FASTER Blender! ⚡️ Blender Today LIVE #287
Blender Today #287
Announcements
What's new in Blender?
July 21 — August 04, 2026, at 12:00 Amsterdam CEST+0200 264 commits in total, of which 136 are fixes, 26 cleanup, and 13 refactors.
Animation
- Anim: Add runtime struct to FCurve - Hans Goudey
- 🔸 ANIM: UI: Use multi-line label for Allow Negative Frames warning - Guillermo Venegas
- 🔸 Markers: clarify name of convert pose marker operator - RedMser
Assets
- 🔸 Assets: download online previews in LIFO fashion - Sybren A. Stüvel
- 🔸 Assets: download previews of online assets in parallel - Sybren A. Stüvel
- 🔸 Assets: encode minimal/until Blender versions in asset blend file name - Sybren A. Stüvel
- 🔸 Assets: UI: Use text-box and multi-line labels for asset meta-data - Guillermo Venegas
- 🔸 Assets: Compositor: Enable 'Scene Effect' for bundled assets - Habib Gahbiche
- Assets: UI: Reduce default text-box height for asset metadata text button properties - Guillermo Venegas
Bake
Build
- Build: Raise Xcode minimum required version from 16.0 to 16.3 - Brecht Van Lommel
Cleanup
-
Cleanup: Add
usingaliases forwmPaintCursorcallbacks - Sean Kim - Cleanup: use ASCII characters for code-comments - Campbell Barton
- Cleanup: correct doxygen & comment formatting - Campbell Barton
- Cleanup: spelling in comments (make check_spelling_*) - Campbell Barton
- Cleanup: sort cmake file lists - Campbell Barton
- Cleanup: UI: Use const for bTheme pointers - Hans Goudey
- Cleanup: avoid macros for default integer hash - Jacques Lucke
- Cleanup: use UString for socket short label - Jacques Lucke
- Cleanup: warning fix for unused lambda capture - Jesse Yurkovich
- Cleanup: Build: Remove Xcode version guards of now unsupported versions - Jonas Holzman
- Cleanup: Accidental comment whitespace changes from recent commit - Brecht Van Lommel
- Cleanup: Markers: wrong select flag usage - RedMser
- Cleanup: quiet warning WITH_GHOST_CSD=OFF - Campbell Barton
-
Cleanup: VSE: Tidy overwrite handling and
strip_transform.cccode - John Kiril Swenson - Cleanup: Make update: clarify uncommitted error message - RedMser
-
Cleanup: VSE: Replace
iterator_set_expandwith newexpand_strips- John Kiril Swenson - Cleanup: fix RenderView incorrect docs string - RedMser
-
Cleanup: Core: Readfile: Use explicit eID_Tag enum type instead of
int. - Bastien Montagne - Cleanup: Zero FCurve runtime pointer for Channelbag write - Hans Goudey
- Cleanup: Vertex Paint: Match Sculpt Mode symmetry implementation - Sean Kim
- Cleanup: Weight Paint: Match vertex & sculpt symmetry implementations - Sean Kim
- Cleanup: Sculpt: Remove extra parameter in main brush function - Sean Kim
- Cleanup: resolve unknown escape sequence warning - Campbell Barton
-
Cleanup: Rename
SculptSessionDepsgraphupdate functions - Sean Kim -
Cleanup: Remove redundant parameter from
driver_get_variable_property- Pratik Borhade - Cleanup: Use get_target_element - Pratik Borhade
Compositor
- Compositor: Use native int/bool GPU types - Cristian Ivana
- 🔸 Compositor: Port Integer Math node - Criss-Ivana
- 🔸 Compositor: Port Combine/Separate Transform nodes - Cristian Ivana
- 🔸 Compositor: Port Hash Value node - Criss-Ivana
- 🔸 Compositor: Port Random Value node - Criss-Ivana
- 🔸 Compositor: Render scenes referenced inside node groups - Omar Emara
- 🔸 Compositor: Do not report progress during playback - Omar Emara
- Compositor: Optimize pixel operations by folding single inputs - Omar Emara
Core
- RNA: Prevent regular properties from accessing meta-data PointerRNA. - Bastien Montagne
- ID: Add RNA read-only access to packed linked IDs deep hash. - Bastien Montagne
-
Core: Avoid storing
nullptrvalues for undo cache - Sean Kim -
Core: Make
ID_Typeenum explicitelyuint16_t. - Bastien Montagne - BLI: Fix StringRef::trim doc-strings - Guillermo Venegas
- Core: Fix embedded IDs not tagged-reset as indirectly linked. - Bastien Montagne
- 🔸 Core: Optimize out truely indirect packed data on write. - Bastien Montagne
-
Core: Refine handling of embedded IDs in
BKE_main_id_indirect_linked_update. - Bastien Montagne -
Core: RNA: Add assert on deprecation version in
RNA_def_property_deprecated. - Bastien Montagne - Core: Fix making linked data extern/weaklink not tagging embedded IDs. - Bastien Montagne
