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  • Published 30 Sep 2025

COMPOSITOR 🫶 SEQUENCER — Blender Today LIVE #266

Changelog between September 16, 2025 - September 30, 2025 at 12h

401 commits in total, of which 61 are fixes and 58 cleanup.

Alembic

Allocator

Anim

Assets/BPY

Attributes

BKE

BPY/UI

Blenloader

CMake

Cleanup

Color Management

Compositor

Core

Curves

Cycles

Docs

EEVEE

Fix

GPU

Geometry Nodes

Grease Pencil

I18N

IO

Image

Image Paint

LOG

Mesh

Metal

Modeling

Nodes

OpenEXR

Outliner

Paint

PyAPI

Refactor

Render

RenderDoc

Shader Nodes

Shape Keys

Spreadsheet

Template

Tests

Texture Paint

UI

UI/BPY

UserPreferences

VSE

Vulkan

Workbench

glTF

macOS

make lite

daniellapalme
30 Sep 2025

14 Comments

Hey Pablo... I hope you really know how important your Blender Today shows are to us. And I always look forward to them because you keep us up to date. And what can I say... The entire Blender project, which I've been following for over 20 years, is on its way. Thanks to you, the developers, and the community. Keep up the good work with the Blender Today Show. It's a real asset!

1
pablovazquez

Thank you so much Fred. You made my day. I really appreciate it. 🫂

Mille_Porte

Hi Pablo! Just two question (splitted in two post):

Blender is an authoring tool, so modeling should be the core module, but today seems outdated compared to other packages. Some times Blender may appear inconsistent: "extrude manifold" has many bug and seems abandoned but still present in the interface; the custom profiles in the bevel panel can't be saved or loaded so the feature is less usable and appear abandoned and so on… the question is: will modeling ("box modeling" I mean) shortly gain the center of attention?

There are around many smart modeling plugins, bat they have different workflow and UI, not always coherent with the main application, and worse, they are paid, so Blender is no more free if they are neeeded to solve basic modeling problems.

The same problem in nodes: I don't see high level nodes like revolve, bevel, bend, loft ecc.. low level nodes for math ecc are fondamental, but they are not artist friendly , user is forced to create advanced tools and so they become paid nodetree!

I think Blender needs some smart unique tool like geometry nodes, for example to cleanup the mesh after booleans, to use vertex-group in subdivision modifier ecc.

1
uusamuel

I was commenting from my phone before and I only mentioned the LUT thing, but I forgot to mention, I love Blender and VSE! I edit videos using VSE for a long time since blender 2.5x. This Compositor X VSE is something I was wishing for a very long time! Like now we can Chroma Key videos live! Just wanted to say thanks! Blender has been a huge part of my life!

nubnubbud

Oi, Pablo!

I think the icons for node assets should make it clear it is node-based somehow. A dot? a wire symbol across the bottom? two icons on one thing would be odd outside the outliner, perhaps against blender's style guide.

Also- you touched on adding a "classic" calculation option for a feature. I personally believe, wherever a calculation is not pure math, but looks "more accurate" or "should be visually more coherent", you should have an option for algorithm choice. Like impossible normals- there is no "correct" algorithm, but there are 4 common ones that look different. (think sky texture) It feels somewhat unfair to just update these things. imagine if we just updated linear filtering to cubic, or just changed the available smoke solvers every couple versions! madness!

1lots

Hi Pablo! Hope you're doing great! I've made my own custom scatter for my studio. It's called exactly the same as the new built-in one. So question: would the presence of the built-in scatter automatically rename mine to "Scatter on Surface.001"? 😅

Another question: if you have a compositor setup in the compositing editor and the same setup applied in the video sequencer as a modifier, will the effects be applied twice?

krysidian

Hey Pablo! 5.0 is looking incredibly exciting and I'm still catching up with all the Blender Talks too. I'll report as many bugs as I can in the upcoming weeks and hope Blender's Beta will be long enough to make 5.0 stable for release despite all the new changes and additions!

Since the compositor is getting so much love and is becoming more and more important for stylized 3D and more, are there design proposals or even pull requests regarding support for Cycles passes in the viewport Compositor? Or just general feature parity between engines when it comes to the Viewport Compositor? And maybe even Viewlayer support for the viewport. I'd love an improvment to AOVs too which you currently have to setup manually in the view layer without the AOV node showing you available AOVs etc.

Also, will Compositor Essential Assets make it to 5.0? :O I've been active in the design proposal there.

This all has me really excited for the future so I hope it'll be improved upon even more in upcoming versions!

Mille_Porte

Hi Pablo, my second question: I hope the simulation nodes (that at the moment doesn't use physic by the way) is not intended to replace the actual particle and physic system (with its tools for force field ecc)! I don't want to rewrite by my own with thousand and thousand of nodes and math an entire professional particle system like the one already present in Blender! Related to this, regards fluids: what about Mantaflow?

nubnubbud

I feel you. I do like neat little menu checkboxes to quickly add common things. physics, armatures, force fields, have always been modifiers or basic object/world properties in the background.

and we know all that physics stuff would have too many options to show easily in a modifier box. I've always been a proponent of blackbox physics nodes, and one of the reasons, is because the node would simply be the physics menu, there would be no nodes inside, and you could just slap the node interface into properties. We may need a property for big nodes themselves!

byebyeLAN

Greetings Pablo!

I have been following the progress of the Swap Node operator, and finally, it's great news to have the functionality return after 2 years! (removed in Blender 4.0, 14-Nov-23)

One question, is it possible to port this change over to Blender 4.2 and 4.5? If not, is it possible to change the Shift-S pop-up so that instead of saying something like "Expect this feature to come soon", it would instead say "This feature exists in Blender 5.0"

nubnubbud

we don't want to push users toward certain versions. Plus, it's open source! you could make a new version!... and remove that message, though. that's not supposed to be there in general =3=

uusamuel

Hey Pablo, greetings from Brasil! Will compositor nodes support LUTs? It would be super cool to have a LUT input node

nubnubbud

d-do we-... okay I think you do that through color management but wow. we don't have something to load the LUT in the compositor that I can find... huh

daniellapalme Author

Hey Pablo! Hope you are well! (blender conference plague aside)

I'm digging the new nodegroup look and double click to enter/leave is cool too. I was wondering if some hotkeys might also be considered for entering/leaving? Double click works fine and should stay as is but blender also avoids double click here and there, like alt+click for edge loops etc. I for in and O for out is an advent that has been used by others, something like that.

What do you think?

PS: Justice for Uglypackage