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im amazed that after all these years, we still cant do basic stuff like setting the radius of a cylinder in edit mode. we cant alter it or show what the radius is, all size related is a nightmare. and the only dismissive answer one gets is "blender is not cad".. cmon its a freaking modeling software...
@@eddiexx Because setting the radius of the whole object is an object level transformation, so you do it in object mode. The radius is half the orthogonal dimensions of its length/height (X and Y by default). If you want to see the radius of the top and/or bottom face/s in edit mode, either make sure the Cap Fill Type is set to Triangle Fan when you first add the cylinder or otherwise "poke" the ngon/s (alt p) and turn on edge length in the overlays.
@@Arjjacks hi there, thanks for that clarification. your description really makes the case im talking about, how incredible it is that a 3d modeling software cant do that in a intuitive, simple way. because Its not meant to be done. you should be able to simply double click the edge ring of a circle and input the diameter, and also display it if wanted. Is it too much to ask of Blender? Blender is not used for only visual fx, the base is much larger than that
The Gabor texture is an interesting one. I can already see three really good use cases: procedural sand, fake water caustics, better waves on fake water, and procedural camo patterns.
I think if manipulated correctly it can cut a lot of corners with procedural wood materials because it offers a way to do the grain and also the cut wood surfaces at both ends of the grain
Right?! We all know what animation project he's working on ;). I'll see myself out. But for real love your content! I bought your topology series and it's helped me alot!
The new window dividing UI and the image preview look like they will actually make my work easier. Dividing Blender windows so far has been known to make adult men cry! I really wish blender had a bake (or cache) node for procedural materials to speed things up. And, also a blur node that can use a black and white mask.
it's still not up to industry standard with docking and tearing off panels. Blender is still the only 3D app that don't have proper support for that. You still can't customize Blender's UI with buttons for commands, addons and so on. You also can't have floating or docked addons. Blender's nPanel is a dinosaur in the industry.
@@proceduralcoffeeyes you can, how do you think all those addons add there panels. With python you can change everything you want in the UI. Ps you can have floating addon. If you make a new window and put the addon there. A new window could already be made before 2.8
@@proceduralcoffeeps industry standard, hahaha sorry but undocking has not Todo with industry standard. It actually more annoying than useful. If I see for instance 3ax or Maya, those are constantly grabbing and moving those floating windows be cause they are always some how in the way
Out of all the fancy and great new features the ability to throw the outliner out of my direct view onto the second monitor to get a bigger work area is my absolute favourite. That and the diffuse roughness - will make working with dirt and concrete a lot better.
You could do this before (putting a window on the second monitor), what's new is that you now get this edge displayed while splitting the interface and you can move a specific window around easily now :)
Creating new windows/viewports was always difficult. Glad to see that I will finally be able to model using two angles because it will be easier to create and delete viewports. The re-working of the sculpt interface and Grease Pencil brushes is also very welcome.
I really like that they have so many different algorithm options for the Volume Scatter node now (particularly the ability to separately create Rayleigh and Mie scattering). Lately I've been working on quite a few different planet renders and have had some difficulty recreating certain atmospheres. The default algorithm (which appears to mainly simulate Rayleigh scattering) works great for an Earth-like atmosphere when viewed from a distance, or from the surface at daytime and nighttime, but isn't as great for surface sunsets because it doesn't cause a strong enough color shift. It also isn't quite as great at simulating Martian or Venusian atmospheres, mainly because those atmospheres are dominated more by Mie scattering than Raleigh scattering due to the high amount of dust in those atmospheres. Being able to separately control these different scatter types will likely lead to more realistic procedural atmospheres, as well as allowing direct control over things like the amount of dust in the atmosphere. Clouds are also a bit tricky since I couldn't get them to look quite right in all circumstances in Earth-like planet renders, mainly because to get proper shadows and Sun blockage, clouds had to be made too dense and ended up looking really dark when backlit. Effectively simulating them with pure Mie scattering might theoretically yield more physically accurate results. I guess we'll just have to see. Also, it appears that these new phase functions are currently only going to be available in Cycles.