Cycles
- Cycles: UI: Expose missing denoising passes for 3D viewport preview - Christoph Neuhauser
- Cycles: oneAPI: Fix compilation error with DPC++ 7.0+ compiler - Nikita Sirgienko
Deps
Draw
- 🔸 Draw: Parallelize attribute dump to gpu client memory - Iliya Katushenock
- Draw: Ensure we don't read Object matrices from ObjectRefs with duplis - Miguel Pozo
EEVEE
- 🔸 EEVEE: Shadow: Speedup render by not tagging usage for each update loop - Clément Foucault
- 🔸 EEVEE: Avoid shadow readback - Clément Foucault
Extensions
-
Extensions: Missing field in
blender_manifesttemplate - Nika Kutsniashvili
Fixes
- Fix: crash calling a context manager's exit without enter - Campbell Barton
- Fix: crash passing an empty sequence to mathutils.geometry functions - Campbell Barton
- Fix: out-of-bounds read in BVHTree.FromPolygons with a bad index - Campbell Barton
- Fix: invalid read testing a non-element against bm.select_history - Campbell Barton
- Fix: bmesh.utils.face_split check that the edge is in the same mesh - Campbell Barton
- Fix: BMDeformVert subscript assignment created data before validating - Campbell Barton
- Fix: UV: ASAN error WITH_UV_SLIM=OFF - илья _
- Fix #160595: Convert Color Space with non-color target has no effect - Omar Emara
- Fix #161329: Can't enter edit mode on objects with library override - Falk David
- Fix #161627: EEVEE: Shadow Terminator lost on HandleRange objects - Le Gia Bao
- Fix #161532: Undoing from Texture Paint into Particle Edit corrupts data - Tibo Stans
- Fix: UI: Title case in label text - Hans Goudey
- Fix #161697: Crash when texture painting mesh with single-value UV Map - Sean Kim
- Fix #160393: Assert when compositing during render - Omar Emara
- Fix: Missing invariants update after ID deletion. - Bastien Montagne
- Fix #161777: Cycles crash when point cloud is changed to mesh - Sergey Sharybin
- Fix #137550: Assert failure in Metal-RT BVH refitting - Sergey Sharybin
- Fix #161762: Workbench shadows can temporarily disappear when toggling hardware ray tracing - Miguel Pozo
- Fix: Grease Pencil: Typo in animation mapping in join operator - Hans Goudey
- Fix #161775: Crash in bpy.app.handlers.render_stats in animation render - Tibo Stans
- Fix #161309: file browser view settings impact image order when running "Change Data/Files" on image sequence strip - Kévin Dietrich
- Fix #161793: Curve to mesh conversion with builtin attributes on curves - Hans Goudey
- Fix #161774: VSE: Composition guides are not default enabled for new editors - John Kiril Swenson
- Fix: Cycles: Bake has excessive aliasing due to wrong derivatives - rmn20
- Fix #161788: VSE: MJPEG thumbnail stream loaded as glitched video - John Kiril Swenson
- Fix: foreach_get requested a read-only buffer it then wrote into - Campbell Barton
- Fix #161653: glTF add-on libraries fail to find their dependencies - Campbell Barton
- Fix: USD: Correctly handle text, metaball, and NURBS surface instances - Jesse Yurkovich
- Fix: missing touch surface clear under Wayland - Campbell Barton
- Fix #161799: Matrix to Rotation conversion is wrong on GPU - Cristian Ivana
- Fix #160419: Assert fails when showing expanded Menu socket without items - Pratik Borhade
- Fix #161705: Proportional connected edit affects vertices beyond radius - Brecht Van Lommel
- Fix: Remove outdated experimental option - Miguel Pozo
- Fix #161820: Grab Planar Cloth brush crashes when used off mesh - Sean Kim
- Fix #161830: Windows on ARM: Information printed not captured on exit - Campbell Barton
- Fix #161871: Crash in outliner data api after deleting nodes - Pratik Borhade
- Fix: EEVEE: Uninitialized push constant in test - Clément Foucault
- Fix readfile failing to load some packed data in some complex cases. - Bastien Montagne
- Fix #161868: Crash when deleting invalid shapekey on blendfile read. - Bastien Montagne
- Fix #161772: Assert when using autocomplete for functions in python console. - Bastien Montagne
- Fix #161423: Film Grain asset downsamples incorrectly in camera view #83 - Selman Vorhoff
- Fix: XR: Crash on OpenXR runtime initialization failure - Jonas Holzman
