 It's Paolo Askes and it's we just we are in May. Let's see what's changing blender since last week Sculpting or more precisely the multi resolution Pipeline is finally complete. So all the improvements that we've seen in the past for improving multi resolution and apply base And all the good stuff now also includes the subdivision levels available while sculpting What does it mean it means you can now sculpt in any level you can go to the lowest one and do like Big strokes and then go into the higher one for those that little tiny detail go back and forth As much as you want you can use subdivision type simple for like hard surface modeling and linear And since you can subdivide you can now also unsubdivide to remove subdivision levels from your mesh And you on top of that you can also rebuild subdivisions This tool is fantastic when you're working with models from another software for example that you imported and they're like Super high resolution. Well, this one will rebuild all the levels as much as possible And then you can go back and up in the subdivision levels. It's like magic So with subdivide simple linear unsubdivide rebuild subdivisions reshape apply base and undo support and I think we can now finally say that multi res is in a good shape Performance who doesn't like a little bit of performance and this one is not a little bit It's actually quite some it's between 30 and 40 percent improvements on playback So when you play back your animation, it should be just faster now It's a new library that blender is using by intel. It's called tbb But it's not only attached to inter processors There are tests done with amd thread reapers for example where it goes so much faster So you can see now here the numbers and the promising thing is that this library Has some parts that could be extended to be used for like the depth graph Which is pretty much everything in blend is like the heart of blender or the draw manager Which takes care of drawing things in the viewport or even the compositor user interface Long overdue change the stats related to the to the 3d data on your scene Like your polygons your amount of objects triangles and stuff is no longer in the status bar. It has been moved To the viewport where it belongs. It's a new overlay setting You have to turn it on on the overlay pop over and it's gonna be in the top left With together with the rest of the data related to like on information about your viewport Which is a nice thing because sometimes if you're using blender for something Not even related to 3d like video editing for example, you will have that information down there Using space when you don't really need it also because being viewport dependent It means that more features can be added or it can be more powerful for example It's in the viewport So you can have one viewport with some objects and one viewport with local view or some collections on and then you could have And the statistics only for that one viewport Whereas before being the status bar, you couldn't do that because that's global That's for everything you couldn't know exactly right moving to the material properties You can now find the row of Decorators is called but it's the button that you can click to add a keyframe now It's added to the material properties Two defaults have changed in blender for the better one is in the viewport the clip start With that when you can get very close to objects when you go with the camera to super close Well, now that value was 0.10, which is like 10 centimeters Which was a bit a bit big and that has been changed actually for new viewports But not for the existing workspaces in the past. So now it's there That's gonna save a lot of time for everybody I think but if you have like, I don't know Maybe your scene is in a weird scale and you see some glitches or like some z fighting and stuff Maybe that's the setting you need to tweak and the second one It's a proposal wasn't right click select and it was a very small change But actually making life a lot easier for the track to constraint Most of the time that you use the track to constraint you use it for something like the camera Which by default has the axis in a way that if you use these tracks to constraint in the past The moment you add it the camera will go like Look down and that was every time you have to set it up and You have to click and see which one is the axis you want and the app Which axis to be up and stuff now It's in a more sensitive way that you just add a track to constraint and it by default is going to be looking properly How it should be Again, it's a tiny thing But I think if you sum them all up it's gonna add some minutes hours months of your life Saving while drawing in wrist pencil objects You can right click to change the active material or you can press You to access the list of all the materials as I said one as active So it's a quick way to change active material while drawing super fast Okay, this one is more for developers or add-on developers If you search now while having developers extras option enabled You're gonna see now the name of the operator and the RNA path of it A little bit of everything first one note Wrangler add-on There has been a fix that makes the control shift click the the viewer of that node work and inside of groups inside of groups It's been broken for so long. It's finally fixed tracking In the lens settings, you're gonna find a new distortion model that makes it easier to work with a nuke or a natron Both of them is compatible So it's gonna ease your work if you use those apps together with blender And a good news for the linux community is that the initial verb on support for wayland It's in place now in master and it's being worked on at the moment And that is all for this week. Of course, there's been more actually more back fixes The 2.83 branch is getting a super stable. It's getting a lot of fixes every day even and Sometimes it's funny to go through the commits and see some fixes Which is like makes you think what people were using blender for this one is a fix that makes simulations work Well with animated gravity Which of course is it should work of course animated gravity But it makes you think like sometimes I just look at these committees like What were they working on where they're like, I don't know simulating some liquids inside of a spaceship That had gravity Like here on earth and then it went low low orbit and then it like, I don't know It's uh, I don't know. It's just interesting to see. Hey, it's fixed. So yeah, go do spaceships and stuff All right, that was the recap for this week. Stay tuned for more subscribe like up like down like uh side likes I don't know. I want you. Bye. Bye