Ibactually found the okd oabel more usefull. You could easily extend it by dragging it to right so you would see the brush names. Now you need to wait for the tooltip, if they are actually activated.
Great content as always, just wish they would upgrade the glass bsdf node so we don't need to jerry rig our own node setup to make it work in a realistic way
If you hate scrolling to look for your brush, you might want to try the sculpt bar add-on by Bracer Jack, no icons, no scrolling, just text on a thin floating draggable bar. I love the volume scatter options, but I wish they did what you did, saying which is better for which scene like underwater and stuff instead of those cryptic useless names no one cares about.
You could undock windows before and put them on another monitor. Reading the comments here, I feel like many didn't know this? What's new is that you can move a window around more easily now and get this edge displayed when splitting the interface :)
There has been an addon called extra image list. Ive used it since 2.77 or 2.78 orso. Uve actually uodates it and also added to shaded node window. It can show inages in list or in thukbnail oreview. Especially when working in the shader node window its auper useful. Together with extra material listm which allows you to select change and oreview naterials while shader editor is open
Hopefully they fixed the insane lag from 4.2. I had to roll back to 4.1 because 4.2 Blender always froze while navigating. Even on a brand new default cube. I also want to point out that we had sculpt tool names for a long time. All you had to do was click and drag the edge of the panel to reveal the names.
@DECODEDVFX ah that's cool! You didn't mention it. You kept the list pretty small, normally they have a huge list. It going so fast I can keep up. Haven't tried 4.2 yet. Kinda hate that extension method and how it's implemented
Hello, please tell me, I load the obj file into blender, and it opens like a dot. The object is visible through 3D viewing tools. I need to rewrite the file in .dae format Why does the model open as a dot?
I find having 2 roughness sliders actually counterintuitive. Every ither engine has just a single roughness, its works together with reflextion or soecularity. Thats just hiw ut works. Why make 2 roughness slider. Roughness cant have an effect in something if there is no soecularity.
Go to preferences > System > Memory & Limits > Max Shader Compilation Subprocess > Increase it to max number of threads supported by your CPU This may help with the compilation time
I'm still on 4.0.2, Idk what there smoking other there in Amsterdamn doing dumb UI changes like Normals/Auto smooth. As a game artist I see no point in upgrading the versions, only thing which I liked in this video is the scatter volumne for renderings, but I also switched to Unreal for renderings as it's much more powerful imo. Also UV unwrapping changes sown here still isn't that great to merit a change, Packmaster and Zen UV paired with manual unwrapping is still the way to go.
I think it’s version after version just too quick. I update to version 4.0 and before I can get used to it there’s version 4.1 then 4.2 now it’s 4.3. For crying out loud….. slow down and let us get used to it first.
Never liked having the brushes on the left as a right handed person. In ZBrush I have my favorite brushes on the bottom as well. Best thing would be a customizable pie menu, but I don't know if that's possible
soon we will integrate AI into Blender and we can ask blender to create tools and automate many tasks like creating brushes, like a dynamic brush that knows what its touching. do i have ideas lol yes many
Flash Sale Ends November 8th!
Save 20% on my new course using the code LAUNCH, and save 40% on all my other courses with the code FLASH. Links in the description.
im amazed that after all these years, we still cant do basic stuff like setting the radius of a cylinder in edit mode. we cant alter it or show what the radius is, all size related is a nightmare. and the only dismissive answer one gets is "blender is not cad".. cmon its a freaking modeling software...
@@eddiexx Because setting the radius of the whole object is an object level transformation, so you do it in object mode. The radius is half the orthogonal dimensions of its length/height (X and Y by default). If you want to see the radius of the top and/or bottom face/s in edit mode, either make sure the Cap Fill Type is set to Triangle Fan when you first add the cylinder or otherwise "poke" the ngon/s (alt p) and turn on edge length in the overlays.
