 Welcome everybody to blender today number 77. We are not live this time. I'm recording it from Madrid in Spain Yes, if you remember the last episode I mentioned that I might go to Madrid. I have a project maybe yes I'm taking a few weeks off to come here It's only two more weeks that I have left to to work on this project But I'm gonna come back to Amsterdam in the the regular schedule I have I can I can talk to you about a bit more about it towards the end of the show and this let's It's been two weeks without news So let's get through them because actually even though of the feature freeze for blender 2.81 is over I like so it's it's running now. So it's All the features that were added until the 13th of September. That was like the the end of new features, but new Upgrades or like fixes or polishing of those features is allowed and some interface changes that are not too big So the comment people making documentation tutorials can start doing making them. So, okay, let's Get to it as soon as possible. So I am recording this from my laptop So I only have one screen, of course So you're gonna see all the behind the scenes because I'm doing it all in one place. I have here I have my notes. I have the music in the background by the way, but from Tajian. It's an amazing artist You should check it out. I also have a cue for the for the music and then I play and I have blender down here, but I also have the set the code blog because the developers Merge like I think it's three branches at this moment at the moment of this blog post You can see it here. It's written by Dalai Felinto. He writes about the Projects that made it like we already know the outliner improvements that make the outliner awesome the cycles are easy and new notes for improvements on the mapping notes and textures and The vertex color and a bunch of new notes that we also covered in the past there is the upcoming projects like for open XR for the For VR and there is also the bevel custom profiles branch which by the way you can try Not only from graphical which we are used to from the graphical Website, but also in the billboard in the regular billboard where you can get the blender updates there's now a link here to click and see the automatic building of Branches some branches for example functions branch the bevel profiles and the fluid Manta flow Manta flow developer by the way He's now working full-time on a contract for one year at least at least at the blender Animation studio in Amsterdam. So he's working full-time on physics for blender. That's amazing news So, yeah, great great things coming up. Why is the bevel only for Linux though? Oh, that's sad For non-Linux users, um, maybe there's something there with the with the building set up. Maybe libraries I'm not sure I should ask the guys. There's also a bit of information about what could come in the future the plot simulation and the and the intel embryo improvements for GPU They are planned for 2.82 or later. Remember that for 2.81 only for any release in the new release cycle Scheme or schedule there anything that is not fully ready for to for the current release 2.81 for example It's gonna be moved to the next one. So it means that yes, we have to wait for some features But when they arrive, they're gonna be more Ready more prepared more fix more more more steady and stable for For use in production. So, right, let's let's get to it. So improvements I've been building this list for the last two weeks. So I even already have a few Things for the next episode for two fourth episodes 78 But I'm gonna only cover what I missed in these couple weeks There's already new improvements in sculpting tools, but I'm gonna cover that in the next show now that I have this set up Took me a while though. Did you recognize by the way the The here this thing I brought it from Amsterdam is the flag Amsterdam flag that I was using back in the also the microphone Is the one that I was using Back when I started blender today from my from my bedroom So, okay, let's get to it the The file browser was added already. So like three weeks ago or more four weeks ago. I think the One of the Things that was that were missing. It's being able to customize the color of the folders. So the files, they're all black and white. They are monochrome, but the folders now have an option under the preferences in Themes user interface icon colors. You can now customize which color these Um Folders are gonna show up in so if you're used to blue ones, so there are some things that use blue ones You can see it or if you want to see them in big I can they're super sharp now. I like them And also, I don't know if you notice, but the file browser here opened in full screen there's now an setting in the preferences that you can tweak in Interface temporary windows and in the editors panel here that you can choose where to Open temporary windows such as f12 for rendering for example in This option in 2.80 used to be under the render menu and there was a This drop-down menu there Now you can choose it from here. So render in Window or file browser You can choose full screen or new window. So full screen would be like the 2.80 or 2.7 way of Working, and it's always full full screen. Remember that it takes over the full screen so when you for example, if you're running a render in Cycles or eb for example You're in cycles and then you open a file if it's going to open full screen So when you go back, it's going to restart the render, but that's pretty annoying um Well for me at least it was very very annoying back when I was had my precious render settings there or render samples saved So you can choose new window and which is the default I think and now it opens in a new window Which is far from ideal Sometimes I also don't like new windows, but I don't see a Like a somewhere in between This is a new setting that was added and there's also a better naming when you're opening a file You will see that your drives here on especially on windows. I don't know on linux because I don't have any volumes Volumes as in mounted partitions, but