- Fix #161404: Deps: Build OpenXR as shared library on macOS/Linux to fix symbol shadowing issue - Jonas Holzman
- Fix: Geometry Nodes: Missing compatibility code for Grease Pencil nodes - quackarooni
- Fix build in some cases (missing header include). - Bastien Montagne
- Fix #161761: Tablet eraser not recognized in mesh paint modes - Sean Kim
- Fix: console IME positioning used region coordinates, not pixel - Campbell Barton
- Fix: IME cursor rectangle wasn't scaled for macOS HiDPI - Campbell Barton
- Fix: Nodes: Visible output not swapped when node type is identical - quackarooni
- Fix: Nodes: UnboundLocalError on Swap operator - quackarooni
- Fix: Rotation Mode conversion code dangling pointer - Christoph Lendenfeld
- Fix: Shape Keys panel displays non-functional "Shape Key Edit Mode" - Philipp Oeser
- Fix #161882: New color attributes always have an alpha of 1 - Philipp Oeser
- Fix #161952: Skin Modifier root and radii lost when joining objects - Philipp Oeser
- Fix #161734: Crash calculating single point curve shapekey handles - Philipp Oeser
- Fix: Geometry Nodes: Separate Matrix node writes to invalid indices - Jacques Lucke
- Fix #161763: "To Circle" sometimes results in huge circle with zero-area "ear" geometry - Tariq-Sulley
- Fix #161411: Preserve empty point clouds when realizing geometry - Tibo Stans
- Fix: Prevent Collinear Selections From Circularizing - Tariq-Sulley
- Fix #161714: Select UV overlap crashes on macOS - Tariq-Sulley
- Fix: OpenGL texture upload fails for half integer formats - Omar Emara
- Fix #161408: missing depsgraph dependency for collection instances - Jacques Lucke
- Fix #161972: Texture Paint bleed does not work - Sean Kim
- Fix #162004: UV Selection Sync mismatch in face selection mode - Eitan Traurig
- Fix #161866: Attribute menu uses wrong material when in pinned nodetree - quackarooni
- Fix #161419: UV select less broken with face selection - Campbell Barton
- Fix #161944: VSE meta strips wrongly occlude other strips - Aras Pranckevicius
- Fix: race conditions in HTTP downloader - Sybren A. Stüvel
- Fix #161832: Node copy-paste changing colors in non-sRGB working space - Starz099
- Fix: failure to download an asset thumbnail would cause Blender to error - Sybren A. Stüvel
- Fix #161976: Rotating 2D Cursor in UV Editor Causes Crash - Tariq-Sulley
- Fix: Use-after-free in mask rasterization - John Kiril Swenson
- Fix: VSE: Crash when deleting strip with mask modifier pointing outside meta - il4n
- Fix #129203: Flush sculpt updates before Viewport Render Image - Matej Kotas
- Fix #161709: Crash when saving an image while painting - Sean Kim
- Fix #161484: To Circle fails on loose edge loop - Tariq-Sulley
- Fix: incorrect rectangle region passed to Wayland - Campbell Barton
- Fix: incorrect logic for grouped undo pushes - Campbell Barton
- Fix: Markers - exhaustive check for Lock Markers - RedMser
- Fix #161681: Mismatches in translated formatting tokens can crash Blender. - Bastien Montagne
- Fix: glTF: Fix hook for materials - Julien Duroure
- Fix: Geometry Nodes: Building without OpenVDB broken due to hidden enums - Lukas Tönne
- Fix: Build: Prevent Audaspace warning when buildling WITH_SDL_* - Jonas Holzman
- Fix: GPU int2 to int conversion differs from CPU - Criss-Ivana
- Fix: Build with WITH_TESTS_SINGLE_BINARY=OFF - Sergey Sharybin
- Fix: Use after free in fluid sim modifier versioning - Brecht Van Lommel
- Fix #162084: Smear & Blur brush only affect red channel for byte images - Sean Kim
- Fix: IME positioning in the sequencer applied aspect twice - Campbell Barton
- Fix #161999: Gizmo update asserts changing camera lens type - Campbell Barton
- Fix various issues in case linking fails to read a library blenfile. - Bastien Montagne
- Fix #161993: Vulkan large texture readback corrupts output - Jeroen Bakker
- Fix: Cycles SSS and holdout incorrectly handles backfacing - Brecht Van Lommel
- Fix #159418: Anim: Scaling keyframes with snapping incorrectly updates handles - Sybren A. Stüvel
- Fix: Do not ensure invariants on deletion within liboverride resync. - Bastien Montagne
- Fix: GPU material UBO is badly aligned - Criss-Ivana
- Fix #161754: Grease Pencil Erase Lasso/Box dont respect locked material - Philipp Oeser
