare/bloom effect on the compositor, the render is complete and the light has appeared on the compositor viewer. I want to apply it to the layout/viewport. However, when changing the shading compositor viewport setting from disabled, camera, or always, nothing has any effect. Am I missing something?
How to make compositor effects in viewport and at render the same? I noticed that glare or bloom effect is different in viewport compositor and the final compositor, from the very moment it was added in blender
hey i have a problem . i added lens distortion using compositor and i turn on Transparent background (from Render properties>Film>Transparent). When i render it, the background is black . do you know how to solve this problem?
For some reason when I have an object (lets say a cube), when I give it a color and go into material preview mode the object is black. This thing wasnt happening in 4.0 where, I could see the color on the object. What is causing this? Appreciating every reply.
Can u make tutorial about importing assets from blender to ue5? I have problem with my textures where my uv maps dont work in UE5 after import, cheers!
Hello, I had a question on procedural material and If I had to unwrap and bake them every time I want to change the mesh of a different object, Thank you, your videos are awesome!
Why did they change this??? Also wait until you try and export Bloom, there is so many hoops to jump through now, I don’t get why they changed this and made it so difficult!
Blender slowly moving to just doing nodes only goddamn okay this is beyond ridiculous at this point. I have never used the compositor for much if anything ever but Blender is going to make sure to force it down my throat I see as well as nodes what even is 3D anymore. Grateful for them fixing their UI but this is just pissing me off and getting ridiculous again.
this is just not working at all for me :( followed this tutorial and many others which tell me to do the same thing and still not getting the result
5 місяців тому
Thanks. We searched for "Bloom" settings but couldn't find them. I think they placed the "Bloom" effect in the "Compositor" interface so that both the "Cycles" and "Eevee" engine can use it.
Well at least you can still apply bloom effects. I can see why they removed it, because having 2 features that basically share the same functionality is kinda useless.
I love your tutorial videos, but one thing that would help would be if you mention which version of Blender you are using for each tutorial so that we can follow along better. Thank you for the great tutorials.
Wish they’d kept it, but I guess it was always a compositing effect under the hood and to make evee more realistic should be in composite. The old one was really cool for some unrealistic but still cool effects tho.
This new bloom makes working on game assets more irritating for me, the old version seemed more representative of how your model would actually look once it was imported into Godot or Unity. In any event, thank you for the tutorial
That's the first thing I noticed as well. The way Ryan described it in this video, it applies to the lighter colors. I guess because it's only available for "scene". Why have a drop-down selection if there is only one available selection. Tells me, they might still be working on the conversion.
I don't understand why they made this change, It feels like Blender 4.2 is just a series of 'they took this out' or 'they fully moved this function' keep having to look up tutorials to find where they moved things.
It's not genuine to call it removed it's just moved to glare effect in composite, although changed, but hopefully they revise it to work similarly as before.
@@RyanKingArt may be enabling the bloom in render layer will Automatically add glare node in compositing 😅 like in the auto smooth case when we click on auto smooth ( in the rigth click menu ) it also add smooth by angle modifyer automatically. May be I m thinking too much about it 😅 Sad news My computer hard drive got crashed and i also found that it also has some other problems. Now I m starting part time job to get a new one or repair a existing one. ( I m a college student that's why part time job ). So got a break from Blender 😢.....
Patiently waiting for update that removes 3d modelling.
👍
Lmao
Why would that happen? Blender is a 3D modelling and rendering software. Bloom is for noobs to hide low-rate production. Nothing wrong with being a noob, but the goal is usually to outgrow that stage at one point.
@@tothekneeyou taking this joke way too seriously
"Bloom is for noobs to hide low rate production" tell me you're brain dead without telling me you're brain dead lmfao 😭🙏
I was working on a scene doused with emission materials and this update turned off the lights.
Very grateful for the tutorial, just wish that the compositor and Render Settings method could coexist instead of one replacing the other.