on windows they should have better naming Now like they should show not only like c or d, but also the name of the the volume itself Then the top bar window um here. I don't I don't have it because I use my my Personal settings. I've been using for for the project. I'm working on here for for a few days I use my laptop. So now I have it more tuned to my liking I like that because I often only show things in the computer. I don't get to use it that much now I do and In my settings, I don't have the top bar enabled, but if you Start from scratch or like your user preferences You reset to defaults. You're gonna see the top bar now here So it's because there are many settings that were moved or like settings that became a bit too important to have them hidden or put into a Menu down here on the side. So for example Remember a few weeks ago. We shown the Option to only move or transform the origins of the objects There is also the option to only change the patent Objects or children. Well that one now are in the options Drop the pop over panel here. They used to be here on snap Or in the pivot point here and their pivot point, but they didn't really make a lot of sense in their pivot point because some of them like in in this case like the moving only the patent or the children objects that didn't really Belong there. So now they are here in the option pop over. You can choose patents. It used to have a longer name now It says only patents and locations and origin which is the option that we remember that you can edit the Origin of the object instead of the whole object. So pretty nice Um, what else? Oh, there's a new patch by a by a developer from the community. So if you If I open this you're gonna see the amazing speed of internet here on the place where I'm staying here All right, so page up page down scrolling in the menu so Joe Peters I think it's the first patch or one of the first ones. Um, he made a patch where you can In any menu For example in the context menu, you can do a page up or down And it will go to the top or the bottom Uh item in the in the menu. You can also use home or end So when you're using only your keyboard, it's pretty pretty handy Next the um armature. Oh, yeah, this is a Small one. I think for in terms of like UI Um, some of you may ask like why even bother adding it or mentioning it? For example, if you have an armature And if you Enter edit mode, you're gonna see here on the side in the item You're gonna change the length of the bones. So this sounds like hey, that's just that's just so small Why would you even bother? Like mentioning it. Well, because this setting wasn't available to the adder and a to like the regular System that blender has for showing properties in the interface or for adding drivers or for Doing more complex python stuff. Now it is. So basically the the setting went from like very internal Hardcoded into a more generic way so you can actually use it for your scripts for your drivers and so on And that it's pretty much it for the user interface here Actually, you can see the list. This is a pdf that I exported from my It's a google doc that I maintain. So all right, let's Continue. Oh, this is a big one viewport Per viewport collection visibility What does it mean in the 2.7? There used to be this this lock icon in the header that would show you That would allow you to have the Layer that you were the objects that you were active the layer only for that viewport So you could have a new viewport The camera with all the objects all the layers enabled and then have one viewport with only the layer for the Characters or the environment and you could work much better, but still have the The full scene in a different viewport. Well, now you can do the same It's here. For example, if I have a collection for The cube and then I have a collection for the armature So I have these three collections, right? I have cube and Armature, so I can now from the viewport. I can say in the view panel here I can go to the collections Panel and Disable the ones that I don't want this will change it overall in the whole in all the viewports But you can also choose local collections and then disable the ones that you don't want and the rest of the The viewports will stay sync. So every Other viewport will contain still all the collections except the one that you have here on local And this is for each one of them It's per viewport. So you can actually have even a different setup here and have only armatures Everything or only the cube. So it's pretty pretty powerful So this is not going to speed up much things. It's just the visibility. So, uh, Don't expect like major speed improvements because everything's still calculated. It's just a visibility Setting remember that if you want things to not be calculated at all you have to disable either like disable the whole Collection or you can you can also click here on the display icon to Do a similar thing but remember that this setting gets linked when you link this collection to a different blend file or Not a pen but the linking this setting will go with it Um While this one is per view layer. So these are these are the difference between these two settings I think I got that cover. Let's let's move on. There has been many improvements in a grease pencil, but um, I can Um, I think I'm going to go through them rather fast simplifies an option that allows you to Remove Certain settings temporarily while you're working for example. So if you have a character, let's see So it's Choose a different material. So we have A gray. Let's make it slightly more more colored So I have this this bluish and then I can add a A modifier for tinting so I can make it slightly more colored Well, this is a um, it's an option that you can choose simplify under the crisp pencil settings here in the Sub panel and you can disable layer tinting So oh the layer tinting. Sorry. I have the modifier. This is the setting here and there display Here tint color. Sorry. I hadn't completely mixed. So if I disable There you go Layer tinting so modifiers is the one