- Fix: Ignore non-bone hits for bone selection - Philipp Oeser
-
Fix: invalid data access in new
ID::deep_hashRNA property. - Bastien Montagne - Fix two minor inconsistenties in pre-blendfile writing validation code. - Bastien Montagne
- Fix #162034: Vulkan: Prevent VkExtent2D from getting negative values - YimingWu
- Fix #162135: Anim: node socket versioning error with embedded node trees - Sybren A. Stüvel
- Fix #160673: Cycles debug mode assert baking and black BSDF color - Amine Bensalem
- Fix: compilation error due to recent refactor - Weizhen Huang
- Fix #161892: 3DView Transform panel does not properly update elsewhere - Philipp Oeser
- Fix #159021: increasing memory usage while rendering VSE scene strip with timeline source - Aras Pranckevicius
- Fix #162079: VSE Render Sequence Preview crash with compositor modifier - Aras Pranckevicius
- Fix: FBX: Legacy importer access of nonexistent cast_shadow property - Jesse Yurkovich
- Fix: invalid logging format string in GLBackend::log_workarounds - Campbell Barton
- Fix #161825: use-after-free drawing a GPUBatch whose shader was freed - Campbell Barton
- Fix #162068: Rigging: Clarify "Weight from Bones" in the description - YimingWu
- Fix: Compositor/Vulkan: Data race due to shared memory OOB read - Jeroen Bakker
- Fix: memory leak in BLI_getenv on WIN32 - Campbell Barton
- Fix #162007: RMB hardcoded to sidebar context menu - Pratik Borhade
- Fix: Wrong version numbers in RNA property deprecation. - Bastien Montagne
- Fix several issues in recent i18n tooling improvements on formatting handling. - Bastien Montagne
- Fix: UI: Wrong strip icon in Node Editor context path - Pablo Vazquez
- Fix #161520: crash when editing name of IDProperty from Python - Jacques Lucke
- Fix #162135: Anim: node socket versioning error part 2 - Sybren A. Stüvel
- Fix (unreported) readfile missing to create missing IDs placeholders embedded IDs in the correct library. - Bastien Montagne
- Fix #162184: Avoid string pointer arithmetic with trimmed strings - Guillermo Venegas
- Fix #162015: Crash when relocating linked file with liboverrides. - Bastien Montagne
- Fix #162119: Project Point node fails to auto-connect with vector link - Kévin Dietrich
- Fix #161756: Bevel node bad result on some valence-2 verts. - Howard Trickey
- Fix #162030: Keymaps randomly collapses when editing - Campbell Barton
- Fix: Radial symmetry appears greyed out in Vertex Paint - Sean Kim
- Fix: Invalid PyDoc format in mathutils.kdtree - nutti
- Fix #162046: Empty bone name crashes Blender - Christoph Lendenfeld
- Fix #162155: Allow walk/fly with constraints that have no influence - Philipp Oeser
- Fix: Anim loop mode 'Stop at End Frame' + starting at end frame can fail - Sybren A. Stüvel
- Fix: Anim loop mode 'Stop at End Frame' + start at end frame + cancel fails - Sybren A. Stüvel
- Fix #161492: Cycles CUDA/OptiX wrong bicubic texture sample on Blackwell - Brecht Van Lommel
- Fix: Obsolete liboverrides could survive a library override resync - Bastien Montagne
- Fix #162244: Curve to Mesh miter scale missing for single point - Hans Goudey
- Fix: Core: Packed IDs read from main blendfile not tagged as directly linked. - Bastien Montagne
- Fix: UI: Dirty values in widget text clipping - Guillermo Venegas
- Fix #161928: Core add-ons loaded after extensions in 5.2 - Campbell Barton
Geometry Nodes
- 🔸 Geometry Nodes: Rasterize Points node for converting to grids - Lukas Tönne
- 🔸 Geometry Nodes: Add Geometry Materials node - Colin Basnett
- 🔸 Geometryh Nodes: Support Curves in Set Material node - Lukas Tönne
- 🔸 Geometry Nodes: More aggressive attribute sharing on field capturing - илья _
GHOST
- 🔸 GHOST/Wayland: Use proper theme color for title bar - Hans Goudey
- 🔸 Ghost/Wayland: Resize controls region outside main window - Hans Goudey
Git
- Gitea: Link to AI contributions policy in PR template - Brecht Van Lommel
GPU
- 🔸 GPU: Metal support for Hardware Ray Queries - Jason Fielder
- GPU: Shader Tool: Silence warning about unused variable - Clément Foucault
- GPU: Texture views fixes and improvements - Miguel Pozo
I/O
- glTF: Set minimum required version of Blender to 5.2.1 for the addon - Julien Duroure
- 🔸 IO: Continued collection import changes - Jesse Yurkovich
