Blender 2.81 is coming real soon so I go through my favourite new features and how to use them, and a couple of things to look out for when you make the switch.
Well, it was crappy, extremely cumbersome and unintuitive for the first decade or more. I couldn't stand it back in the late 00s. Now, it's a lot more polished, and the devs have realized that doing things the opposite way of everything else in the computer world isn't a winning concept...
it does the bare minimum of what a 3D package should do how is that amazing and sophisticated? blender users are so easily impressed because they've never tried anything else
Dude. That batch rename is going to be SO useful. I always add prefixes to my objects so they’re sorted alphabetically and similar items are grouped together
Tbh the batch renamer needs more work as it is. I don't think it can even get rid of the .001 suffixes that blender adds automatically. I hope they add some basic usability to features to it so you can for example take a large number of objects and name them as object## which would numerate the objects like object01 to object99. It is also weird how the batch renamer doesn't have basic stuff like automated generation .r and .l suffixes for objects which blender uses for rigging. I don't think this even counts as batch renamer. It should be called something like object name manipulator because it looks extremely limited if you need to rename large batch of files to some specific names.
Well not to disagree but Rigify can do the auto .r and .l suffixes I think, so it's not a huge priority as the plugin comes bundled and is standard for rigging. I think the object## thing is already implemented somewhere as were these renaming features. I don't remember where exactly but I remember watching some tutorials for older versions like 2.76 where people were doing these things, like renaming things in bulk. It just wasn't in the outliner. Could be wrong but it feels like the only new thing here is that they implemented this behavior in the outliner, not that it's entirely new for blender overall. I'm sure that now that this is done they'll likely add more flexibility to naming elsewhere as it is needed.
@@iviecarp I am pretty sure if someone did any renaming in 2.76 they did it with addon. I have 3 renaming addons on my blender and this 2.81 feature really just replaces one of them.
What, they are still missing Autodesk’s most important feature? Namely the rentware one where you have to keep paying to have continued access to your own work? Don’t they understand that’s an industry-standard requirement these days? Users won’t stand to be without it!
Thank God for the updated outliner. I am also transitioning from Maya and every time I have to use the outliner I just want to throw my whole machine out the window...
Lol yeah same. Where you had to select things in the outliner (in blue) then right click and choose select to actually select the the objects. Killed me.
@@DylanNeill3D Select using right-click menu -> select totally makes sense for me, because it let's you to do various things to the items without messing up your selection in the 3D view. After this change this won't be possible = step back in usability for me.
1:36 I cheered out loud before I caught myself. This took an embarrassing amount of time, but I am very glad this is finally here. On to the nightlies we go!
I did find the single click way more intuitive and even wished my OS had it. Also the "1 folder up" button was better at it old locations. Way faster navigating that way
The added features they need to work on are the touch screen capabilities, Grease Pencil Shape Keys, a better fluid simulation just like realflow, help keys for each button explaining what it does, pop up menus and tabs and separate window modes... Fast render like redshift and octane...
Hopefully this synchronization also fixes collection renaming. In blender 2.80 pressing F2 renames current selected object. However if you were to click on collection and then press F2 - F2 was applied to the object, as object was still active.
For me it was snapping options as an architect coming from 3ds max, Very simple but life saver for me and blender keeps me from using 3ds max more and more each day , the main problem I faced with 3ds max is I have to install bunch of plugins to use it , and work will be so difficult without them , 3ds max became a plugin bag rather than a program to use on the go in the meantime I wonder why blender doesn't have a neat render farm manager ? I actually found a backdoor solution for it (you can watch this on my channel) but I need real solution which I can't find till now :-(
If Blender gets a solid Mograph System and a better Rigid Body World the days of C4D will be over for me. Everthing else is better in Blender now :-D (and yes I know about Animation Nodes but I hope we get something more intuitive and easier to use)
Hi Dylan. Thanks for your insight and tips on using Blender. If I may offer a bit of a critique... when you refer to numbers to the right of a decimal, you refer to them as whole numbers, which they are not. 2.81 is not two point eighty-one, but rather two point eight, one. I know, I know. I just can't help it.
I used 3ds max before and I think Blender, especially 2.8 is really good and I don't see problem using it compering to Max. The almost only thing what I didn't understand is why they decided so late to have layers like every other software
Nice but to me pain in the ass right now (compare to Maya) - UV editor - Retopo These two are very weak in lots of way in Blender...it's like going back in time. + what I miss - the easy-handy "snapping" from Maya (hold x - snap to grid in any mode, hold v - snap to vertex in any mode, hold c - snap to curve in any mode) - the easy "align tool" - the handy "snap together tool"
all snapping and aligning is just ctrl in blender, with the option to snap to interval, grid, face, edge, and vertex in an ever-present toggle in the viewport.
Has anyone done a video on UDIM’s yet? I think UDIM support was added in blender 2.81 but I haven’t seen much coverage of it, if anyone knows where to go for udim info that would be great, or if I’m completely wrong plz say
This might be the wrong place to ask, but since you mentioned the updates to this panel, any idea if copy/paste of all transforms (at once) will ever be available?
i find the materialebrowser really hard to cope with - is there any recommendations on plugins to allow you to see materials in a library - or ones currently in the scene.