that is going to disable all the modifiers. I got to mix them up So if I just remove this guy and then go to that Here the tinting for Oh, there you go. I had it off. Sorry. I'm a bit rusty with this with this settings now, okay So the layer tinting and the modifier layer tinting is a setting that you can Turn off to turn on to disable the layer tinting on all the layers in your whole scene So to think to make things a bit a bit faster, especially the ones that are going to speed up a lot your workflow is the shader effects um and the modifiers of course, but Just remember that before rendering you should turn them off because this this affect the whole the whole simplification by the way Hmm, but now they are Enabled but they don't respect the simplified setting. Should they disrespect the simplified setting or they should be in a separate panel now Hmm, should they hint at it? This this makes it look like a hierarchy. So maybe they should Okay, let's um, let's continue The um new brush post processing simplifies. So yeah, you can now you have a post process now when you're Drawing that allows you to simplify. So there is here post processing the one that for example, when you're when you're drawing And let's uh Let's see When you're drawing after you're drawing it's hard to see it But actually there is there is some kind of post processing that makes it Makes it a bit more smooth. This one I make it more obvious. So For example, well this um, there is an option now to simplify so you can um make a more Simple or like low resolution um Stroke after you draw. So that way you save some For example, if you know that you're not going to see a lot of detail Maybe it's good to apply an automatic simplification at the end of the of your stroke So you you end up with less polygons. Remember that these are all um pretty much Um, these are like polygons just like if they were 3d So the more you have them the slower it's going to run on your computer And there is also the new set of brush icons. Yeah, new brushes. So if you're drawing you're going to see uh, sorry sculpting Drawing you should see new New brushes There is also a Oh the new guides. Yes So did you know that you can use when you're drawing with grispens you can draw freely or you can also Have guides so you can draw in a Like a perfect circle that nobody's gonna believe you that you wrote this you made this circle Um, so perfect. There is also a radial parallel grid. So you can actually have a perfect grid if you draw up and down or sides now, there is a new setting called isometric Which allows you to give it a angle and you can for example 45 degrees and you can Draw perfect lines for perspective. So if you're doing some Isometric artwork, it's always nice to have this. Maybe not so strong. Maybe Like there and then you can have it's like a very nice You can do a Picasso if you want to All right next Sculpting well sculpting god, I should make a like an own video for it because there's so many new features added paulo varro has been on fire lately and um, we can Go through some of these features, but they are better explained in their own um in their own tasks in fabricators. So if you Um, open them, uh, if you go to for example, this one is that topology auto masking This one is easier to To show it's um, it's a setting that allows you for example if you have a character Um, then in this case you have the monkey. We know that the Eyes are separate. They're a separate part of the mesh if you Want to do a mask by default the mask would basically paint anything under the cursor Now there is a setting a new setting under the uh Options yes under the options of the brush panel where you can turn on topology auto masking this will um, when you're when you start painting it will look for Um, whatever is connected to that mesh. So it's easy to Paint for example the mask of the eyes that we know they're separate or the opposite like if we know that we want the um The masking to automatically follow the topology or the shape of your of your mesh. It's a much Much nicer. So I think he uses the same example Mask expand well, actually there is a bunch of mask operations now that you can do they are Super nice. They're like filters that you can apply to your um To your mask so for example if you're drawing and you want to make this but actually a bit bigger You know this mask is uh, it's good, but you want to expand it slightly you can um Go do you can press the a key and you have this by menu with a bunch of filters for your mask So you can do grow mask. It's gonna grow from the edges Then there is also a uh smooth mask which will basically do Just make it a bit more softer on the edges And if you want to do the opposite you can do sharpen mask, which will Apply like a sharpen filter where the water contrast is much higher. There is also some contrast Operations for decrease and increase. There is a shrink. So it's the opposite as as growing it will shrink Shrink it to the point where it yeah, it appears if your the strokes are too thin Um, then there is a mask extract Operator, let's see if we can open it. So nice that paulo made demo videos for everything Make things so much simpler Uh, especially if internet was fast enough to open it I think this video is gonna take forever to upload. I hope I can make it before Monday because today is sunday over here. It's okay Uh, well this Video is loading For the mask extract. I can Talk to you about the graph active vertex. It's a option in the for example let's I'm gonna do the I'm gonna add a monkey But I'm gonna have a subdivision but I'm not gonna apply the subdivision because I want to have Mesh with a modifier. So it looks soft, but actual vertices are somewhere else like somewhere in space When you are sculpting and if you use the graph the grab brush which Here the grab brush um You can now in the options of this Brush you can turn on grab active active active vertex and as you can see When I grab I grab only the active vertex, but not only that now I also have a preview of The mesh underneath so I can see