- 🔸 IO: Support relative file paths for collection import - Jesse Yurkovich
Outliner
- 🔸 Outliner: Enable rename button on new created collection - Pratik Borhade
- 🔸 Outliner: Hide unselected tree elements - Pratik Borhade
Paint
Python
-
Python: Update API docs for
frame_change_preapp handler - Simon Thommes - Python: Nodes: Expose root panel of nodetree interface - quackarooni
- PyAPI: support 2D KDTree's for mathutils.kdtree.KDTree - Oxicid
Refactor
- Refactor: Remove redundant node update in render pipeline - Omar Emara
-
Refactor: Use new
MainAllIDsIteratoriterator in writefile. - Bastien Montagne - Refactor: replace the GS macro with a typed function for type safety - Campbell Barton
- Refactor: Cycles: Separate shader flags and runtime flags - Weizhen Huang
- Refactor: Cycles: Make dielectric_tint behave the same on OSL and SVM - Weizhen Huang
- Refactor: Use DRW_STATE_NO_DRAW for depth merge pass - Omar Emara
- Refactor: animviz kernel code - Christoph Lendenfeld
- Refactor: Markers - declare an enum for marker flags - RedMser
- Refactor: Markers - simplify theme color retrieval - RedMser
- Refactor: Markers - more consistent use of select_all helper - RedMser
- Refactor: Extract feather calculation for Sculpt Mode - Sean Kim
- Refactor: Genericize sculpt symmetry functions - Sean Kim
- Refactor: Paint: Extract symmetry functions across mesh paint modes - Sean Kim
Render
- Render: Unify CLI rendering error checking with render operator - Omar Emara
- Render: Adjust wording in light linking tooltip - Alaska
- 🔸 Render: Automatically pause viewport during final render - Austin Berenyi
Rigify
- 🔸 Rigify: Simple UI Tweaks with added descriptions - Wayne Dixon
- 🔸 Rigify: Update Bone Collection UI section (tidy up) - Wayne Dixon
Sculpt
-
Sculpt: Use undo cache management for
SculptSession- Sean Kim - 🔸 Sculpt: Add custom pressure curves to hardness, auto-smooth, and spacing - Jerry Wei
Shading
- 🔸 Shader Nodes: replace closure recursion check with stack limit - Jacques Lucke
Tests
- Tests: Geometry Nodes: Add regression tests for dynamics assets - Hans Goudey
- Tests: Add UI test for Sculpt undo with no-op memfile step - Sean Kim
- Tests: Make Sculpt UI tests more resiliant to small viewport changes - Sean Kim
- Tests: remove debug file-save from bl_pyapi_bmesh - Campbell Barton
- Tests: add test to ensure UV selection face syncing works - Campbell Barton
- Tests: Add collection import tests - Jesse Yurkovich
Translations
- I18N: Updated UI translations from git/weblate repository (0d8b3a89acc). - Bastien Montagne
-
I18N: Refactor handling of fomratting tokens, add checks for
syntax. - Bastien Montagne - I18N: Updated UI translations from git/weblate repository (24f2aa35fa485). - Bastien Montagne
User Interface
- 🔸 Theme: Cleanup: Remove Header Text/Text Highlight - Pablo Vazquez
- 🔸 UI: BPY: Make top and status bar areas accessible from Python - Julian Eisel
- 🔸 UI: 3D Viewport: support roll for camera views - Casey Bianco-Davis
- 🔸 UI: 3D Viewport: keep roll when entering & leaving the camera view - Campbell Barton
- 🔸 UI: Reorganize Playback popover - Nika Kutsniashvili
- 🔸 UI: Bring Time jump buttons inline with playback buttons - Christoph Lendenfeld
- 🔸 UI: Trim trailing whitespace when clipping widget labels - Guillermo Venegas
- 🔸 UI: WM: Add python API for activating RNA buttons - Guillermo Venegas
- 🔸 UI: Project: Add new Project submenu under File - Pablo Vazquez
Video Sequencer
- 🔸 VSE: Simplify effect strip properties menu - il4n
- 🔸 VSE: Adjust edge pan parameters to make it less sluggish when zoomed out - John Kiril Swenson
- 🔸 VSE: Support "Set Render Size" for scene and color strips - Philipp Oeser
- 🔸 VSE: Set Rendersize, Scale to Fit for scene/movieclip/text/effect strips - John Kiril Swenson
Vulkan
- 🔸 Vulkan: Make default on WindowsX64 and Linux - Jeroen Bakker
- Vulkan: Cleanup acceleration structures barriers - Miguel Pozo
Workbench
- 🔸 Workbench: Hardware raytraced shadows - Miguel Pozo
10 Comments
Hi Pablo, I'm a bit disappointed that the recent releases have included very few new or improved modeling tools. Are there any plans for version 5.3 to place a greater focus on polygonal modeling tools?