@@eddiexx you can. Just open the edit panel and change the X and y dimensions.
@@DECODEDVFX hi, why not display it as what it is radius, double click input the size you want, layers "show on screen" etc
@@Arjjacks hi there, thanks for that clarification. your description really makes the case im talking about, how incredible it is that a 3d modeling software cant do that in a intuitive, simple way. because Its not meant to be done. you should be able to simply double click the edge ring of a circle and input the diameter, and also display it if wanted. Is it too much to ask of Blender? Blender is not used for only visual fx, the base is much larger than that
Love what they did with the window split options! long needed
The Gabor texture is an interesting one. I can already see three really good use cases: procedural sand, fake water caustics, better waves on fake water, and procedural camo patterns.
as well as fabric, it really has this interweaving pattern over/under that's kinda tricky to do with other texture nodes
I think if manipulated correctly it can cut a lot of corners with procedural wood materials because it offers a way to do the grain and also the cut wood surfaces at both ends of the grain
The Gabor Texture looks interesting for wood and procedural scratches, very interesting
It feels like the blender team just cranking the versions out like Willy Wonka.
Or just life speeding up
They’ve reduced the schedule down to 3 a year from 4
yup, and not fixing any of the issues I've been documenting for years.
@@basspig im hoping 4.3 has a bunch of maintenance going on. 4 has been a rough ride for me. 3.6 felt like it could take a punch
@@basspigthen donate so that they can hire more engineers. It’s not intentional.
...interesting choice of demo model there.
It's a character I'm working on for an animation project.
Most Men would appreciate it. lol
It's early November.
What a useless comment
Right?! We all know what animation project he's working on ;). I'll see myself out. But for real love your content! I bought your topology series and it's helped me alot!
The new window dividing UI and the image preview look like they will actually make my work easier. Dividing Blender windows so far has been known to make adult men cry!
I really wish blender had a bake (or cache) node for procedural materials to speed things up. And, also a blur node that can use a black and white mask.
blur node would actually go so crazy
it's still not up to industry standard with docking and tearing off panels. Blender is still the only 3D app that don't have proper support for that. You still can't customize Blender's UI with buttons for commands, addons and so on. You also can't have floating or docked addons. Blender's nPanel is a dinosaur in the industry.
What you mean blur node can only do color images, that's sound quite weird
@@proceduralcoffeeyes you can, how do you think all those addons add there panels. With python you can change everything you want in the UI.
Ps you can have floating addon. If you make a new window and put the addon there. A new window could already be made before 2.8
@@proceduralcoffeeps industry standard, hahaha sorry but undocking has not Todo with industry standard. It actually more annoying than useful. If I see for instance 3ax or Maya, those are constantly grabbing and moving those floating windows be cause they are always some how in the way
Out of all the fancy and great new features the ability to throw the outliner out of my direct view onto the second monitor to get a bigger work area is my absolute favourite. That and the diffuse roughness - will make working with dirt and concrete a lot better.
You could do this before (putting a window on the second monitor), what's new is that you now get this edge displayed while splitting the interface and you can move a specific window around easily now :)
Thanks. How did I miss this all this time? lol
Because it was hidden and only accessible via a stupid shortcut. Like many other Blender features.
Very true, that’s probably it.
The image preview is something i have been dying to get ! Finally you can see
Me too
Creating new windows/viewports was always difficult. Glad to see that I will finally be able to model using two angles because it will be easier to create and delete viewports.
The re-working of the sculpt interface and Grease Pencil brushes is also very welcome.