which one is the active vertex that I'm gonna grab and The topology around it. That's super nice. Super handy. I really like that We haven't seen this something. It's like pre highlighting, but even better pre pre everything pre preview So, all right Let's look at the extract the max mask extract. It's an operator that makes a mesh out of your mask This is what the video that was loading before So It should be in the in the rest of the here Should be somewhere here mask extract. So if we try it Draw a mask press M for for mask and let's apply them Here, so let's see. I want to make this area more of a I want to extract it into its own geometry. So well now I can go to sculpt mass extract and then extract and now I have a new A copy of the mesh into a new separate Separate object and even had some solidify modifier even by default That's interesting Would you want that like to have a modifier by default because then when you're sculpting it doesn't have it actually enabled I wonder Also, I think the the interface of the the the menus for sculpting could have some Some work because now everything is under one menu called sculpt where most of the tools belong to They're related to masks. So maybe we could have like a mask menu with all these settings I think that would be make it things a bit easier to to find because who's going to find the A key Under sculpt anyway Also masking could be something more generic right for like a painting For vertex painting texture painting. So maybe it belongs to its own To its own menu. All right next tool is the transform tool. So while you're sculpting that let's better open the video from Pablo And in the meantime, I'm going to show you here. Basically it behaves the same as the transform tool while you are In object mode, but now this one it works in sculpt mode. So when you're moving things Here, let's see so transform tool for the sculpt branch from the sculpt branch so Basically, it means that you can start modeling if you say so like laying out your mesh by By being just in in sculpt mode. So you don't have to go to object mode or I think the next step after this will be able to add objects into Into Sculpt mode that will be amazing because it means that it works with Symmetry, right? So as you're sculpting you're actually sculpting with With with symmetry. So if you do this then you can do some remeshing and at the same time start deforming your eek your Your meshes right there from sculpt mode. Isn't that amazing? and There is this also these other features split original normal into original normal and plane This is better explained by with paulos video because it gives some interesting effects That and there might be useful in some cases when you want to have very Uh, like removing parts of your mesh. It's more like clay or like cutting parts and making things really super flat um it works better with the With a smooth fall off as you can see the curve fall off But I really like this effect. It's like a high poly low poly Kind of a thing. It's very clay ish super nice And um, by the way the preview of the curve now is shown here in when you're sculpting. So if you're if you want to Like scale the size of your of your brush with like f or with like shift f for the Intensity of the brush you will see that now there is a Drawing of the curve of your brush showing up here. So if you have a fall off Of custom even so if you if you make a crazy shape You should be able to see this crazy shape also in this preview super nice all right Let's continue and uh, uh, yes the um post brush that I shown in the last episode I believe um here For posing basically your models. It's now more complete because it has an icon for once and now also shows a preview of the where the Pose is gonna or the brush is gonna start for example Making the transformation. So in this case, I'm grabbing it here by the tip of the the ears But it's showing me a preview around here. So it's Very smart. Let's see if I can Nice. I also like the how the fall off the strength now it shows Uh the preview here and you can very nicely start tweaking and previewing your transformations So this works better if it was a character with like the fingers or I bet that paulo has a much better Oh, I don't have here the tool, but if you look if you go to paulo dobarro Profile you will see all his patches and all the videos or it's just following on twitter I think he he published those all there all the time All right, let's move on no more sculpting there are plenty of new sculpting Not tools but tweaks and improvements added during this week But I didn't add them to this list because they will be too long. I'm gonna make them for the next video All right next modeling um so Just a few weeks ago. We only had one remesher in blender and it was the the remesh modifier Very limited. It only had three options blocks smooth and sharp. We had this modifier for quite a while for many many versions Then some like a month ago or a few two months ago, maybe the uh open vvv remesh was added the remesh Operator, so it's also under the mesh settings or when you are in sculpt You can also find it in the top But it's always available here. You set a a voxel size and it's using I already mentioned this it's using a voxel like a box divided in as a grid and it will Very quickly remesh your mesh for adding more details for closing some holes for Making it more suitable for sculpting. It's better Because it's very even everywhere. It adds the same amount of Of subdivisions unless you use a new option for that activity by the way so This voxel remesh is very nice But the the mesh itself there that produces maybe is far from ideal if you want to do like Some uv sculpting or for the final final Topology that you want for your mesh. So now there is a new Remesh in town This remesh is called A quadriflow. It's actually a library that was added into blender. It's quadriflow remesh. You can find it in For example, if you are in Object mode, you should search for it. There must be an option here for object But if you search I haven't checked