Hi Pablo, I’m back with a couple of questions and UI suggestions:
Keyframe types currently feel visually inconsistent. They use very different colors and sizes without a clear hierarchy. For example, regular Keyframes are smaller than Extreme keyframes, while Extreme keyframes are red and appear to be the largest; Breakdowns are light blue and smaller again.
Would it make sense to define a more consistent visual system? For instance:
Transform channels can quickly make the channel list very crowded. With many objects in the Timeline, Dope Sheet, or Graph Editor, expanding
Summary > [Action]immediately shows nine transform channels: Location, Rotation, and Scale, each with X, Y, and Z. Could these be grouped into collapsible sections?This could make large animation files much easier to navigate without removing access to the individual channels.
Pablo, can we get a button to Set Attribute where the attributes are in Object Data Properties? Currently it's only placed inconveniently in Mesh>Set Attribute.
W Stream Pablo, Thank you again. Blender roadmap promised they'd look into improving performance of large .blend scenes, still haven't seen any updates on this specific topic. will this be worked on after vulkan and 5.3 is released? waiting for things like eevee camera culling Image Texture Compressions Texture Streaming proxies / lods 🌧️🌧️ 👋☂️
Oi, Pablo!
how's your day been? (not including the inevitable lightning strike of course) I'm still working on figuring out a proposal for the video clip editor TLC pass/rework, and I still can't figure out a better name. video processing? tracking workspace is too specific... and we could add more features for making data from footage to it as well, like photogrammetry/scene reconstruction?... Have you thought much about renaming it?
Hola Pablo! I hope you are doing well! I've been wanting texture painting layers for so long so hearing its coming sometime soon is so exciting! Before getting too excited, I had a question about how exporting will work.
I use texture painting to create assets for games. I start with modelling, uv unwrapping, then painting the texture and exporting it to my engine as a png. I'm imaging with texture layers, I'd be able to create layers and utilize them to their fullest, then export them as a single image to my engine, without destructively merging the stack within blender. So for example, if I used a solid color layer + brick procedural layer + painted layer, that would properly show up across the UVs as a rasterized layer as expected? Would you say thats accurate?
If so, I imagine it would also be possible to make different channels easily too and have them export cleanly (texture_color.png, texture_roughness.png, etc)?
Thanks for all of the work you do, been watching for so long, you're amazing!
Hi Pablo. I noticed a regression in the FBX exporter. When you save your file as another name or to another folder and then you export with FBX the default path is not being updated and still use the original file. I supposed this is a minor bug albeit very annoying. Is this a known bug? Any plan to fix this?
Hola Pablo! (thank you so much for the show! big fan!) I was wondering if there's direct editing of attributes planned, like we can do now for vertex groups (3D viewport -> go into edit mode on a mesh -> vertex mode ->edit the vertex group values in the left panel). it would very useful (to me at least!) to drive geometry nodes for semi-procedural workflows, it's one of my dream features at the moment! Thank you again, have a nice day!
Mesh > Set Attribute I agree there should be a button though
Hi Pablo. I saw that loop cut is part of the summer of code but there is no mention of the feature where the cuts start from anywhere instead of the middle? it should be the default behaviour.