Everyone talks about bloom but ambient occlusion also shared similar fate, and no one noticed that in EEVEE Next AO on floor material really makes big difference.
Did AO ever even work in Eevee? I'm on 3.4 and I can't get it to do anything noticeable.
@@CathodeRayKoboldIt did, can't tell what's going wrong
You can find Ambiant occlusion in : Raytracing > Fast GI Approximation > Method > Ambiant occlusion.
I don't know if this is as modular as before tho, because i got back to 4.1 (too much problem with 4.2).
@@CathodeRayKoboldIt did work, just not when you had lots of direct light sources.
AO worked best if you had tons of indirect lighting.
@@susufrernlp93 How can you get back to older models from blender?
HUGE congrats on 250k subscribers, Ryan
no channel deserves it more - your content is, and always has been, totally top-notch
here's to 500k (which is totally going to happen, and that won't be the end of it)
thank you so much! I appreciate it.
they removed thee most magical button in Blender. Hope there will be lots that let them know that we want Bloom back. They could have just added that extra glare in nodes imho.
yeah I hope its brought back
@@RyanKingArt no. lets not hope for that but lets hope community can survive this now proper conceptual grouping of functions. It's really hanging on to a bad habit.
There is an addon for this already if you want the old behavior.
ua-cam.com/video/1TLjDpquI90/v-deo.html
@@alesjelovcan6810 What do you mean "bad habit"?
I wouldn't have that so called "bad habit" of using the Bloom feature if they didn't introduce it and made it easier and more convenient to use than the Glare node in the compositor.
@@alesjelovcan6810 Thats a bit gatekeepy my dear. It really doesnt matter that much. It was a single useful button that people enjoyed using. That would never hurt anyone.
its insane that they took that away
Every time I run into a problem in blender and am ultimately forced to look up tutorials, I find myself watching one of your videos!! Your library is so comprehensive and you actually treat beginners like they're beginners. Even most "absolute beginner" tutorials I find still move at a mile a minute and expect you to know all the shortcuts. I also appreciate that you always show multiple ways to do something. It's like math - there's a difference between knowing how and why something works rather than just memorizing the solution. Thank you for your hard work!!
glad you like my videos 👍
THANK YOU, GOAT. I WILL FOREVER MISS THE BLOOM FEATURE💔
Same
I'm literally working on your Customizable Christmas Lights from 2 years ago and this issue came up. This video is solving that for me! Thank you!
What were they thinking removing it though?
yeah its really too bad.
Possibly needed reworking for compatibility with the updated EEVEE
it's not removed, it is moved to a proper area, which is compositing, post processing. yeah, previous version was more handy, just one checkbox.
but there are already addons that produce common compositing effects in one click.
the feature was moved because conceptually it's not a property of a rendering. it's post process effect. now you can have better matching with cycles. you can also mix it with other nodes to acchieve more fine grained result.
overall this is much better
@@alesjelovcan6810 It does make sense when you see it all working, just a bit of a change to the Eevee workflow that needs to be adapted to.
@@alesjelovcan6810 with that. dev could have just make another one let's just say glow, special only for eevee. I mean, eevee it's not cycles.
the compositor just make the render time longer. the old bloom didnt affect anything
Thanks for covering this so quickly. I was surprised to see it missing.
yeah its too bad they removed it
For me Bloom is one thing I wish they didn't change, and also the modifiers section, I liked the one big panel with all the options available, rather than so many panel pop outs.
I don't have any problem with it. It is good for me as I can use the same bloom on EEVEE and Cycles. But I hope that the dev improve it by adding some settings available on the original bloom.
Yeah 👍
Someone will probably make an addon to bring the functionality back in a way, similar to how someone brought back the original modifier stack
Thank you so much. I was just searching for it :D
It was moved to the composting panel as a node. Why? Ask them, I think it has something to do with how EEVEE it works now. It's still there, it's just being moved to the compositor.
