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00:00Blender 5.0 has just been officially released, and the list of changes this time is genuinely insane in the best way possible.
00:07It's just been a few short months since the last release, and yet the developers have managed to pack in so many big exciting changes,
00:14as well as address some of the most important points of community feedback from the last several years.
00:18So I'm really excited about this one, and trust me, once you try it, you're not going to want to go back.
00:23I'm Jonathan Lampell from cgcookie.com, and in this video, let's take a look at everything that's new in Blender 5.0.
00:30There are a lot of new modeling changes to get excited about in Blender 5.0.
00:35First up are brand new modifiers, for the first time in a long time, and these are actually built with geometry nodes under the hood.
00:42We don't have time to cover every detail here, but in short, there's a new array which has gizmos for interactively adjusting it,
00:49support for circular arrays, full control over randomization, and the option to keep the result as instances for improved performance.
00:57Not all features of the legacy array modifier are supported, such as start and end caps, UV offsets,
01:04and the ability to merge just the start and end without affecting the middle.
01:08But this and all other node-based modifiers will continue to be improved in future Blender versions as geometry nodes becomes more powerful.
01:15And in the meantime, the legacy array is still there.
01:18The new Instance on Elements modifier can be used to add instances of other objects on vertices, edges, or faces.
01:25Scatter on Surface also creates instances, but is more geared towards distributing assets in a natural-looking way.
01:32This was already fully possible in geometry nodes, and not too difficult for simple things,
01:36but this modifier makes it really quick and dead simple to make even complex distributions.
01:41Randomized transforms can take those instances, or instances from any other modifier, and add further randomization.
01:48The new Geometry Input modifier is simple and to the point, and it adds or replaces the mesh data of the current object with that of any other object or collection.
01:57And lastly, the curve-to-tube modifier makes nice, evenly-spaced, well-UV unwrapped tubes out of curves.
02:03It even has the option for rounded caps.
02:05What's great about these modifiers is that they're easy for beginners to use, but also can be modified under the hood by more advanced users,
02:12as well as used within other Geometry Nodes modifiers as node groups.
02:16It's a real win-win for everybody.
02:18In the Boolean modifier, the fast method has been renamed to float to better reflect its functionality.
02:23Float in this case meaning the precision of a value in programming terms, and not like hovering.
02:28The mesh deform and surface deform modifiers now use significantly less memory, have much better undo performance, and can handle denser meshes.
02:36The multi-resolution modifier now has a button called Conform Base, which moves the mesh's base vertices to their subdivided positions.
02:43You can now remove all particle system modifiers at once in the Particle Properties tab.
02:47Freestyle Edge and Freestyle Face attributes are now just generic attributes that can be used in modifiers and anything else.
02:54A new Add operator, Lattice Deformed Selected, now surrounds the current selection with the lattice and automatically applies the lattice modifier.
03:01This makes simple, non-destructive deformations incredibly quick.
03:05And Merge by Distance now picks the center-most vertex to merge to, which makes situations like this much more tidy.
03:12Symmetrize and Bevel in Edit Mode also got support for auto-merging.
03:16And now, for possibly the most anticipated change in this whole release, UV selection has been completely overhauled.
03:23Selection Sync is now on by default, and selecting a face corner in the UV editor does not also select all the other face corners that share the corresponding vertex.
03:32This change also allows true face selection, grabbing faces without ripping them, Island Selection now works while Sync Selection is enabled, and all operators now support Sync Selection mode.
03:43Simply put, UV selection has been fixed.
03:45In addition to that, you can now pack islands to a custom region that you can set with Ctrl-B and Clear with Ctrl-Alt-B, or in the UV menu.
03:53There's also a new operator for arranging and aligning islands, new options when aligning points, and a new operator for moving the selection by a set distance.
04:01You can move one UDIM tile in any direction with just a number pad arrow, move by a grid unit with Ctrl-Numberpad arrow, or by a pixel with Shift-Numberpad arrow.
04:11And copying mirrored UV coordinates is now faster thanks to it being rewritten in C++ instead of Python.
04:17In Sculpt and Paint modes, the Size, Strength, and Jitter options now have a customizable curve for tablet pressure.
04:23The Grab, Snake Hook, Elastic Deform, Pose, Boundary, Thumb, and Rotate brushes no longer show a pressure sensitivity toggle since they did not work well when that was enabled, but that will come back again when the issue has been fixed.
04:34Undo for Sculpt mode deformations has been optimized, which reduces memory usage by about 10%.
04:40Enabling dynamic topology when the mesh has attributes now displays a better warning with the ability to cancel.
04:46And Texture Paint mode got new pixel art brushes, which are mainly intended for use in the image editor, and they'll be improved for better use in the 3D view later on.
04:55And now let's hear what the Grease Pencil updates are from our resident illustrator, Paul Kajegi.
05:00Grease Pencil has added more quality of life improvements and bug fixes.
05:05For version 5.0, there's just a handful, but they will impact the way you work in positive ways.
05:12A new pen tool has been added when in edit mode.
05:15This will allow you to edit strokes more like a spline editor.
05:20Any relevant curve data can now be seen in the items panel, allowing you to manually tweak properties,
05:27such as whether you want the curve to be cyclic or not, or even increase or decrease the resolution of a curve.
05:35Corner types for points can be set to round, flat or sharp.
05:41You can set these on a per point basis or select several between setting the point type.
05:49Setting edit points to curves feels more like curve editing.
05:53The colours of points and tangents have been set to reflect this.
05:57Support for motion blur on Grease Pencil objects has been added, and it's calculated at render time.
06:05However, there's a couple of things to keep in mind, especially if you're mixing Grease Pencil and Meshes.
06:11Firstly, you need to ensure that depth is enabled in your render passes.
06:18Also, where a Grease Pencil and Mesh object obscures one another, you might notice a sharp absence of motion blur in this area.