Drivers has been here for a while, but yes it was cumbersome to use. With the driver popups and copy and paste drivers things are infinitely simpler. Maybe easier than Maya's sdks
"F2 to rename", I screamed out loud. This bugs me so much with Blender. I work a lot with Unity Engine, and F2 is a godsend when it comes to organizing objects in the hierarchy, happy to see that carry over into Blender.
I have seen your last video about multipass compositing that's really great. But I want to know that how to combine cgi and real video footage please make a video on it
I was looking at the outliner yesterday for the first time and i noticed i cannot shift select... i told what the heck! But yours seems to work.... I guess I should update
Same for me😂 It works in almost every program on this planet and I was really questioning if I'm doing something wrong because I just couldn't believe it
I LOVE all of these changes! However, there is one little thing I am struggling with: I still have not figured out how to manually reorder objects in the outliner. I posted this question in Blender SE (blender.stackexchange.com/questions/156447/blender-2-8x-outliner-manually-reorder-objects-within-collection) and have not gotten an answer yet, so I hope someone here might be able to help.
The open file dialog not going full-screen isn't bringing blender in line with other industry-standard software. It is bringing it in line with pretty much all software ever made...
@@DylanNeill3D Super excited about the release... I feel my comment seems of ill intent... but it was one of excited exasperation of the UI... Thanks for making this as it makes it amazingly easy to get up to date instantly... the video was clear quick and concise. :D Thank you :)
”This is confusing for anyone who has used any other software” Blender in a nutshell. Thank god they are changing their dumb gui desicions so they actually make sense :D Though I’d rather have a free blender woth a dumb gui than an expensive blender with a good gui, from the changes they are making it appears we are getting both :D
They were talking about postponing it in the meeting on monday 4th but jesterking (project manager) wrote an update to the BF-committers that they stick to the original schedule, so 2.81 will be released on November 14th. That also means it is in freeze now. No changes allowed anymore if it isn't a critical bug. So it is pretty stable, just download it and try.
RE: Setting the origin manually in previous versions (Thanks for pointing this new feature out BTW. Much more intuitive way to do it. I've been wanting this for a long time) You don't HAVE to do it the 3D cursor way. Simply go into Edit mode, select all the geometry, and move it such that the origin is where you'd like it. It's backwards from moving the origin itself. so a bit "weird" in practice. But it's WAY better than trying to do it using the 3D cursor ;)
But Outliner should be independent from the 3D view because you often need to do different kind of operations to some items without changing the actual selection :-/ This is step back for me.
if you make Blender more like Maya then it'll be the end of Blender, Maya users would prefer the original instead of the copy, the rest of the 3d users that hate Maya would hate Blender for being a bad copy of Maya, so my advice is "don't try to copy Maya, it's a bad idea"
While Blender comes with some features missing in other DCC apps, it's still playing catch up in other aspects. I'm surprised it's only just getting "affect pivot only" and the parameters linking function, plus the outliner fix.
I can tell you why... Blender does not have professional support they need to account for because of high-paying clients. This eats up lots of resources and slows the process. Blender has a long way to go for Motion Graphics. I really wish they’d build a Mograph module found in C4D.
I totally agree about the Outliner, I'm coming from the latest versions of Max and found it quirky in Blender. What still bugs my about the Outliner is the waste of precious space. The "Scene Collection" box is inset from the left with a large gap, it is then compounded by more over-sized insets from the parented "Collection" with another inset gap and a bullet icon and then an object symbol before we get to the actual name? By the time you're getting into a child of the "Collection" you are halfway across the Outliner...it's not as well thought out as it could be.
I can't sort objects manually like in Maya, I find that very annoying...and the green icons should be aligned, it looks a bit messy right now, I saw a mockup of the green icons aligned and it looked super clean, I don't know why they didn't implement that.
Nothing can beat 3ds Max's Outliner or Slate Material editor and all the lookdev functionality including stuff like select by material which helps to locate assets or replace material on hundreds of random objects in single click etc. Doing Lookdev in Maya for example is biggest pain in the ass, everything is so unorganized and huge mess ( kinda like C4D one with all these spheres, but i guess u get used to it ). I wish blender could come closer to Max in these aspects.
If we look back at 2.49... so many great things were added :D I've started at 2.5 and 2.49 did seemed to me like an "alien program". Now the fresh users look at 2.5-2.6 by the same POV probably.
That was the first what i've noticed after C4D and tons of other suites like Photoshop. Sometimes Blender's dev logic is beyong me :) Did they use any other 3d software at all before ?))
