Why would that happen? Blender is a 3D modelling and rendering software. Bloom is for noobs to hide low-rate production. Nothing wrong with being a noob, but the goal is usually to outgrow that stage at one point.
I was working on a scene doused with emission materials and this update turned off the lights. Very grateful for the tutorial, just wish that the compositor and Render Settings method could coexist instead of one replacing the other.
For me Bloom is one thing I wish they didn't change, and also the modifiers section, I liked the one big panel with all the options available, rather than so many panel pop outs.
they removed thee most magical button in Blender. Hope there will be lots that let them know that we want Bloom back. They could have just added that extra glare in nodes imho.
@@RyanKingArt no. lets not hope for that but lets hope community can survive this now proper conceptual grouping of functions. It's really hanging on to a bad habit. There is an addon for this already if you want the old behavior. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1TLjDpquI90.html
@@alesjelovcan6810 What do you mean "bad habit"? I wouldn't have that so called "bad habit" of using the Bloom feature if they didn't introduce it and made it easier and more convenient to use than the Glare node in the compositor.
@@alesjelovcan6810 Thats a bit gatekeepy my dear. It really doesnt matter that much. It was a single useful button that people enjoyed using. That would never hurt anyone.
Everyone talks about bloom but ambient occlusion also shared similar fate, and no one noticed that in EEVEE Next AO on floor material really makes big difference.
You can find Ambiant occlusion in : Raytracing > Fast GI Approximation > Method > Ambiant occlusion. I don't know if this is as modular as before tho, because i got back to 4.1 (too much problem with 4.2).
HUGE congrats on 250k subscribers, Ryan no channel deserves it more - your content is, and always has been, totally top-notch here's to 500k (which is totally going to happen, and that won't be the end of it)
I don't have any problem with it. It is good for me as I can use the same bloom on EEVEE and Cycles. But I hope that the dev improve it by adding some settings available on the original bloom.
It was moved to the composting panel as a node. Why? Ask them, I think it has something to do with how EEVEE it works now. It's still there, it's just being moved to the compositor. Works basically as it used to and you can use the same bloom setup on both Cycles and EEVEE.
it's not removed, it is moved to a proper area, which is compositing, post processing. yeah, previous version was more handy, just one checkbox. but there are already addons that produce common compositing effects in one click. the feature was moved because conceptually it's not a property of a rendering. it's post process effect. now you can have better matching with cycles. you can also mix it with other nodes to acchieve more fine grained result. overall this is much better
@@alesjelovcan6810 with that. dev could have just make another one let's just say glow, special only for eevee. I mean, eevee it's not cycles. the compositor just make the render time longer. the old bloom didnt affect anything
When I used to be a Maya user for over 20 years, I sometimes noticed they removed certain features which I used on a constant basis. I really hate it when programmers subtract certain featrures that simply worked well, rather than ADDING onto what was already established as a working feature.... Like, subtract those features guys. Add, or even replace! with a better one. Dont subtract! That to me is so silly. And frustrating.
Experienced EVEEE Next in Blender 4.2 quite slow on Ubuntu 2024. Works fast on Windows 11 based Blender. For now, on Ubuntu I've switched to Hydra Storm for shading and texturing, used EVEEE to test final render. Just like old days, when we used to texture in EVEEE and final render in cycles. It feels like djavu.
at first i got very upset when i couldnt find my fav "make it even more low quality 2008 type sht" button, but now i have more options at the price of having to use compositor. cool!
I find it increasingly difficult to learn Blender again, when the devs CONSTANTLY change the UI and the functionality of the software! One moment I'm following a tutorial on something, and the next thing I know the option I'm supposed to use has been removed. I used to model a little back in 2.78 and my gawd has the dumpster fire gotten a hold!!! Thanks for sharing your insights with us;)
Yeah, I understand your frustration. I also find changes like this a bit annoying, because then people watching my older tutorials get stuck or don't know how to follow along. Personally I liked the old bloom better.
Hm, the emission objects are casting shadows. That doesn't really make sense. I guess you will need to turn off cast shadows on those specific objects to get the lighting better.
Thanks. We searched for "Bloom" settings but couldn't find them. I think they placed the "Bloom" effect in the "Compositor" interface so that both the "Cycles" and "Eevee" engine can use it.
Hello, I had a question on procedural material and If I had to unwrap and bake them every time I want to change the mesh of a different object, Thank you, your videos are awesome!
I love your tutorial videos, but one thing that would help would be if you mention which version of Blender you are using for each tutorial so that we can follow along better. Thank you for the great tutorials.