06:26Exporting Grease Pencils SVG has been a popular tool.
06:30The improvements for this version have added support for if you're converting your stroke points to Bezier, Catmull ROM or NURBS.
06:40The curves will need to be uniform thickness for a clean export, which suggests support for varying thickness might be added at some point in the future.
06:49My name is Wayne Dixon.
06:51I work for CGCookie and I want to talk about all the animation and the rigging updates.
06:55In fact, I want to talk about some of them because I didn't have enough time to fit them all in.
06:59As you can see, they don't even fit on the one page.
07:01These are the animation ones I'm going to talk about and these are the rigging ones.
07:05I'm quite excited by the last two there.
07:08Right, let's jump in.
07:09In animation, the hotkeys for jumping to the next and the previous keyframes have been flipped.
07:14By default, the down arrow will now jump forward in time and the up arrow will jump backwards in time.
07:19What? I know this isn't my preference either, but it does bring it in sync with the other editors.
07:24This is actually part of a two-step plan.
07:26Step one, make it consistent.
07:28Step two, make it a user preference.
07:30Step two hasn't happened yet, so you can flip that back manually for the time being if you wish.
07:35That's what I'm going to do.
07:37Working with multiple instances of the same armature is now easier because the selection
07:42state and the visibility state of bones have now shifted down to the bone level
07:46rather than the armature level.
07:48This means that hiding a bone in one instance is not going to affect the other instances.
07:52This is a welcome change from Christoph Lendenfield.
07:55Thank you, Christoph.
07:56The Copy Global Transforms add-on has been removed.
07:59Boo!
08:01Because it's been shifted inside Core Blender itself.
08:04Yay!
08:05You can find it in the Animation tab and it's also been given a UI touch-up.
08:08Thank you to Nikka and Sibran for that.
08:11It's once again possible to select cameras from their markers simply by control clicking them.
08:16You can also hold Shift to extend that selection.
08:19Thanks for that fix, Wayne Dixon.
08:21Wait, what?
08:22Moving on.
08:23All of the Animation Editors now draw the major lines in logical multiples of the current frame rate.
08:29This works nicely when you zoom in and out, as you can see,
08:32and it makes it really easy to see where the full seconds are.
08:35This also updates if you change the frame rate.
08:38Isn't that nice?
08:39Thank you, Blender Dash.
08:41The original plan for the Timeline Editor in Blender 5.0
08:44was for it to be totally removed and replaced with a footer on the other Animation Editors,
08:49which basically did the same thing.
08:51At the last minute, plans have changed and the Timeline has survived.
08:56But it will begin its journey back to what it originally was,
08:59which is not a fully-fledged Animation Editor.
09:02That's what the other ones are for.
09:03So if you're doing small changes, you can use the Timeline for that.
09:06But if you're actually doing any big manipulations of keyframes or anything kind of like animation,
09:11you use the Animation Editors for that.
09:14So let's take a look at the start of the changes.
09:16So what's different with the timeline now?
09:18Here you're looking at the old version.
09:20Most of the changes are just visual, where this keying set has been removed under the hood.
09:24The summary and the search filters are going to work more as expected,
09:28as the dope sheet data no longer leaks into this information.
09:31And on the right-hand side, this superfluous properties tab has been removed.
09:35There's likely to be more changes in the future, but this is the start of its new journey.
09:39Now let's look at that new footer I spoke of earlier.
09:42At the bottom of all of the other animation editors, you will see the playback controls
09:46and all the same features that the timeline has.
09:49This is great.
09:50It means if you're an animator, you can abandon the timeline like your Microsoft and its Windows 10.
09:55In addition to that, the keying set menu has been given some love.
09:58You can now actually see what keying set is active without having to open it up.
10:03This is awesome.
10:05Thank you, Pablo Vasquez.
10:06And now in the dope sheet, you can also see the cache information.
10:10This is another update from Pablo.
10:12He's on fire.
10:14Also in the new footer, there is a time jump operator.
10:18With these buttons here, you can either jump by frames and seconds and set the value.
10:22This is one second.
10:23So when we jump forwards or backwards, it's going to be exactly one second.
10:27Let's go over to frames.
10:29Let's make it 10 frames.
10:30Now it's going to jump every 10 frames.
10:33The shortcut to jump backwards is control left arrow.
10:36And the shortcut to jump forwards is control right arrow.
10:39Thank you, Nick Berkeley.
10:40There have been a lot of improvements happening to shape keys.
10:44In the previous release, we saw the new from objects and update from objects operators.
10:49We now have flipped versions of those.
10:51So that means if your shape ends with a dot L or a dot R,
10:55it will create or update the flipped version in one click.
10:58The old new from mix has been renamed to new combined.
11:03And this copy from object is the operator you need
11:05to copy the active shape key from one object to another.
11:09It's also possible to select multiple shape keys at once.
11:13This is great.
11:14This makes it possible to alt click and change multiple values at once.
11:18Thank you.
11:20All of the other things you would expect to work in this list now actually do.
11:24So drop and drag to reorder.
11:26Yep.
11:27F2 to rename.
11:28Yep.
11:28X to delete.
11:29Yep.
11:30Although be careful with that one, okay.
11:31Plus you'll notice that you can no longer move your shape up to replace the basis shape.
11:37In previous versions, it was way too easy to break your rig this way.
11:41Now, if you want to replace the basis shape, you can right click and choose make basis.
11:46So now you can't accidentally break your rig.
11:48You can break your rig on purpose.
11:50There have been two changes to weight painting committed by Sean Kim.
11:54One of them is the zero weight has now been changed from the default of none over to active.
12:00This is a much better default because it more easily shows you your rogue vertices.
12:04Also, the brush algorithm has been updated to make it easier to paint things back down to zero.
12:10Previous to this change, you had to spam the button in order to get them completely zero.