where is in the menu. Maybe we can just basically go in the wiki and you're gonna find it here Sculpt and retopology Remeshing quadriflow remeshing And there is no mention where to find it in the user interface. Thank you We need to fix that we should crowdsource all this All these changes in the UI and Like the documentation because otherwise gonna get a bit too much to tackle all the changes So if you search for quadriflow remesh You're gonna get a pop-up Where you can tweak the settings. You can change the You can remesh your meshes in ratio x x length. So you can And Around like you can use this as a reference for okay, how long my edges are gonna be Or if you have a limited amount of faces, for example, if you're doing game some Some assets for games you need a like, okay, I can go over Like a thousand or four thousand or ten thousand faces. So it's like, okay, I can go over Let's say Eight thousand faces for this model. So I'm gonna just use that But you can also use the mesh curvature to help you have a keep them the The shape a bit better you can use symmetry So it should be faster because it only has to calculate half of it And you can smooth and you have plenty of options here to play with and of course a seed if you want to um, if you want to re Do the same remeshing Once it runs, you're gonna notice that it's way slower than the Open vvv remesher. It's slower, but the result mesh is actually More And let's here You can see it and it's super nice It has as little as few poles as possible and everything is quite Everything you're not gonna find a single triangle here or you shouldn't but You see it's super nice Super smooth. So for uh, retropology it is It's gonna be Beautiful So it's worth the weight is slightly slower than voxel remesh So when you're sculpting you're probably gonna be using the voxel remesher the open vvv one um So you can even add it to like the Sculpt quick favorites. So you can quickly um sculpt and then remesh again and sculpt and remesh and That and so on and so forth But for the final mesh here, you can see it's all triangles But for the final mesh you can use the uh quality flow to try and keep about The same shape but with quads instead, which are more suitable for remeshing I am sculpting wait object there there What uh Weird mother art that I made with susan. Okay, let's uh continue. Is everything okay. I'm recording this. Yes I don't want to Click stop by mistake. Okay, let's continue then. Oh, this is another amazing one for modeling When you're modeling scenes forever in blender the um only way to have Real-time symmetry when you're sculpting was using x-ray so There was a setting here for x-ray. It was actually called. Sorry x-ray x x meter So it was called x meter because it was only it wasn't meter in x and it was x meter And was only for that That axis so you were limited to only do things in one axis which was very limiting But we were used to it and then bam out of a sudden the options for Well, not of out of a sudden out of a sudden actually a developer worked many hours for this and Uh, I think it was my no win her mano. I think so. Thank you for that. If I if that's not wasn't you Please let me know But there are now The two other axes so y and z are not available so you can see a sphere Here so I can choose and enable it for the other axis Okay here and you can see it also works the same way so Nice nice for a symmetric modeling and now I lost the symmetry so it shouldn't I know I I still have it in that axis. I don't have it in y in x-axis anymore So pretty neat. Yes. Oh and not only that but it's also added for weight painting So this is a game changer because um when you're painting weights And the x-axis for example here is not the same but if I do y-axis It should be wait It should be the same. Oh there you go z-axis is the top axis ha I was looking at the top But no blender z is up Like it should be now no kidding. I don't want to start a A flame war on that. All right. Awesome. So now you can Weight paint and it should be for vertex paint as well. Yes So you can now vertex paint in other um Here in other oh nice nice Awesome amazing Let's move on because I still have plenty of things to show And it's a very nice sunday outside so I want to Go that's the one thing that is nice about Madrid is the weather It's like every day sunny like what the heck? anyway Shading so in your shading notes, you're gonna find a few new a few new notes um for example, let's add here the monkey So there is now a new node Oh by the way, there is a there is a bug that the wires Don't show up Which is super strange. They show up in some cases, but not in all of them Anyway, this is connected to it to this one, I think But just the wires are not showing in here. So that needs to be Fixed it will be fixed, of course They oh, they're they're back. Anyway, um, there is a new node for vertex color So if you are used to adding vertex color, there was a the only way to to use your For example, if I use vertex paint Here if I paint it Oh Oh, what did I do here? Okay, I think I messed up my blender. So the uh, let's use a color here so when using vertex, uh paint the only way to Use this vertex paint in the node editor was by adding a attribute node and manually Yes manually 2019 Typing the name of the vertex color layer, which was Here in the vertex colors and if you change this to like Like what? Like what? Then this wouldn't work anymore And that was far from ideal. So now you can Um, instead of having to update all your settings Uh, every time all your nodes every time you change the name of the vertex color. You can now use the new and brand Originally named vertex color node so you can set it Once and then if you change it It's now gonna be oh, no ha That's a let's call it a bug. Hey, I found a bug Did you know that I made a video about how to report bugs? So I think this should be preserved. Come on It should be there like when you change the name of an of a Bone it changes everywhere So maybe it's an oversight Or maybe yeah, I don't think it by design is like this. All