Works basically as it used to and you can use the same bloom setup on both Cycles and EEVEE.
I just recently upgraded from blender 3.2 to 4.2 and everything feels different 😂
This videos was very helpful, thank you
Thank you for covering this video, Ryan.
You know, I have noticed Bloom's absence in Blender's Eevee Render settings for a while, and before that, I've been using it a lot, knowing where it is, so I knew I wasn't going insane as I couldn't find it. What was wrong with the bloom setting for the Blender team to get rid of it? It was much easier to use.
Regarding the Glare type in the Glare node, I strongly suggest using "Fog Glow" instead of Bloom because the light's outline and shading are identical to what was seen using Bloom in Render settings before it was gone. The bloom in the Glare node is just too bright, that I can't see whats behind the light and it's not as subtle to look at as Fog Glow. This is particularly useful when it comes to the engines of animating Star Wars Starfighters.
But with the absence of Bloom in Eevee's render settings, this means I have to go back in all the Blender files I've made before, once consisting of the Bloom setting in use before its absence, and then I would have to make changes in the compositing to fix that in every single one of them. That's just... Yeah, I'm gonna send them an email about that. It will take time to get used to because I've never truly relied on Compositing like this before, but today, you have shown me a new alternative method in place of the absence of the Bloom set. I hope the Blender team reconsiders bringing back Bloom. Again, thank you for that. You earned a new follower!
When I used to be a Maya user for over 20 years, I sometimes noticed they removed certain features which I used on a constant basis. I really hate it when programmers subtract certain featrures that simply worked well, rather than ADDING onto what was already established as a working feature....
Like, subtract those features guys. Add, or even replace! with a better one. Dont subtract! That to me is so silly. And frustrating.
the best video. excellent! thanks, Ryan
.
Glad you liked it!
Great explanation!
thanks
Somehow my Compositing Nodetree doesn't show any notes when i open it up .... how can i get back that "render layer" note 😅
Select the Use Nodes option, and then start adding nodes. Daniel Krafft has an excellent video explaining most of the nodes.
Experienced EVEEE Next in Blender 4.2 quite slow on Ubuntu 2024. Works fast on Windows 11 based Blender. For now, on Ubuntu I've switched to Hydra Storm for shading and texturing, used EVEEE to test final render. Just like old days, when we used to texture in EVEEE and final render in cycles. It feels like djavu.
Even without raytracing it is slow?
@@cazmatism yes
It's a shame that simple Bloom function was removed but Ryan King Art to the rescue as he has been saving me for years now. Thank you kind sir. Please never stop being generous with your knowledge. You are appreciated.
Patiently waiting for update that removes Blender.😉
Thank you for the help for update!
Short video and contains detailed information.
Thanks❤
thanks for watching
always on point 👌👌
thanks!
Hm, the emission objects are casting shadows. That doesn't really make sense. I guess you will need to turn off cast shadows on those specific objects to get the lighting better.
Ahh yeah
Thank you so much for this video it helped a lot 🙏🙏
Glad it helped!
Couldn't it anyway this has been helpful thanks....I don't know why they removed it
thanks for watching
THANK YOU!
You're welcome!
Ah man as soon as we got autosmooth back in blender 4.2 bloom is gone!! Unless if you go the compositor. Two steps forward and one step back.
yeah its too bad.
where is the compositor dear
I used bloom/emission constantly... I agree... the new "bloom" is inferior :( ... i also find it renders slower as well.
Yeah
Go to the Evee settings. Under Performance > Compositor, you can now use your GPU for compositing to speed things up.
Eevee is now just Cycles Lite. They really got rid of a lot of crucial features. Worst update they've done since they got rid of the pose menu.
to all...
off topic... but a question of hardware/OS if you will.
As I have been learning B3D and moving on from more rudimentary tutorials and magnitude of my blends... I am seeing my 32GB RAM, RTX 2060, 11gen i5 really take a hit on performance.