12:15Thank you, Sean.
12:16Bone transform overrides have two awesome new features.
12:19This is a contrived example, but it will show you how awesome these features are.
12:24Let's just say that you have a control bone that is in a different location to your deformation bone.
12:29It was already possible to have this widget display at that different location with the override transform option.
12:36That's what I've just done here.
12:37And you can see the widget is displayed at that location.
12:40Although this is just a visual change.
12:42You can still see that the gizmo displays at the true location.
12:46And if you rotate, you can actually see that's the pivot point.
12:49Now, here is the first option effect gizmo.
12:52This will visually move the gizmo to the new location while keeping the pivot at that true location.
12:57But the use as pivot will also move the pivot to that new location as well.
13:02This is amazing.
13:04Thank you, Christophe.
13:05Melvin wants to kiss you on the mouth.
13:09Compose yourself, Wayne.
13:11For the first time in a long time, there has been a new constraint added to Blender.
13:15We can thank Cartesian Caramel for the new geometry attribute constraint,
13:19which is super sweet in all three axes.
13:21This constraint directly samples a vector, quaternion, or a 4x4 matrix attribute
13:26from geometry and can apply that to the transforms of what you add the constraint to.
13:31So that's an object or a bone.
13:33If that sounds cool, yes it is.
13:35I'll show you a few quick examples.
13:37In this example, there's a geometry node simulation that's translating a single vertex
13:42between different empty objects.
13:44And it's also storing a named attribute.
13:47That's not the constraint part.
13:48The constraint is actually over here on the camera,
13:51which is copying the transformation matrix of that vertex.
13:54The constraint can sample a vector, quaternion, or a matrix,
13:57but it also needs to know the name of that attribute.
14:00That's the same name that's being stored by the geometry node setup.
14:04Look at it go.
14:05Now I want to point out it's the vertex that's moving here,
14:08not the object container.
14:10Sweet.
14:10So this example was using geometry nodes, but you don't actually need to.
14:15Here I have a basic monkey head and a plane.
14:17I just want the monkey head to follow along with the face.
14:20So I'm going to go over to the object constraints and add the new geometry attribute constraint.
14:24And I'll choose the plane as the target object.
14:27Now by default, it's going to jump to the first point or vertex,
14:30and we can change the index and it's going to switch to the different vertex.
14:34I'll just change this over to face.
14:36But what if I want to move the face over here and scale it?
14:39If I want the monkey to follow along,
14:41there is this option here to offset with target transform.
14:44Boom.
14:45Our monkey head is now following the transformation of that face.
14:48The beauty of this is it's a more elegant and accurate way
14:51than doing the three vertex parenting that we used to do.
14:54Plus it's in constraint form,
14:56so we can add it anywhere in the stack that we like,
14:59and that is going to be respected.
15:01Sweet.
15:02And now you're wondering, does this work with bones?
15:05Yes, it does.
15:06I'll jump back to the earlier example where I've just added a single bone.
15:10I'll add the geometry attribute bone constraint.
15:12I'll choose the target object, which was that single vertex.
15:16Now we need to make sure that we type in the same name as the attribute
15:19that was being generated by geometry nodes.
15:21And we do want this one to be a four by four matrix.
15:23And now this should work.
15:24And there you have it.
15:25Armatures directly interacting with geometry nodes
15:28without a bunch of workarounds.
15:30Isn't that great?
15:32Now go forth and do some creative things.
15:35With so much geometry node newness in Blender 5.0,
15:38there's a lot to cover.
15:40So forgive me if I don't do a funky intro,
15:43but just get straight to it.
15:45Starting with what's happened to geometry node sockets,
15:48because everything will look a bit weird
15:50if we don't get our heads around that one first.
15:54The shape of geometry node sockets has always been significant.
15:57So what did we already know that we maybe didn't know we knew?
16:02Well, in Blender 4.5, they work like this.
16:07Circle sockets were for single values.
16:09Diamond sockets were for fields.
16:12And a diamond with a dot told us that the input can carry fields,
16:16but is currently being used with a single value.
16:19Because in 4.5, these socket shapes could change depending on what's plugged into them,
16:25which is a bit like what happens to my nan when she watches cable news.
16:30These rules have served us really well up until now.
16:32But in the time since they were first implemented,
16:35understanding of what a symbolic socket system could be has evolved.
16:41So, Blender 5.0 is a new dawn.
16:44It's an opportunity to simplify this system so it better serves our needs.
16:50Both now and as a firmer foundation for the features of the future.
16:55So first, there's the new vertical bar.
16:58A socket monolith.
17:00Its stoic rigidity represents an absolute dedication to single values.
17:05No ifs, no buts.
17:07In contrast, the circle is now the most versatile of sockets,
17:12allowing or producing all different kinds of data.
17:16The diamond still expects a field or outputs a field,
17:20but there's no longer that dotted diamond variant.
17:23That's been removed because we can tell the status of a field socket
17:26from the noodle plugged into it.
17:28We know if it's carrying a field if the noodle is striped,
17:31and we know it's currently single if it isn't or if it's posting Instagram stories at 3am.
17:38Sockets on nodes simply don't change anymore.
17:41Their shapes are now a static symbolic representation,
17:45explicitly expressing what they expect or generate.
17:51This precision now allows for new socket shapes,
17:54and we'll get to one in a few minutes.
17:55But first, there's also been a change to where you'll see sockets,
18:00because menus on some nodes now have them.
18:04This means that now they can be controlled not only at a higher level,
18:08but as part of the systems that we build.
18:12Quite a few nodes have had the socket added, and others will too,
18:15though it's not suitable for every node with a menu.
18:20Now, wouldn't life be simpler if we only ever had to deal with one noodle?
18:26But we don't live in a neat utopia, and the more noodles you have,
18:31the harder it is to keep track or stay tidy.
