 Oh, like I mentioned, it's Paolo Vasquez with another round of what's new in Blender since last week. In Sculpt mode, there is a new setting for the smooth brush that... The smooth brush got a new setting for keeping the surface. So in the past, the smooth brush was a bit too strong. It would like smooth the surface, but even removing the shape that you were sculpting. Now, anymore, there is an option now that allows you to remove like the high frequency details, like usually those artifacts. But still keeping the shape of what you were sculpting. This surface smooth is also available as a mesh filter, which lets you apply it to a larger part of your mesh or even to a mask without actually having to go and sculpt every corner. Speaking of brushes, the auto masking feature, which was only available in some specific brushes, now it's a global option that you can apply to any brush. You can now also auto mask per topology, face sets, boundary edges and boundary face sets. And in the topical face sets, you can now initialize them or create face sets based on their material or edge seams, bevel weights, loose parts of the geometry or even from edit mode. So you can make use of the more powerful selection tools that you have in edit mode to select whatever you want and assign a face set. And another new use of the face sets is with the post brush. Now you can, when you're posting your mesh with the post brush, which I gave for example, you can limit the amount of face sets like segments. So it's even easier to like kind of not rig, but almost like not weight paint, but almost with face sets. It's so cool to see face sets being used not only for like painting, sculpting, but also for like the post brush. I wonder if there are uses outside of sculpt mode, any ideas? And even more, now face sets work properly with multi resolution. The modifier that allows you to go up and down resolution levels in your mesh, the face sets are not going to be properly preserved. Pretty cool user experience addition to the remesh into voxel remesh in Blender. At the moment to remesh you control R and it's going to choose whatever detail size you had set in the options like you have to eyeball it. Basically, not anymore. If you use shift R, you're going to see in the viewport a grid that it will adjust and it will show you more or less the size of the grid that is going to be used for rematching. So it's a lot more visual. I love this kind of things. Modifiers. Yeah, that's a topic this week. There was many updates here and there and many modifiers. So let's group them all and let's see what's new. Voxel remeshing is the same concept that you do in sculpting with a control R, but now it's a modifier. So it means that it's non-destructive. You can turn it on and off anytime. You can bring other parts of the mesh and join it and split it and you can put it anywhere on the stack modifier stack. And it's it just looks like magic. It's like the future of Metables, maybe? I don't know. Warp modifier. If you're using an armature as in Warp from or Warp 2, you can now specify a bone, which bone to use as a target. So no more workarounds of using an empty and patenting it and anything. You just now use an armature bone. Solidify. You can now control the shell and the rim of the solidify modifier with vertex groups. In the screw modifier, you can go now as low as one or two steps and you can also set it to sync between the viewport and render. In the case of the surface before modifier, you can now control the influence with a vertex group and the strength with a slider. And finally, in the vertex weight edit and proximity modifier, this one that allows you to do crazy, crazy stuff, now you can do even crazier because you can invert the follow off, which is one button. Before, if you had like linear or a custom curve, that would be a pain, but linear not a pain because you can just draw it in the custom curve. But if you had a very weird curve, inverting that, that was a bit of a headache. Not anymore, just a one tick of a button. Eevee. Eevee, more specifically the hair in Eevee now supports transparency with the alpha hashing. Small note, remember to enable soft shadows for it to work properly, otherwise you can get some little artifacts. Cycles should now be faster for users of AMD graphics cards. This is achieved by using OpenCL 2.0, which you can enable from the user preferences, system, cycles render devices. This should be much faster in some cases and a little bit faster in others. It just depends on the scene. In the viewport side of things, work has been done to prevent C fighting. It's like C fighters, this is not like full fighters, but it's like Z as in set. This happens often, for example, when you have a mesh and you have a wire that it goes very close to it. Sometimes it could fight for which one is in front. If you notice improvements, yay, if you don't, then report it because it's very new. Video sequence editor. Remember last time I talked about that now with the volume you can see the overlay of how high is the volume. If it's like low, you can see the curve on the strip. Now this also applies for the opacity of the strip. So it like images or movies or pretty much anything that has opacity. You can now see you're going to see the overlay of the curve. If you animate it super handy on top of the strip. The user interface side of things, the text rendering, not the text object, but the text labels in Blender. Now they're using the international fonts by default. So that should fix and the city leak was having some issues at Avica as well. But please test it with the different layouts in your own local language. More specifically for Japanese, Chinese, Arabic, whatever is not non-Latin language characters. And the papery section, a little bit of everything. View layers. When making a new view layer, you used to copy the visibility of all the view layers. And if you wanted just to start from scratch with everything off, you have to go one by one and disable that. Not anymore. You can now create a blank view layer that will have all the collections disabled in our mature edit mode. You can now do control L to select all the bones connected to the active bone to a selected bone. The same way that happens in mesh edit and in curves edit mode. So yay for consistency in mesh edit mode, the shortcut for merging with used to be old M. Now it's just M. It's a shortcut that is used pretty often. So having it just that M is better. Also, because then usually the old key is to say that something is the opposite of whatever is that key, for example. So what is the opposite of merging is splitting. So alt M now is going to bring the menu for splitting vertices, faces and edges. NLA, a fixed slash feature. Now you can access via Python the selected NLA strips, which is the same case if you're familiar with selected editable sequences, for example, for the video sequence editor. What does it mean for the end user? It means that now you can copy to selected properties, for example. You can select a bunch of NLA strips and either do right click up to selected for some settings or even use the very hidden hold alt and change click on a checkbox, for example, to apply to all the selected elements. While we're chatting a little public service announcement. If you have used the NLA in the past in the many, many years ago and you find it that you didn't like it or just didn't work. Well, it literally was broken until a couple versions ago. So if you haven't used it in the last year or so, try it again. Give it a second, you know, opportunity place. It's not that bad. It's actually really good and adds a lot of flexibility when you're building your, you want to test, for example, your actions. If you're doing for games or you want to test loops or overlap those loops, that's pretty handy. And Mac OS users are going to find in the file browser that now it also lists the aliases, those phantom links to other folders. So not only you're going to see the same links, but also the aliases. And that is all for this week. It's a very special week because Blender 2.83 moved to beta, which means Blender 2.9 started alpha stage. But so we're going to see a lot of new features coming soon for 2.90, but 90, 90 and let's not call it 2.9 yet. But it's still like a long time, still like one, one more than a month for fixing a bug fixing 2.83. So please don't just jump into 2.9 all crazy. Also give it some real testing to 2.83. Remember, it's going to be a long term release. So the more stable it is, the better it is on the more time it frees from the developers that have to keep maintaining it. All right, stay home, stay safe, wash your hands and I'll see you again in the next video. Bye bye.