If it keep it simple it does fine, but once I start adding many different shaders, effects etc... it become fairly annoying.
Thoughts?
Hi Ryan, In eevee when I try to change the light setting (intensity) >physical light properties are not showing in the light data properties section .. but when i switch the engine to cycles the option cames back than gets hidden when goes back to eevee .. can you help me with this (blender 4.2.1)
I find it increasingly difficult to learn Blender again, when the devs CONSTANTLY change the UI and the functionality of the software! One moment I'm following a tutorial on something, and the next thing I know the option I'm supposed to use has been removed.
I used to model a little back in 2.78 and my gawd has the dumpster fire gotten a hold!!!
Thanks for sharing your insights with us;)
Yeah, I understand your frustration. I also find changes like this a bit annoying, because then people watching my older tutorials get stuck or don't know how to follow along. Personally I liked the old bloom better.
@@RyanKingArt Amen, brother!
If i have multiple faces do I havew to make this process for each face? Thanks
hi, thanks for the video but i was wondering how to do it on a coloured one as i want a red light but when i add the emission and turn it up it takes away the red on my object and just leaves the red glow on the other items which is what i need
How do I put the glare node on an object instead of it being in the scene?
when I've finished creating the glare/bloom effect on the compositor, the render is complete and the light has appeared on the compositor viewer.
I want to apply it to the layout/viewport.
However, when changing the shading compositor viewport setting from disabled, camera, or always, nothing has any effect.
Am I missing something?
How to make compositor effects in viewport and at render the same? I noticed that glare or bloom effect is different in viewport compositor and the final compositor, from the very moment it was added in blender
How do you get the light to cast onto the objects. Just following this video I missed that. I turned on raytracing, I don't think that's it.
I tried to append a cheese material, I leant from your tutorial into 4.2 and Blender closed down?
I cant find the bloom, space screen reflection, etc on 4.2 version.
Hi, how to make the bloom appear in the final render?
Super! How to make mirror shader with curve surface in Eevee Next 4.2?)
hey i have a problem . i added lens distortion using compositor and i turn on Transparent background (from Render properties>Film>Transparent). When i render it, the background is black . do you know how to solve this problem?
I went into the glare settings but it wasn't there, just ghost, streaks, fog glow, and simple star
For some reason when I have an object (lets say a cube), when I give it a color and go into material preview mode the object is black. This thing wasnt happening in 4.0 where, I could see the color on the object. What is causing this? Appreciating every reply.
Amazing Tutorial!!!
Thanks!!!
You're welcome!
Do you know how to save a transparent background and still have the bloom?
Thanks a million, you rule!
thanks for watching!
@@RyanKingArt You have a knack for getting straight to the heart of the matter and I appreciate that
i will miss the old Emission Jank... so easy to do - I wish they bring back a one click Solution again
yeah I agree
how do you remove that? 1:05
@ryankingart can you add color to the bloom?
Can u make tutorial about importing assets from blender to ue5? I have problem with my textures where my uv maps dont work in UE5 after import, cheers!
Bro..How to eliminate the noise coming due to low light in eevee🌚
How do I make an object glow without effecting the look of the object? 😭
Hello, I had a question on procedural material and If I had to unwrap and bake them every time I want to change the mesh of a different object, Thank you, your videos are awesome!
What was the reasoning behind removing the option? Such a weird move...
Interesting. Thanks for sharing!
👍
Any advice on how to get rid of the grainy shadows?
turn up sample count and use jittered shadows option
Please make a video on ray portal as well
I hope to do that!
Why did they change this??? Also wait until you try and export Bloom, there is so many hoops to jump through now, I don’t get why they changed this and made it so difficult!
Hi, I am making a T-shirt mock up in blender. I want to join two planes but its showing no mesh data to join can you help me with this?