18:35Enter the new Combine Bundle node.
18:38This, in both geometry nodes and shader nodes, allows us to combine multiple noodles into a bundle.
18:46And a bundle is a single noodle of a new type, the bundle type.
18:53This can then weave its way to wherever in the node tree you need it to go.
18:58A single neat conduit for all the noodles combined inside.
19:03When it gets there, plugging it into a separate bundle node,
19:07creates a socket for each combined noodle, so you can release them.
19:11If we want to add a new noodle to the bundle, we can still plug it into the Combine node.
19:20But now we have added a socket, we need to tell the two nodes which one to sync to the other.
19:26So, syncing the Combine node to the Separate node deletes our new Instances socket.
19:32And if we plug the instances back in,
19:34syncing the Separate node to the Combine node lets the Instances node join its friends.
19:41And speaking of joining, no, I'm not talking about my Patreon,
19:44you can also join bundles into bundles with the Join Bundle node.
19:50And that's bundles, a powerful little paradigm shift of a feature,
19:55designed to help us keep our lives tidy.
19:58But it won't if you just shove it in a drawer and never use it.
20:02Next, the Viewer node has had a major overhaul.
20:05Now, we can not only use it to view non-geometry data in the spreadsheet,
20:10we can see single values directly in the node.
20:15I'm demonstrating this with the new String to Value node,
20:18which does the opposite of its twin sister, Value to String.
20:22They are adorable together, but if you ever see them holding hands in a hotel corridor,
20:28you might want to pedal your tricycle away from them as fast as you can.
20:31The Viewer node now supports multiple input values and it does it dynamically.
20:39Disconnecting things from the Viewer is dynamic too,
20:42with the sockets being automatically removed.
20:44But Control-Shift-Click still works the same way as it did before.
20:51The Viewer can now accept bundles, working hand-in-hand with the spreadsheet to spy on your values.
20:59And it's not content with just being all-seeing inside the node editor,
21:03because now it will warn you when the Geometry node modifier is not being evaluated.
21:08Oh, since we've ventured into the modifier, displaying the Manage panel is now optional,
21:14and there are more updates from the department of helping you understand what on earth is going on,
21:19because attribute text overlays are now significantly easier to read.
21:25With text for the corner domain neatly offset in each corner,
21:30and text with multiple components now split into separate labelled lines, so they are far more legible.
21:38Next, we come to a Geometry type that gets a lot of loud love in Blender 5.0 – Volumes.
21:46Working with volumes in Geometry nodes has been very limited up until now, but here comes the Grid Socket.
21:54We have a new socket because nodes can now handle a new type of data structure,
21:59one that organises information in volumetric grids.
22:03The data that's stored isn't new, though. It can be float, or vector, or other primitive data types.
22:09What makes it a grid is how it's organised as volumetric data with the industry standard OpenVDB.
22:17I'll demonstrate with the new Mesh-to-Grid node, converting this cube into a density grid,
22:22and viewing that density with the viewer.
22:26To convert this float grid of density values into volume geometry of the same type you'd create
22:32outside of geometry nodes, Store named Grid will let us store it as that volume's density.
22:39Now, one of the things that makes this new grid system so powerful is that the values being stored
22:45are just primitive data, so they can be modified with standard math nodes,
22:50like subtracting the density of this cylinder from the density of the cube.
22:56The arrival of grids in Blender 5.0 means that geometry nodes can now harness volumetric data
23:02in almost limitless ways, and these two nodes really are just the wispy tip of a big cloud of new grid nodes.
23:10For example, each of these has its counterpart, getting rather than setting, and creating a mesh from a grid.
23:18There are also nodes which retrieve useful properties from grid values.
23:22Then there's the field-to-grid node that creates new grids by evaluating fields on an existing grid.
23:29There's nodes that adjust the sparseness of grids to allow more control or improve performance.
23:35Nodes which retrieve information directly from grids and others that write it to them.
23:40Mate, the ADVECT grid node moves voxel values along a velocity field.
23:45And there's a whole suite of SDF grid nodes, which will especially be of interest to anyone
23:52who just learnt that SDF isn't what their furniture is made of.
23:56So yeah, grid nodes. Woof.
24:01Next, the gamma node is now available in geometry nodes, and the random value node
24:06now produces better large integers at the cost of producing different output values compared to before.
24:14PAC UV Islands now has the shape method options of bounding box, convex hull, and exact shape,
24:22while the new UV tangent mode gives us access to the tangent vectors on a mesh.
24:27It has a fast mode, which is called fast because it computes tangents four times faster than the exact mode,
24:35which, though not so speedy, is compatible in other parts of Blender.
24:40The node requires a UV map on the mesh, and I'm demonstrating what the tangents are
24:46by instancing a lot of little arrows on Suzanne's face.
24:50Then creating a UV tangent from her UV map so I can use that vector to drive the rotation.
24:58So if you still don't understand, at least you'll be hypnotized into thinking that you do.
25:05Next, we have additions to the essentials library, those nodes that aren't actually nodes,
25:10but groups that walk among nodes dreaming of acceptance.
25:14There's random rotation that lets you generate a rotation between a min and max zenith.
25:20Then there's four groups with the kind of math functions that some people think you need to be
25:24able to explain to use geometry nodes.
25:28There's now a face corner angle and edge length group.
25:33Selection gets some love with groups that allow us to create a selection box or selection sphere,
25:39both with widgets and a group that selects based on normals.
25:44And there's now four groups of the kind that ask selective questions.
25:48One that inquires as to a UV split status,
25:52and the others are all questions that have been uttered at some point by Bono.
25:58The six node groups that are Blender 5.0's six new modifiers are also now essential assets,
26:05but I'm sure someone else is talking about that, so I'm going to concentrate on the two
26:10operator groups that aren't. Smooth geometry, which smooths geometry in iterations,
26:16and displace geometry, which displaces it in sub-steps. We can add a post-substep process
26:23thanks to closures and their nifty new node color.