right. So Never mind then you have to pick it again for now for now, but it's much better to pick it from a list than to type it manually the same goes for the for example for the volume for volumes Like having to manually type the name of the attribute like density Emission or temperature Now it's it's much simpler with this All right shading extend the Mask grave node to other dimensions. Yes I this we've seen it already happening in other nodes But now the it's time for the mask grave texture to have this setting for multiple dimensions so into the Multiverse of textures Add more features to the bottom or not, okay Compatibility alert if you have your setups with Botanoid textures, they might look different now. So That's uh, that's something that it's been tried to to be super like it's as close as possible to here to the To the original Effect that had the botanoid textures Because of all the new settings that were added There there must be some difference, especially if you if you have to change some of the like the dimensions Or some of the settings down here. There might be a difference, but yeah, there's They at the moment when I read this commit, there was no way around it, but there were versioning changes that Were done to convert from the old veranoid to the new veranoid But there might be still some differences. Maybe they fixed it. I'm not sure Um, but yes, you can read more in the actual commit here. That is d5743 There was a discussion here about the differences the developers have a Some tests that they run in order to make sure that they look the same for example, so The when compiling when when running the tests or they are all automatic They check for okay. How were the renders of the vodanoid in this case Before the change after the change and the result and the difference. So that is very very neat That's how they they they are sure that all the changes are They don't break things or when they have to break that we can make it Well break, I mean unless you wanted the specific vodanoid pattern to be At that position except instead of Five pixels to the right It would be as close as possible. It's just not maybe not super perfect All right, so yes, oh, yeah, well it removes the following three months of the of the Vodanoi the cracks and the f3 and the f4 But because now there are new new settings. So, yeah If you're using cracks Then you might have to tweak your your settings. All right evie time for evie This is hard to show but there's been a huge speed up in the volume rendering So if you had issues with that if you had issues rendering volumes or way too slow Just try it again because it should be faster now. Then the import images as planes addon Which is amazing which should be built in into blender This addon now allows you like it automatically makes transparent Images into the right transparency setting in evie And okay, let's let's move on to something more more fun Instead of monkeys. Let's have spring here Because it's time for cycles updates. Yes, and I adjust my glasses To show you is because here let's let's Let's render this Got a new laptop. I gotta show it off this new laptop from from box from our friends at box All right, so let's Play with the new setting so render passes now you can choose under the render preview In cycles remember the last episode I mentioned that now you can choose you can change the world And the scene like you can turn off scene lights and you can change To use instead of the scene world. You can also make it use the The custom built-in hdrs or your custom ones So now there is also a new setting called render pass which allows you to see individual passes Such as I'm in occlusion. This is one of my favorites. I'm in occlusion always looks nice Or you can also see for example the normals The or the ones that you might want to see more often for example are the diffuse So you can clearly see what are the diffuse colors that you're gonna play with in this case the face is not very Colorful because the Pass that you want to see here is the soft surface um, for example to try and test if your Soft surface is too noisy or how many samples you need it to be In order to clear up and it is very useful when you're setting up your render using for example A branch path tracing for rendering so that way you can you can make it so You give it more samples only to the soft surface scattering or to the i'm in occlusion or any other pass You also have the emission pass which um in this case nothing is really emitting here much except the background but in the um In some Shots where you use a lot of internal lights or like screens for computers. It's very handy to have So very nice addition. I really like this feature was added by urun backer. So thank you urun Initial support for local view. Yes now you can In cycles you can Have an object for example to select an object and go into local view with the same shortcut that you would do in um in blender 2.7 7 the slash in this case. I didn't choose any images any or any Lights, so I should choose some lights at least Let's see where my lights in this blend file. So lighting. So let's choose um Some lights which if click Oh, let's choose all of the lights All of the lights and then I'm going to choose for example spring and then slash and I should get Yes the mesh Yeek not creepy at all Oh, because I didn't select the eyes Okay, not creepy at all. Let's uh It's floating in space So this is very handy when you have a big scene and you want to work only on one object or preview one object This works in uh in the other modes, of course as well when you are in solid And you want to like tweak the model down here without having all the other objects This is uh, this was available in 2.7 or 2.65 for for ages, but now it works as well with um with cycles And in 2.7 In blender internal you didn't need to Have the lamps selected the lamps the light will always affect those objects in this case It's not you have to select the lamps in before you go into Into local mode Ideally in the future there will be an option. There