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  • Published 28 Apr 2026

SEQUENCER gets LOVE 🫶 Blender Today LIVE #280

Announcements

  • New BLENDERHEADS episode soon! (tomorrow?)
  • Blender Roadmap page
  • New Patron level sponsor

Changelog between April 14, 2026 - April 28, 2026 at 12:00

328 commits in total, of which 131 are fixes, 52 cleanup, and 27 refactors.

#157592

Animation

Assets

Benchmark

BLF

BMesh

Build

Cleanup

CMake

Color Management

Compositor

Cycles

Deps

DNA

EEVEE

Extensions

Fixes

Geometry Nodes

Git

glTF

GPU

Grease Pencil

I18N

LineArt

MaterialX

Modeling

Node Tools

Nodes

Outliner

Python

Refactor

Revert

Sequencer

Tests

Tools

UI

USD

UV

VSE

not-none
28 Apr 2026

12 Comments

jackrocky2213

Hi pablo, craaazy day today... Do you know when work on the npr project will begin? Waiting on a build to play with.

Also, radiance cascades... youtu.be/rG2aok2SdbU eevee needs this!

Thank You, RUN!

1
pedropaulosuzuki1

Hola Pablo!

Any plans to bring UV render pass to EEVEE?

blender.community/c/rightclickselect/vDAL/

not-none Author

Hello Pablo!!! Hope you're doing well!!! I was wondering if in the VSE if we would be able to get multiple strip inputs in the compositor modifier to composite multiple strips together? or a node to get the content of a channel(like getting the content of whatever is in channel 2 at the current frame)

nubnubbud

Oi, Pablo!

some interesting stuff in chat today. path traced sound ideas, spectrogram editing, and so on! blender getting a sound editor would be wild!

I'm still solidifying my ideas for texture editing/baking stuff. something like a material level shrinkwrap or "material project" would be an important part. when I think about what would be nice, I keep thinking "decal machine addon but better integration". I hope my love for the old texture nodes isn't too overbearing XD

beyond that, I think the cache workflow from geometry nodes is a good candidate! it would allow for fast re-export and making data blocks.

faucet_face

Hi Pablo :)

any updates on Fisheye/Panoramic cameras in EEVEE? 🙏

FGPArthurVII

Hello Pablo! How are you doing?

I wanted to offer a bit of my view into this AI considerations mentioned in the beginning of the live, Sure It is good to know blender is trying to remain true to It's philosophy. I am not against the tool of AI by itself but I think whatever it doesI would expect it to be focused on being a tool instead of a creation tool, so for example a hammer is a tool, if I get a new better hammer It is great if it can hit the nails straighter, or if it can get the nails in place faster but I would never expect it to build an entire house by itself, specially if I'll have to demolish pieces of this house and scavenge what I want to reuse for what I want to do. I think the feeling most of us get when we see generative image AI is like the AI does the entire work itself and then we have to conform to what it made and scrap off what we want to make our art. I'd much rather an AI that can help ME do the things I want how I want easier and faster than trying to generate everything ahead of me or trying to change what I make.

Other concern would be where our information goes, many of us work with NDAs and everything so we would not want our data getting sent to someone's server somewhere or leaked even, or if our works would be training AI without our permission in the background as well. I think those are most of the concerns most people have with this. In any case, for me If that's not a problem, is no problem for me.

In any case thanks a lot for all the work you've guys have been putting up for us, please keep up the great work!

jcfnav

Hi Pablo, hope you are having a great day :)

There’s a UI inconsistency that’s been bothering me, and I wanted to check whether it could be raised with the developers.

In the Outliner, when dragging a collection (need 2 or more to test), the visual feedback is very clear:

  • A line appears when placing between items
  • The target collection highlights when nesting

This makes the hierarchy placement intuitive and predictable.

However, in Tree View, dragging items only shows a text indicator for placement, without comparable visual cues. Given that UILists are typically more compact, relying on text feels less efficient and less consistent with the Outliner’s behavior.

Would it be possible to bring this up as a potential UX improvement? Matching the Outliner’s visual feedback (line + highlight) would make UILists more intuitive and consistent across Blender’s interface.

Additionally, there is a promising PR projects.blender.org/blender/blender/pulls/157716 that introduces manual sorting of items in the Outliner.

However, after going through the recent UI meeting notes, I couldn’t find any mention of it. I’m not sure if it’s still under consideration, overlooked, or discussed elsewhere.

Could this also be clarified or brought to the attention of the developers? It seems like a valuable usability improvement that would complement the existing Outliner workflow.

nubnubbud

this is totally something to bring up in chat!

Hexbob6

Hola Pablo (and Francesco), hope you're well! Sorry this might be a long one so feel free to skip to the last 2 paragraphs :)

I've been interested in contributing to the Blender source code for a long while. Although I'm still a long way off from that goal, with LLMs (for all their shortcomings & controversies) becoming more versed in documentation and code, it's felt more accessible to learn C++ contextualised to Blender than ever before.

Despite this, I feel like in order to properly learn it's never best to just be given the answer and have code generated for you, but actually learn the principles behind why it works the way it does and the decisions that go into contributing.

LLMs can help with this but only up to a point, and I'm wondering if Blender's ever considered producing a short video tutorial series on getting started with development/implementing features, etc, where a developer talks through their work after implementing a feature or patch?

I'm aware there are some old long-form videos of Campbell and Dalai coding live, however I'm talking more about code breakdown videos that are made after the fact, that are more modern and tutorialised? E.g. Here was my goal, here's what I did, here's why I did it, here're issues I faced, here's the outcome, etc. :)

nubnubbud

I think they did this a couple times- some code dives. I'm the same kind of learner. I do much better when I have a "mental map" of the way data gets made, stored, and passed around a software

paulpillau

Hi Pablo! Thx for the weekly updates! Will we be seeing any of the „layers“ initiatives that are planned for 2026 in 5.2 already? Meaning layered 1) actions 2) compositing 3) texturing

What about some of the video sequencer PRs that are open right now? Any status updates? Like the subtitle editor, the audio meter, voiceover, scrubbing region? And in general how is the development of the media bin coming along?

freeway80

Hola Pablo! Hope you're doing well :)

Couple of questions, do you know what happened to the Plane Trim setting of sculpt brushes like Scrape? It used to be available in Blender 3.X and seems to have been removed in Blender 4. It sit under Plane Offset slider in the brush setting, allowed fine tuning of the brush depth.

Second question, are you aware of the SV+H square color picker malfunctioning when you have 0 Saturation? Doesn't seem like it got much attention, here's a short demo video clip: projects.blender.org/blender/blender/issues/113632