26:26But what is a closure? I hear you ask. Well, this is the closure zone.
26:32But it's not the one where your X gives you your socks back.
26:36No, anything that happens in a closure zone is evaluated elsewhere with the evaluate closure node.
26:42How does that work? Well here, passing through this geometry node noodle, we've got some instances.
26:48If I connect the closure zone to the evaluate closure node with a new closure noodle,
26:55we now get geometry passing through here, which is getting there by passing through here.
27:02For a demonstration of anything to be powerful, it needs to be simple. The challenge with
27:08demonstrating closures is that they are at their most powerful when things aren't simple.
27:14So let's pretend that here we are on the edge of a vast intricate node tree.
27:21This isn't actually part of a vast intricate node tree, it's just playing one for the purpose of this
27:27demonstration. Some like to think of closures as functions, but I don't call something a function
27:33unless I'm holding a glass of champagne. I prefer to think of it as non-linear noodling. The ability
27:40to insert noodles into the middle of a node tree with whatever they are carrying or hangs on them.
27:47And we can pass new noodles through the closure zone via the evaluate closure node
27:53by syncing their sci-fi sockets in pretty much the same way as we do with bundles.
27:59What makes closures so powerful is that if we put our vast intricate node tree into a group,
28:05a closure zone gives us the ability to still add operations into its belly. Operations that can also
28:12live in groups, allowing for the construction of much more flexible modular systems. This is like
28:18how they get different fillings into the same types of donut. But ironically, they had to learn
28:25geometry nodes first. So that's Blender 5.0, a triumphant and transformative update for geometry nodes.
28:35If geometry nodes is your game, consider it well and truly changed.
28:41Blender 5.0 has gotten a huge upgrade in the color department. First, you can now output to HDR displays.
28:48To go along with that, you can also use HDR view transforms. There's a new HDR version of AGX,
28:54as well as full support for the ACES 1.3 and ACES 2.0 transforms. The full ACES color pipeline,
29:01for those who are working with images from other applications that use ACES, is now supported
29:05because you can also change Blender's working space to ACES CG. Though if you're not importing
29:10and exporting ACES data, it might be better to use REC 2020 if you're going to use a wider gamut
29:16as it introduces fewer complications. REC 2020 can allow Cycles and Eevee to mix the colors of bounced
29:21lights a little more accurately. Closer to spectral rendering, though not quite that good. Just be
29:27aware that if you change to REC 2020, view transforms that weren't built with it in mind,
29:31like PBR Neutral, can be a source of clipping. AGX, though, works great. Also, do know that larger
29:37working spaces change what color results when you input raw RGB values into nodes. It can also allow
29:43you to get negative values in the color picker, which might be confusing. This is because the new
29:47linear side of the color picker shows the color as related to the linear working space,
29:51while the perceptual side of the color picker shows the color as related to sRGB.
29:56When picking colors for materials and lights while using larger working spaces,
30:00I would generally recommend sticking to the perceptual side of the color picker,
30:03since otherwise you won't get much of the color mixing benefits that I mentioned earlier.
30:07Images in movies can also be saved in HDR formats and wide gamut color spaces now,
30:12so different devices can all display them correctly. The image output file type menu has been
30:17cleaned up and the most common formats are now on top. When it comes to nodes,
30:21the bundle and closure features from geometry nodes are also available in the shader editor,
30:26which unlocks a whole new world of possibilities, as does the repeat zone in the shader editor and
30:31the menu switch. The sky texture has a new default, multiple scattering, which is both more accurate
30:36and more beautiful, especially during sunrise and sunset. A new procedural node called radial tiling
30:42now lets you create all sorts of shapes and tile patterns with rounded corners.
30:47Good old Voronoi is now several times faster than it was before if you're rendering on the CPU.
30:52The point density texture was removed, since everything that it used to do can now be done
30:56much better with geometry nodes. Baking from the multi-resolution modifier was also significantly
31:01improved and you can even bake vector displacement maps from it now. And for baking in general,
31:06you can now bake to only the selected image nodes rather than all active nodes. And lastly,
31:12overridden with library overrides. And now let's hear about the render engine specific updates from
31:18our fellow scholar. Hey everyone, it's Karol here from Two Minute Papers. Blender 5.0 is a big
31:25version number change and there are some awesome improvements to rendering which reflect that.
31:31In Cycles, Adaptive Subdivision has received another round of improvements and is finally no longer
31:38considered experimental. It is now always displayed in the Subdivision Surface modifier if you are using
31:44a render engine like Cycles that supports it. It now works properly with normal maps,
31:50and there is a new option to slice in object space which allows for using it on instance objects,
31:57but without the performance loss that comes with realizing the instances. Metal shaders can now use
32:04thin film interference, which allows you to realistically simulate the beautiful colors of oxidized,
32:12anodized, or tempered metal. So good! Volumes are now rendered with a new unbiased algorithm called
32:20null scattering, which removes artifacts when two volume objects overlap. It works better in most scenes,
32:28but can have worse performance in some cases, so you can always get back to the previous biased method
32:34in the volume settings. Volumes also render with a bit less noise on the GPU thanks to more advanced
32:41sampling and a better optimized volume library. Subsurface Scattering is also improved and is no
32:48longer overly dark near object intersections. OSL cameras, which allow you to design your own custom
32:56lenses for rendering now support more types of inputs in the interface. They also no longer depend on the
33:03blender focal length for the aperture size, which adds much more flexibility for the depth of field
33:09effects. Curves can now be rendered as linear 3D curves, which is not as nice looking up close,
33:17but looks fine from far away, and can cut render times in half or more. In some cases,
33:25when a character has lots of hair. Advanced shader users can now access information about whether or
33:32not a ray has gone through a portal BSDF. One practical application is that it will be used to
33:38make the free brushstroke tools from the blender extensions website look even better. There is also
33:45a new pass for render times, which can be used to pinpoint and fix the parts of your scene that are
33:51rendering slowly. And the option to render without tiles so that massive 16K renders do not crash when
34:00they run out of memory. But you can still set the tile size to larger than your render if you really want to.