Grease Pencil finally supports GeoNodes! Let's gooooo
Had no idea about the Minimal Stretch UV Unwrap, fingers were always a problem but glad that's fixed
Thanks for this Great Review!!! 👍😎
I really like that they have so many different algorithm options for the Volume Scatter node now (particularly the ability to separately create Rayleigh and Mie scattering). Lately I've been working on quite a few different planet renders and have had some difficulty recreating certain atmospheres. The default algorithm (which appears to mainly simulate Rayleigh scattering) works great for an Earth-like atmosphere when viewed from a distance, or from the surface at daytime and nighttime, but isn't as great for surface sunsets because it doesn't cause a strong enough color shift. It also isn't quite as great at simulating Martian or Venusian atmospheres, mainly because those atmospheres are dominated more by Mie scattering than Raleigh scattering due to the high amount of dust in those atmospheres. Being able to separately control these different scatter types will likely lead to more realistic procedural atmospheres, as well as allowing direct control over things like the amount of dust in the atmosphere.
Clouds are also a bit tricky since I couldn't get them to look quite right in all circumstances in Earth-like planet renders, mainly because to get proper shadows and Sun blockage, clouds had to be made too dense and ended up looking really dark when backlit. Effectively simulating them with pure Mie scattering might theoretically yield more physically accurate results. I guess we'll just have to see.
Also, it appears that these new phase functions are currently only going to be available in Cycles.
The IU updates are very welcome!
Rob, I love your videos they are always very informative and useful, thanks for sharing your knowledge!
thanks!
Thanks for this Video.
new floating window split 😍😍
nice. might have to get into sculpting now
Superb update. I'm oddly excited about the UV unwrap tidbit lol
Worth it just for the easy unwrapping of hands honestly
My peers be like: "Wow, a new character in brawl stars!"
Me: "Yeah, baby! We've got new volume scatter and metal BSDF shaders in blender"
Ibactually found the okd oabel more usefull. You could easily extend it by dragging it to right so you would see the brush names. Now you need to wait for the tooltip, if they are actually activated.
Great content as always, just wish they would upgrade the glass bsdf node so we don't need to jerry rig our own node setup to make it work in a realistic way
If you hate scrolling to look for your brush, you might want to try the sculpt bar add-on by Bracer Jack, no icons, no scrolling, just text on a thin floating draggable bar.
I love the volume scatter options, but I wish they did what you did, saying which is better for which scene like underwater and stuff instead of those cryptic useless names no one cares about.
Undocking windows is game changing. Actually makes multi display or TV displays waaaaay more functional
You could undock windows before and put them on another monitor. Reading the comments here, I feel like many didn't know this? What's new is that you can move a window around more easily now and get this edge displayed when splitting the interface :)
You can do this already but manually creating a new window and moving into a second monitor.
Alll features are good !!!
There has been an addon called extra image list. Ive used it since 2.77 or 2.78 orso. Uve actually uodates it and also added to shaded node window. It can show inages in list or in thukbnail oreview. Especially when working in the shader node window its auper useful. Together with extra material listm which allows you to select change and oreview naterials while shader editor is open
For those interested, it's free and in my GitHub. Let me know if your interested
Hopefully they fixed the insane lag from 4.2. I had to roll back to 4.1 because 4.2 Blender always froze while navigating. Even on a brand new default cube.
I also want to point out that we had sculpt tool names for a long time. All you had to do was click and drag the edge of the panel to reveal the names.
I've been using 4.3 beta for a few weeks without noticing any lag.
Not to be nitpicking.. but you said 3.4 at the end. Backwards in time! 🎉 great rundown.
I know.
UI changes are always the most important
That new Gabor Texture node makes me think of both water and fabrics.
good update
Blender 4.3 is here! Well, in a couple of weeks anyway.
@@BigAl444 the release date is the 12th. The beta build that you can download now should be basically identical to the final release.
Is there a performance difference between these new volume scatter algorithms?
@@mipe7755 not that I've noticed, but I haven't extensively tested them yet.
im definately gonna buy a second monitor
There are some good features added to geo nodes
When you hivered over that metallic color @6:13 innoticed a tooltip with color swarch and values. Never seen that. Is that also new?
@@RomboutVersluijs yes!