Script at end:- I noticed all your example meshes were sitting on the grid floor so thought you might like this I'm moving from 3ds Max and missed creating mesh primitives from the base of the grid with the pivot point also at the base of grid so I've been creating a script to deal with it. I'm trying to make a script so you can use another shortcut to add popular Blender primitives with base pivots as well. It could be modified to not reposition the pivot point as well and just sit the mesh on the floor. import bpy # Add a mesh manually with Shift A # Then open in edit mode bpy.ops.object.editmode_toggle() # Get the name of the mesh and reame the object with a p_ as a prefix m_name = bpy.context.object.name p_name = "p_" n_name = p_name + m_name bpy.context.object.name = n_name # Find the height of the mesh and divide by 2 delta_v = bpy.data.objects[n_name].dimensions.z/2 # In edit mode move the mesh to the grid or base bpy.ops.transform.translate(value=(0, 0, delta_v)) # Move out of edit mode back into object mode bpy.ops.object.editmode_toggle()
@It's XDaniC Writing a simple script like this is often easier than finding+installing+learning a new addon. That QBlocker looks great tho, will check it out.
@@DylanNeill3D Yeah, I guess so. I find surprising just how many people start to make their own scripts withing a few days into it but seems like it takes a few more time to get somehow knowledgeable about them. QBlocker is quite a simple addon thought, caming from other programs, everyone has already used some script and many think... Someone has surely thought about this as well...
@@DylanNeill3D Qblocker has some great extra features though, like built in snapping, a modal to change parameters interactively, and an 'autogrid' feature like Max. The QB dev came from Max so it was specifically designed to mimic what we're used to in Max.
Yes! Industry standard selection in Outliner is the big deal! :) Actually I've got used to that madness already )) I mean... that "B"-select stuff and that it doesn't Shift+LMB like normal (in terms of UI) programs like Photoshop. But now we can just forget that strange things and work consistently in many programs. I hope that Blender Foundation will work more in "Houdini direction" now. Seems that it's the area is covered just by 20-30% of the potential "strength".
The simplified shadow settings are really annoying. More options is always a good thing. If it needs to be simpler then the default settings should be better but removing options is annoying
@@DylanNeill3D no prayers will help in that regard, this isn't Tons decision but a license thing. Blender is released under GPL and because of that license everything in Blender has to have the same license. But there are other ways. The free license ends at the API. A bridge that uses the API has to be licensed under GPL, yes. But the software on the other end of the bridge can be released under every license you want.
@@DylanNeill3D a) That's entirely out of Ton's hands. B) that's an evil, sinful, blasphemous prayer put into your heart by the great Satan Autodesk. I'll be doing penance for you, brother. C) prayer answered: search for OpenMeshEffects. It's easy to find on Blender Devtalk and it's on Github.
People who say that blender (current UI) is crappy or that it shows that it's free, go checkout 3dsmax with it's 1990s UI and it's apparently good enough, maybe because they pay for it that's why they feel it's somehow better.
I miss one thing, option to globally clamp image textures resolution. Example i have many materials with 2k res and 4k res textures and i want to clamp it to 1k just with one click.
With regard to wanting the Display Mode option to be in the render menu, that can be fixed using a python script or an add-on. One kind user already made a script (on blenderartists): blenderartists.org/t/where-are-the-render-display-options-in-blender-2-8/1136067/32 EDIT: I turned it into an add-on. See my comment in the same thread for the add-on code.
still imo denoising intel is big changer for me in cycles render. default denoise sometimes create a blocky image and optix noise nvidia sometimes cause crash in blender.
Yeah when you're getting paid to use them for work then they pay for themselves fairly quickly, having said that I cancelled my Maya subscription this year because Blender combined with Houdini now does everything I need.
I'm trying to figure out just how genuinely good is Blender for 2d animation(like the anime you can find on crunchyroll) as compared to opentoonz and more powerful paid 2d animation software.Do you have any opinion on this?
Been using max and maya for over 15 years and 2.81 made me uninstall everything autodesk. It's gonna take me a while to get use to things but it's worth the pain.
Does origin editing support snapping options like vertex, etc? I really feel as though snapping is one of the weaker features in Blender, that's why I am asking. Also most tools like cutting tool, or any tool that involves accurate on screen editing with snapping points have a questionable behaviour. #Thatgreenredsquare.
I agree with snapping and cutting, it's still rather premature if you ask me I was doing a lot of hardsurface Modeling and it was a tad all over the place and produce seemingly inconsistent behavior. But this is something the precision modeling update is hopefully going to bring.
All of the outliner changes and the batch-rename are going to be amazing for keeping things tidy. I no longer have excuses for box.1, box.1(1), box.1(1)(1) etc! Can't want for the stable release! They are FLYING with changes and updates to Blender!
@@josephbrandenburg4373 "The OptiX API is an application framework for achieving optimal ray tracing performance on the GPU. It provides a simple, recursive, and flexible pipeline for accelerating ray tracing algorithms. Bring the power of NVIDIA GPUs to your ray tracing applications with programmable intersection, ray generation, and shading" - so exactly what I said?
@@Icyblade01 To clarify, they now support the standard created by Nvidia to use specialized Ray tracing cores. They already had proper ray tracing with cycles, however OptiX was unsupported with cycles. Blender 2.81 didn't fix it, they added that feature.