34:07In EV, Blender's real-time render engine, Curves and Hair is now rendered much more realistically,
34:14with better thickness, improved self-shadowing, and a more rounded curve type. They also now respect the
34:21radius, cyclic and resolution attributes just like cycles. Baking light probes which are used to precompute
34:29complex, bounced lighting in real-time renderers is now faster and the UI remains responsive while it's
34:36working. Overriding materials in EV per view layer is now supported. Blender's viewport renderer also
34:44got some love in Blender 5.0. The matcap materials have been completely overhauled in response to user
34:51feedback, so now they all support the specular lighting checkbox. So, whether you're modeling hard
34:57surfaces, sculpting characters, or previewing scans, your objects are going to look amazing. And it's
35:05not all style. Scenes that make heavy use of instances are now rendered 150 to 300% faster. Wow!
35:16Straight away we'll notice a few differences once we're in the compositor node editor. The use nodes
35:21checkbox at the top is gone. The compositing node tree is now its own data block, and so we can have
35:27multiple node layouts in one blend file. I don't have any in here just yet, but of course I can just
35:32click on the new to make one and then I can rename it to something. Then if I just make some changes in
35:38here for example by adding a new node group, tabbing into it to do a little bit of node editing there, then
35:44tabbing back out to hook that up in our main node layout there, I'll give that node group its own name too.
35:50Once I save this file I can then jump into a fresh blend file and then go file and then append. Find
35:57that saved blend file, find the node tree folder and there's our node groups ready to append. I'll just
36:02append in the something amazing node group and we'll see from the pull down menu that that brings in both
36:08node groups anyway. Once we select it we'll see there's our nodes. We might also notice that the old
36:14composite node is now gone and replaced with a group output node which basically does the same thing,
36:19but probably the most recognizable change in the compositor editor is this asset shelf with all
36:24of these pre-built node groups that can be clicked and dragged into the window for certain effects.
36:30We'll quickly look at a bunch of these and first I'll turn the camera and lens effects tab on
36:36and the creative tab and then take a look at the result of the chromatic aberration which gives us
36:41that appealing color channel splitting offset and we can tab into these to see what's going on with
36:47all the nodes to create this specific effect if we wish. Got sensor noise which will give us that
36:52random pixel noise produced by a camera sensor. Vignette is a really common one that gives us that
36:58darkness around the edges helping to kind of frame our image. In the creative tab we've got sepia for
37:04that vintage photo look. We've got split toning which gives us a quick way to tint highlights and
37:09shadows with different colors. There's also the tune image effect which gives us some all-in-one controls for
37:16contrast, color boost, clarity and sharpness. The unsharp mask will sharpen the image by increasing
37:22the contrast along edges in an image. There's more nodes planned as shown here which look like they'll
37:29be a very welcome addition. Another addition that has pretty far-reaching consequences is that there's
37:35not only now the compositor nodes for the scene but also the compositor can now be used with the video
37:40sequencer. So all these effects that we've been talking about and more can be utilized for the
37:45sequencer. Up here in the top left there's a pull down to choose between the two so scene nodes or
37:51sequencer nodes. If we have it set to sequencer then it'll show the nodes related to the selected channel
37:56strip in the sequencer. A new convolve node was added which takes an image and a kernel as an input.
38:03This probably isn't the place to launch into a tutorial about kernels but briefly we can think of a
38:07kernel as a small grid of values that says how to mix a pixel with its immediate neighbors so it's good
38:13for stuff like blurring or other filters like sharpening or edge detection. So in other words
38:18we can do some pretty cool custom filtering with it. Probably one of the best use cases for this might
38:23be for some custom shapes such as this. Here I've rendered a little 32 by 32 image of the suzanne head
38:30which as we can see creates a sort of bokeh effect. There's a pretty wild scotopic example here that
38:37the developer Omar kindly shared with us and works really well in these low light candlelight sort of
38:43situations and as we can see from the controls and the internal node shenanigans things can get
38:48pretty involved with these. The kernel option is also added into the glare node which can just convolve the
38:54highlights based on whatever threshold we give it whether we want more or less of the image to be
38:59affected. The glare node also now has a sunbeams mode which basically replaces the old sunbeams node
39:06and it's much easier to use and get high quality results right out of the box. The node also has a
39:12jitter input which speeds up the node execution at the expense of a more noisy grainy output which can
39:18also serve as a good control for a more artistic look sort of giving it a subtle bit of quite appealing
39:23texture to the otherwise pristine beams. Some other improvements are that the fog glow mode of the
39:29glare node is now more realistic. We've got more gizmos so the split node for example supports rotation
39:37the displace node now has an interpolation and extension option so say if we were displacing an
39:43image like crazy to the point where it reveals this checker pattern or transparency in other words we can set
39:49the extensions to repeat and go on some pretty interesting multi-dimensional adventures.