was a discussion here that maybe they could be like an option in the um The outliner a column where you could choose. Okay. These objects are going to go into local view So instead of going out in and out you could from here just basically like click click click click and add those into their local mode unless but not least i'm actually showing it off here and when i was showing the um The let's see let's zoom in in a very nice part here and The rendering is actually very fast and i don't know if the video is still playing fine. Yeah Because i only have one gpu in this computer It's a laptop of course, but it's a pretty good one It's a quadro rtx 4000 And it's rtx so it means that now I can use optics so optics is a different back end They say it's similar to what kuda does that it takes better It makes use of your of your graphics card much better in this case for nvidia graphics card And the if you have an rtx you can use optics It's similar to what you would get in kuda. It's faster in some cases, but not in all of cases And there are some features that are not yet implemented, but it's yeah, if you have an rtx graphics card Go and use it because in most cases it's a it's a it's a nice speed up for free really you don't have to do anything It's just selected from the list. So pretty nice Oh, by the way, you have to use the latest drivers or having the optics back end especially if you compile But that's it in um on linux. I only install like like from the website like install optics And Vport rendering memory improvement. So yes, there has been improvements I don't remember the details on those but their memory usage in the viewport should be much better now But I I don't know why I wrote it here without a link. I always try. Ah, there is also the link in the Well that render looks pretty clear and it's 500 samples or so. Wow nice um So, okay, it's open here. Remember that on the website um blender.org on the wiki They're the work in progress fixes for each one of the sections in this case. There is the um cycle section and you can see here the render times in blue is the um Regular cpu rendering which is pretty good in this case is an intel zion Then there is in in gray is a kuda, which is we know much faster when it fits on your memory and there is optics So it's slightly faster in some cases. For example, kodo Is the lama from caminandes is pure hair It's just a lot of hair and that is not greatly optimized for optics. So you get a speed up So it's always welcome, but it's not as big as for example the barcelona pavilion, which is a Which is a if you don't remember the image is a architectural image with a lot of Diffuse and glossy and it's just a typical case where you were gonna use the optics and you get like half the render time for free so That is amazing. Like you don't have to do anything. It's just choose it from the settings But you get a faster render time. So pretty amazing um But yeah, you don't get it's it's not fair to say like half the render time because it no as you can see It doesn't apply to all of the all of the cases um Then uh, here you can see all the other settings that I already mentioned All the new improvements and there should be I was looking for the one with memory optimization, but I think it's not listed over here I think no all right, let's continue Be uh, yes video sequences are pretty fetching. So we go from cycles to a completely different World the world of video editing Within blender. Yes. So for example, let's say I'm gonna add a Gonna add a video Let's see and I have the videos of this recording. So let's do it very meta and I have for example, let's add a video Uh, not the one I'm recording right now, but as you can see here it was When I was testing it so as you can see here at the bottom you see this line over here This is the cache. So when you click on a frame, it's going to cache that frame It's not going to start caching everything by default, but it caches it when when you're like Playing it back It caches it as soon as as much as possible but if you have the memory available you can prefetch those frames by enabling them in the View settings of the previous section up here and you click on prefetch frames and as you can see when I click For example If I when I click on this frame over here, you're gonna see the here the line filling it this space Bam. So now when I play back, it's already it's already there So what I was doing in this, I don't know this video, but yes So you can see now it plays back and if you Do a change for example like now I had another video The cache will start filling it again and Again as much as possible. So it should be and now I'm getting 30 fps. So pretty nice Yes prefetching yay Um, there is also if you want to read more about it how it works Um There should be me there should be an explanation here Um in more features, I think This should be in the sequencer. It belongs in its own. Oh no internet. Yay. I can play Anyway, this is how bad the internet is in this place. This is why I haven't been doing live stream Um, so yeah, if you look at the um the task D 5386 you're gonna read more about it because it tells you how How in which case it's gonna start Doing the prefetching. Uh, for example, it's not not gonna prefetch backwards. So I'm gonna prefetch from when you click onwards and then Only when it's fast enough or like only when you leave it and you leave it intact and it you give it time to Prefetch. So if it's not fast enough, it's not gonna do it. Uh, try to be a bit smart about it Do not feeling all your memory immediately And last but not least Is the library overrides, which I Was hoping to show you But it's a new system We've been talking about this forever library of your library overrides are something that Is greatly missed since forever in blender. So the library overrides are basically the proxy system in 2.7 where you link in a Character and you can make a proxy of the armature to animate it to make up to go into post mode and start animating in Um, so I think I can't connect there. I'm back. Let's see