Hii sir Blender " ultimate Matrial Assets " in indian rupees Money please Reply me Sir
Where is crt shift b??
what do you mean?
@@RyanKingArt normally in 4.1 if u hit crt+shift+b there will be four options of boolean operations but in 4.2 it is gone
its "Bool Tool" addon hot key
Blender slowly moving to just doing nodes only goddamn okay this is beyond ridiculous at this point. I have never used the compositor for much if anything ever but Blender is going to make sure to force it down my throat I see as well as nodes what even is 3D anymore. Grateful for them fixing their UI but this is just pissing me off and getting ridiculous again.
I can't render bloom with transparent background now. Help please!
hey man thank you so much!!!!
welcome 👍
why are they doing that every new version?? like deleting good features etc. ? I don´t get it..
yeah I liked the old bloom better
this is just not working at all for me :(
followed this tutorial and many others which tell me to do the same thing and still not getting the result
Thanks. We searched for "Bloom" settings but couldn't find them. I think they placed the "Bloom" effect in the "Compositor" interface so that both the "Cycles" and "Eevee" engine can use it.
yeah I guess so
they removed the subsurface scattering before... and now removed the bloom option... very disappointed.
Thank you!!
You're welcome!
WTF is wrong blender, before all I had to do is click a button on the side now I have to do all this crap. I’m never updating again
yeah I wish they had kept the old bloom
Why in the living fuck did they remove it i mean wow just what were they thinking man this pisses me off so much
anyway i can use glare in cycles render engine??
yes you can
Well at least you can still apply bloom effects. I can see why they removed it, because having 2 features that basically share the same functionality is kinda useless.
i cant find glare help!i have the latest update
I love your tutorial videos, but one thing that would help would be if you mention which version of Blender you are using for each tutorial so that we can follow along better. Thank you for the great tutorials.
Wish they’d kept it, but I guess it was always a compositing effect under the hood and to make evee more realistic should be in composite. The old one was really cool for some unrealistic but still cool effects tho.
This new bloom makes working on game assets more irritating for me, the old version seemed more representative of how your model would actually look once it was imported into Godot or Unity.
In any event, thank you for the tutorial
Thank you man
welcome!
before: just hit a button. After: many round round circles. Why?
So...they didn't remove it, they made it compulsory?
Thank U very much!
You're welcome!
I hope some development make
Addon for that
how to clip shadow in blender 4.2
When I use node bloom applies to every material in the scene
That's the first thing I noticed as well. The way Ryan described it in this video, it applies to the lighter colors. I guess because it's only available for "scene". Why have a drop-down selection if there is only one available selection. Tells me, they might still be working on the conversion.
Bro how to remove that right window 😭😭😭😭😭😭😭😭
I guess functionality could reproduce by other nodes. But this is Blender team mistake that they did not make the exact same alternative.
I liked working with bloom and screen space reflections for simplicity :(
Menarik juga hasilnya
very comprehensive
thanks
😢😢 jeez why was it removed
Don't know why
compositor makes the render a little longer. wish they change it back to the old one
yeah I liked the old bloom better
I don't understand why they made this change, It feels like Blender 4.2 is just a series of 'they took this out' or 'they fully moved this function' keep having to look up tutorials to find where they moved things.
It's not genuine to call it removed it's just moved to glare effect in composite, although changed, but hopefully they revise it to work similarly as before.
yeah I guess so.
where is the composite
Who knowsay be they will bring it back just like they did with the autl smooth feature 😅
Haha yeah
@@RyanKingArt may be enabling the bloom in render layer will Automatically add glare node in compositing 😅 like in the auto smooth case when we click on auto smooth ( in the rigth click menu ) it also add smooth by angle modifyer automatically.
May be I m thinking too much about it 😅
Sad news
My computer hard drive got crashed and i also found that it also has some other problems. Now I m starting part time job to get a new one or repair a existing one. ( I m a college student that's why part time job ). So got a break from Blender 😢.....