39:54Similarly all these nodes now have an extension mode option as well. The lens distortion node now
40:00maintains transparency. In 4.5 if you try to use the lens distortion in the viewport with transparency
40:06for example you'll get this black hole starting to emerge whereas in 5.0 the result is exactly what
40:11you'd want assuming you didn't want a black hole for some reason anyway. The alpha over node now supports
40:17the disjoint and conjoint over operations you might want to rely on those when you have multiple layers
40:22of alpha with semi-transparency that need to blend together which helps to avoid any unwanted potential
40:28halo effects you might otherwise get. The compositor now has a switch menu node so here I've just plugged
40:33in some of the new filters into a node group and then whatever we choose from the pulldown we'll use
40:38what's going into that particular option. So we can make this as complicated as we want here behind the
40:43scenes but it's made easy on the user with just a simple menu switch. A new convert to display node
40:49was added for most workflows it's recommended to use the main colour management options but for some
40:54advanced use cases this is going to be able to come in handy. A few things that might be worth
40:59mentioning that got tweaked are the dot product of the normal node was removed so just use the vector
41:05math dot product node instead. Since the procedural texture and nodes were added the old texture node is
41:10redundant so that's been removed. File output node was redesigned for a better user experience and is
41:17more in line with the behaviour of the rest of the nodes. For example it now supports dragging links
41:22to create a new input. So that's most of the highlights of what I wanted to show here at the moment but
41:28as we can see there's even more cool general improvements. Now though let's pass it over to
41:34Martin Kleckner to talk about the video editing updates. In the previous blender versions while
41:40working on a video edit if you decided something needed changing in your 3d scene you couldn't just
41:46start editing the scene directly you had to switch to the particular scene do the changes and then switch
41:52back to the editing which was quite inconvenient. With version 5 the sequencer scene is now independent
41:58on the 3d scenes meaning you can change your 3d scenes while you're editing in the video editor. Let me show
42:05you. I have a scene here for my historical project and now let's enter the video editing layout. Now you
42:12need to create a new scene first let's call it edit and with that i can easily add my two other scenes
42:19that are present in the blend file onto my timeline.
42:22in an extra window i can open up a 3d viewport
42:29and up here switch to one of the scenes to edit it and when you have a look here
42:34yes the sequencer is still set to edit so i can keep working on it even while i adjust the scenes in
42:42the viewport and that just wasn't possible in the previous versions. This is a huge deal for anyone
42:48creating their animations and short films directly inside blender it's now so much faster to make
42:54edits on the go changing stuff and then seeing the changes immediately in the editing window.
43:00Here i created a special layout where one part is dedicated to the scene editing and the other to
43:06the video edit. In this case it's super useful to synchronize the time between your scenes and the
43:11sequencer with this button. A simple way to keep multiple scenes in perfect sync during scrubbing and
43:18playback. And what about rendering you ask? Which scene will i render when i hit f12? Easy you either hit
43:25f12 to render the active scene or alt f12 to render the sequencer scene or you know you can just click
43:33here in the menu. A huge addition is the compositor strip modifier you can now apply node-based compositing
43:40directly to your sequencer strips. In the compositor just switch to the sequencer mode and start building
43:47node trees or and this is amazing. Use pre-built node groups like this vignette or film grain, chromatic
43:55aberration and others. This is something i always wanted in the sequencer and now it's finally real.
44:02Now for the remaining changes let's go through this quickly. You may have already noticed that the strip
44:08modifiers are now moved out here into the properties menu under this new tab. Much more convenient and
44:14uniform that way. When adding new strips they are now dropped where your mouse is and you can immediately
44:20move them around. A new footer adds playback controls and handles for the video and audio strips
44:27now clamp to the bounds of their underlying content by default. Prefetching can be now found here in the
44:34shelf menu and it's so much faster than in the previous versions improving the playback quite a bit.
44:39There is now a slip tool in the tools menu allowing you to slide the contents of the strips instead of
44:45just playing with the in and out handles. Besides that circle and lasso selection tools have been added
44:51too. Small but nice detail strips can be copied and pasted directly from the preview region.
44:59Furthermore you can now drag in multiple elements at once into the timeline.
45:04Regarding the sounds you can now speed up or slow them down and Blender will retain the pitch
45:11automatically. And finally the display modes are improved, look better and are several times faster.
45:21The built-in virtual reality scene inspection add-on has significantly improved the UI and locomotion
45:27mechanics to help avoid motion sickness. There are new options for that at the bottom of the navigation tab
45:32in preferences and new options in the sidebar. The whole asset workflow has been improved with the
45:39introduction of packed linked data. Data blocks that have been imported as packed linked cannot be edited
45:46until they are unpacked. The difference between packed linked and regular linked data is that they
45:51are not dependent on any external libraries while still avoiding unnecessary duplication. This is really
45:57helpful for the essentials library for example so that multiple node groups that are imported at different
46:02times can all share the same underlying subgroups. Blender files can now store data blocks that are
46:07bigger than two gigabytes which makes it possible to store meshes with hundreds of millions of vertices.
46:13Though your computer will probably struggle with that if you try. In addition, data block names can
46:17now be longer and blend files are compressed by default. More path variables were introduced such as
46:23the scene name, camera name, and current directory so you can split out your renders to different file
46:27paths much more easily. The OBJ importer better handles name collisions now and the exporter got an apply
46:34transforms option for exporting objects in local space. Curved data handling was also improved to support
46:40more complex bezier and NURBS curves. For FBX, the dramatically faster C++ importer that was
46:47experimental in 4.5 is now the default. It also handles name collisions and imported actions a bit better now.
46:53The USD importer and exporter now properly imports NURBS curves. You can now import point cloud attributes
47:00from alembic files. And colada.dae files are no longer supported by Blender since the format has been
47:06abandoned for six years. This change apparently removed 21 and a half thousand lines of custom code
47:12and that's not counting the actual colada code. It shrunk the blender.exe file by four and a half megabytes
47:17and saves 95 megabytes from every single install. There's a lot to discuss in the UI section,
47:23but let's start with the splash screen. The start file options now have nice icons and there's a new
47:28start file for storyboarding, which uses the updates from the video sequencer to let you start drawing
47:33and adjusting scene strips in one layout. The theme overall has been polished a bit and panels now
47:38have a crisp outline, but also editing custom themes is now significantly easier thanks to editors now
47:44sharing common controls for things such as panel color, keyframe color, tab color, and so on.