@DECODEDVFX ah that's cool! You didn't mention it. You kept the list pretty small, normally they have a huge list. It going so fast I can keep up. Haven't tried 4.2 yet. Kinda hate that extension method and how it's implemented
fantastic! I can’t wait to download the new version. But when are we going to get the Sweet Baby Ray's node...?
:D
I shouted in the middle of the forest the other day, and i'twas a game changer.
Have they reverted any of the UI feature changes that 4.0 had such as Auto Smooth from Modifiers back to Object Data?
Yes. the terrible auto-crease smoothing thing has been reverted. That happened in 4.2.
Detachable windows?! Is Christmas coming early this year?
11:25 A feature of 3.4 that you've missed is that it is 4.3. ;)
Thanks for the video.
@@Vospi yeah I noticed that after I uploaded the video. 🤷♂️
Any news as to where we can aquire that model?
The Twi'lek girl? It isn't finished yet. I doubt it'll ever be put up for sale because it's based on a human asset from the human generator addon.
Having two separate roughness sliders is a bit puzzling. Will need to read into which you would use for certain situations and why.
I might have to make a more in-depth video talking about that.
Hello, please tell me, I load the obj file into blender, and it opens like a dot. The object is visible through 3D viewing tools. I need to rewrite the file in .dae format
Why does the model open as a dot?
I find having 2 roughness sliders actually counterintuitive. Every ither engine has just a single roughness, its works together with reflextion or soecularity. Thats just hiw ut works. Why make 2 roughness slider. Roughness cant have an effect in something if there is no soecularity.
Anyone else smiling every time he says Blender 3.4? 🤭
1:57 - Women of the Future
5 seconds into the video and 4.0 WAS A YEAR AGO?
November 14th 2023. I don't get it either.
I wont be using 4.2 or 4.3 probably if Eevee will continue to take 5 min to compile all the shaders in my scenes, sticking to 3.6
Go to preferences > System > Memory & Limits > Max Shader Compilation Subprocess > Increase it to max number of threads supported by your CPU
This may help with the compilation time
@muneebkhaki its set to 20, still had to wait 5 min to load a scene
He might be using Fastest EEVEE on Planet😂
eevee in 4.0 its fine, but 4.2 i have the same problem, is way way slower
I'm still on 4.0.2, Idk what there smoking other there in Amsterdamn doing dumb UI changes like Normals/Auto smooth.
As a game artist I see no point in upgrading the versions, only thing which I liked in this video is the scatter volumne for renderings, but I also switched to Unreal for renderings as it's much more powerful imo.
Also UV unwrapping changes sown here still isn't that great to merit a change, Packmaster and Zen UV paired with manual unwrapping is still the way to go.
Клёво!
So if you say "Blender 4.3 is Here" you actually mean "Blender 4.3 is not yet here"?
@@psy237 it's now in release candidate mode. The version you can download right now is functionally identical to the final release.
@@DECODEDVFX I'm aware it's in BETA, but your title literally suggests otherwise, so i criticized it.
I think it’s version after version just too quick. I update to version 4.0 and before I can get used to it there’s version 4.1 then 4.2 now it’s 4.3. For crying out loud….. slow down and let us get used to it first.
The release rate has halved in the last year. You don't have to download the latest builds, but it's just more to learn once you do finally upgrade.
Oh that new sculpt brushes layout is gross 😭
Never liked having the brushes on the left as a right handed person. In ZBrush I have my favorite brushes on the bottom as well. Best thing would be a customizable pie menu, but I don't know if that's possible
I much prefer it.
Gee, I hope they completely change everything.....again.
soon we will integrate AI into Blender and we can ask blender to create tools and automate many tasks like creating brushes, like a dynamic brush that knows what its touching. do i have ideas lol yes many
First :)
No, it's not out yet, it's still in beta. Bye
@@GinoZump the official release is on the 12th. The release candidate can be downloaded right now.
so stupid updates last 2 years. Blender looks like Autodesk team. Great updates have a Cinema 4D.