because this is better explained here It has a bit of an explanation on how to do it and the edit like the the basic editing of a library overwrite But don't get too excited yet. This is an experimental feature Um Making the full switch from the current proxy system to the new one could break Um the workflow for a lot of people and it needs a lot of testing, you know, the linking libraries is not an easy Simple thing you have to take care of all kinds of references to files to data blocks to So many things relations between armatures objects modifiers It's it's insane. So It's currently considered as experimental It's on by default. So you can if you're downloading now The current blender and you have a library. Um I don't have any any of any file that I can show you here with the libraries, but You're gonna find there is a new Button there is not images here, but there is a new button Um where you can make library overwrites. It's a link icon here next to the name of the Objects where you can make a override of that data block. Remember, it's on a data block level So you can do it for materials. You can do it for objects for meshes So here in the same place where you see the shield icon, you're gonna find also a linked icon Which you can click to make local just like you can do right now But you can also shift click you can you should read the tool tip To make a library override. You can read more about how to use it over here and if the library overwrites That they people report many uh bags or issues and they don't get fixed on time they might be disabled Uh for 2.81 and then enabled again for 2.82 to have the whole uh the whole process of like the development um To fix those things to find the issues so It's up to you if you want library overwrites Mainly up to you not not totally up to you, of course, but if you want library overwrites, let's Test them. Let's uh use them They're on by default right here how to use them how to change those The the workflow into the new one. Uh, let's let's try to polish this workflow So they make it to 2.81 and uh, everybody can use it. Otherwise, they're gonna be disabled So yeah, maybe I should make a dedicated video about it once I'm back in Amsterdam Because they are super important and it's it's a such a Such a pity that we don't have a proper library override system in blender Yet well we have now but we have to to test it, right? We don't want to uh, you know deliver deploy a A system that is not fully tested and all right. Let's move on. We're pretty much at the end at the end There's a svg import fixes Um when importing svg then there should be an a fix also in when you're importing svg document The units now match the blender units nice And a gltf exporter got a huge huge performance speed up when importing When exporting sample animations using sample animations So, uh, if you had issues with that check it out And then I think I'm already at the end. Yes, I'm already reaching the previous episode It's just a bunch of fixes regarding the depth graph because we never talk enough about the depth graph. We always um Go through like yeah the under the hood. Nobody's gonna care, but there were there was a How would you call it? Yeah, it was a bug or a to-do that it was very important for Addons that change the data of the mesh for example dynamically such as Flip fluids or animation nodes. Those are the two big examples where the that we're having a big um Uh a big issue because they were not working properly with 2.80 until now this has been fixed the um developer working on the depth graph Sergei Sharyvin has been breaking his Praying into pieces to put it all together and Reimplement the python handlers properly to um introduce a lot of tools for For checking out performance could be affected and this should all be fixed right now with more performance tweaks So, thank you Sergei for You know for taking the time to do this To make blender better for everybody All right. I think I I'm reaching the end And I've been talking for over one hour and then there was no questions. What the heck? All right Cool. All right. Let's call it a day. Thank you for staying here until the end the next episode. Hopefully we'll have Less feature hopefully in the sense that um, I'm gonna not take so long that we're gonna have less features And more focus on making it more stable, which has been pretty stable for me Actually, I've been using blender now daily hardcore for um for the last two weeks and Still have two more weeks and uh, yeah, it takes a bit too much Time from like doing this kind of the video updates, but I'm gonna find the time To to continue doing this. Hopefully I will be able to make one another one next week Maybe more focused towards the q&a because blender Is now reaching to the 281 is like reaching to the point where there is only like minor Tweaks and updates to the already available features, but it's more focused on fixing improvements More like performance issues and so on and so forth so Leave your questions here at the bottom of the here in the comments below here on youtube So maybe that also helps the algorithm to pump this video to boost it in the recommendations And you can also give a a like to the questions that you want most answer They're gonna be on the top and all right. Let's uh, let's do it again next week Maybe not uh Same time but sometime Maybe you can click on the notifications Subscribe and click on click on the bell icon that will give you a notification Most of the times when I upload a new video here on this channel, which only contains this kind of content Except next month. Actually it's gonna have the blender conference, which is also amazing content But maybe it's too many notifications for you So maybe don't click the bell icon if you don't want to be notified about everything Alrighty Thank you once again Thank you once again for staying until the end. I had a great time. I hope you too and I'll See you again sometime next week For another blender today See you soon. I miss you and see you see you see you very very soon. Bye. Bye