47:49Many redundant or useless theme settings were removed and many hard-coded colors are now
47:54themable such as for curve widgets. Areas that are overflowing now have a nice fade effect to show
47:59that they can be scrolled. The workspace context menu now has a delete other workspaces option if you
48:04only want to keep one of them, but be careful with it since it doesn't undo. Editors now have more
48:09descriptive tooltips. Windows now have a bit more padding and the split effects now has nice
48:14transitions. Temporary windows like the preferences now remember their previous size and position.
48:19The preferences editor can now be optionally opened in a full screen instead of a new window.
48:24Setting the UI language to automatic now works for simplified and traditional Chinese. Menus now
48:29stay open unless you click outside of them, and this prevents them from disappearing while you're still
48:34using them. But if you find this slow, you can always enable the old behavior in preferences,
48:39and it'll exit when your mouse leaves. Editors can now show grab handles and number inputs can
48:44always show their arrows, which is a step towards making Blender work better with touch input.
48:49The option to enable the region toggle pie menu, which lets you toggle any region with the N key
48:54instead of just the sidebar, is now a normal option in the user preferences. Up in the outliner,
48:59when you shift, drag, and drop to make a parent, it preserves the transform so the objects aren't
49:04going to jump around. The selected item highlight is now rounded and has a crisp outline.
49:08Also, and I'm very thankful for this one, the number hotkeys to isolate collections now only
49:13works in the outliner, so you won't accidentally use it in the 3D view.
49:17The properties editor tab filter now has icons and can be accessed by this little dropdown arrow.
49:23You can now change the active scene and active view layer from within the properties editor itself.
49:28Font tooltips now show this nice large preview. Labels for non-editable linked items are now grayed out.
49:35The lock and unlock icons are now slightly different and lead to less jumping when you click them.
49:39In all the animation editors, the playhead has a new shape and finally lines up perfectly with the
49:44keyframes. In the 3D view, the 3D cursor now has colored tips to show which axis is which. Sidebars
49:50can now show just the tabs for when you want easy access to your tools but without the menus being
49:54currently in the way. Also, the tabs are now drawn as pills and panels now collapse a bit more gracefully.
50:00Full screening an area with the distractions removed is now called focus mode, and if you haven't used
50:04it before, it's pretty awesome and the hotkey is control alt space. Adding an image as an empty is
50:09now in the add image menu rather than the add empty menu. When it comes to organizing objects,
50:14you can now move and copy things to specific collections right from within the search menu.
50:19The information about modal operators, like the numbers when moving, rotating, or scaling an object,
50:24are now displayed nicely in the center of the header.
50:27When transforming, the overlay's toggle now affects the visibility of the constraint axis,
50:31so that's not going to get in the way. In the material preview overlay, the HDR preview spheres
50:36are now called reference spheres. The composition overlay color for cameras is now per camera instead
50:41of a global preference. Along with this, reference image backgrounds and cameras now use the fit type
50:47by default. The design of nodes is a bit flatter now, with a crisp outline and less strong of a shadow.
50:52Their headers can also be made more colorful. Collapsed nodes are drawn as a rectangle rather
50:57than a pill shape, which is great for the real chunky ones. For developers, tooltips on nodes now
51:02show their Python ID name, which can be helpful, and on sockets, the tooltips for everybody are
51:07now much more descriptive. There are now tools in the toolbar for muting links and adding reroutes.
51:12Node groups are now drawn without icons in their headers, and instead as a stack of nodes. It's also now
51:18possible to enter them with a double click, and exit them with either a double click in empty space,
51:22or by clicking on the breadcrumbs. These breadcrumbs also now indicate if a node group is linked or
51:27packed. Nodes can now be swapped out with Shift S, which was an old node wrangler command that is now
51:32in Blender by default. In addition, multiple group inputs can now be combined with Ctrl J.
51:38When selecting a group input or output, the group properties are now shown in the node tab of the
51:43sidebar so you don't have to keep switching to the group tab. The node tree subtypes now have icons.
51:48Search in the node editor now supports searching for nodes that have references to strings, data
51:52blocks, and specific group inputs, which should make working with really big graphs much easier.
51:57You can now add more items to switch nodes with the plus button,
52:00and the menu switch node has a boolean output for each item that says whether or not it was chosen.
52:05The add menus of all of the different node editors were reorganized to be more consistent.
52:10When making group inputs, you can choose to hide the label so the input is wider.
52:15And there's a new node called enable output, which allows you to turn outputs on or off depending on
52:21some input. In the image editor, the mask mode now has a toolbar. Important error messages are now a bit
52:27weightier. The movie clip editor for camera tracking now has an overlays panel, and the tracking colors
52:32now use the themes X and Y axis colors. The magnifying glass for search was flipped to be consistent with
52:37Mac, Linux, and sometimes Windows. And custom mouse cursors are now anti-aliased in Linux Wayland,
52:43and the time mouse cursor is no longer a pixelated block on Windows and Linux.
52:48Support for Intel Macs and Big Endian machines were both removed in this version,
52:53as was support for GPUs from about 2014 or earlier. Older GPUs can probably still run Blender,
53:00but they're not going to be officially supported by the devs, because chasing down bugs for old hardware
53:04was taking up way too much of their time. Also be aware that there are a lot of breaking changes from
53:08the Python API, so don't expect all of your add-ons to work with Blender 5.0 right away. And if you are
53:15an add-on developer, definitely check the release notes to see how your add-on can become compatible.
53:19And that, along with hundreds of bug fixes and other minor improvements,
53:23is what's new in Blender 5.0. Download it today from Blender.org, and don't forget to support the
53:28development fund while you're there to help make future updates even better. I'm Jonathan Lampel
53:33from cgcookie.com. Thank you so much for watching, have a great rest of your day, and happy blending.
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