This new bloom makes working on game assets more irritating for me, the old version seemed more representative of how your model would actually look once it was imported into Godot or Unity. In any event, thank you for the tutorial
Well at least you can still apply bloom effects. I can see why they removed it, because having 2 features that basically share the same functionality is kinda useless.
Wish they’d kept it, but I guess it was always a compositing effect under the hood and to make evee more realistic should be in composite. The old one was really cool for some unrealistic but still cool effects tho.
How to make compositor effects in viewport and at render the same? I noticed that glare or bloom effect is different in viewport compositor and the final compositor, from the very moment it was added in blender
It's not genuine to call it removed it's just moved to glare effect in composite, although changed, but hopefully they revise it to work similarly as before.
Can u make tutorial about importing assets from blender to ue5? I have problem with my textures where my uv maps dont work in UE5 after import, cheers!
to all... off topic... but a question of hardware/OS if you will. As I have been learning B3D and moving on from more rudimentary tutorials and magnitude of my blends... I am seeing my 32GB RAM, RTX 2060, 11gen i5 really take a hit on performance. If it keep it simple it does fine, but once I start adding many different shaders, effects etc... it become fairly annoying. Thoughts?
Hi Ryan, In eevee when I try to change the light setting (intensity) >physical light properties are not showing in the light data properties section .. but when i switch the engine to cycles the option cames back than gets hidden when goes back to eevee .. can you help me with this (blender 4.2.1)
I haven't seen much mention of the fact that the "Operator Presets" from some addons don't seem to be working right. For instance, on the A.N.T. Landscape generator, if you drop-down the Operator Presets, it just says "Missing Paths". It still works - but all those cool presets that made great starting points for landscapes are just gone. Apparently this may affect any addon that either has some presets built-in, or simply let you save your own customizations as a preset. It's always "Missing Paths"... I found mention of this on the Blender Developer's site, and read that it was "fixed in 4.3 and may be back-ported to 4.2" - so, I guess we'll see.
@@RyanKingArt may be enabling the bloom in render layer will Automatically add glare node in compositing 😅 like in the auto smooth case when we click on auto smooth ( in the rigth click menu ) it also add smooth by angle modifyer automatically. May be I m thinking too much about it 😅 Sad news My computer hard drive got crashed and i also found that it also has some other problems. Now I m starting part time job to get a new one or repair a existing one. ( I m a college student that's why part time job ). So got a break from Blender 😢.....
I don't understand why they made this change, It feels like Blender 4.2 is just a series of 'they took this out' or 'they fully moved this function' keep having to look up tutorials to find where they moved things.
when I've finished creating the glare/bloom effect on the compositor, the render is complete and the light has appeared on the compositor viewer. I want to apply it to the layout/viewport. However, when changing the shading compositor viewport setting from disabled, camera, or always, nothing has any effect. Am I missing something?
hey i have a problem . i added lens distortion using compositor and i turn on Transparent background (from Render properties>Film>Transparent). When i render it, the background is black . do you know how to solve this problem?
For some reason when I have an object (lets say a cube), when I give it a color and go into material preview mode the object is black. This thing wasnt happening in 4.0 where, I could see the color on the object. What is causing this? Appreciating every reply.
The issue with using the glare node was that you couldn't really preview it in the viewport correctly due to there being an inherent disconnect between the intensity of the effect in the window and the render depending on the window size and resolution, which dictated the intensity of the effect (if I'm not mistaken). I don't know if they've fixed that since.
What is point of these kind of "downgrades". Im just hating that with some versions of blender, they remove some functions or hide it. This is annoying when you doing older tutorials with newer version.
force* im using blender for game dev and couldnt give less of a hoot about compositing, I just want to see a representation of what it will look like rendered and quick bloom provides that
That's the first thing I noticed as well. The way Ryan described it in this video, it applies to the lighter colors. I guess because it's only available for "scene". Why have a drop-down selection if there is only one available selection. Tells me, they might still be working on the conversion.
Just installed an add on in 4.2. Things are not as clear as before. Also, Cycles is gone. I think Ton is not in the building anymore and everyone is smoking weed. Maybe I'll stop donating.
Viewport Bloom is still there, it's just moved. Turn on the Viewport Compositor in the drop-down next to the render buttons, and set it to always. Then add the Glare node set to Bloom.
The bloom feature was my favorite feature of Eevee, so I never able to understand why they removed it. So this video is very helpful, thank you very much!