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  • Published 4 Aug 2026

FASTER Blender! ⚡️ Blender Today LIVE #287

youtube.com/watch

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

Assets

Bake

Build

Cleanup

Compositor

Core

Cycles

Deps

Draw

EEVEE

Extensions

Fixes

Geometry Nodes

GHOST

Git

GPU

I/O

Outliner

Paint

Python

Refactor

Render

Rigify

Sculpt

Shading

Tests

Translations

User Interface

Video Sequencer

Vulkan

Workbench

🔗 projects.blender.org/blender/blender/commit/a6b708c1f

nubnubbud
4 Aug 2026

10 Comments

Zorgos

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?

Alessandro-Pannoli

Hi Pablo, I’m back with a couple of questions and UI suggestions:

  1. 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:

    • similar base dimensions across keyframe types;
    • shape and color used mainly to distinguish their purpose;
    • darker colors when unselected;
    • brighter colors when selected.
  2. 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?

    Action
    ├── Location
    │   ├── X
    │   ├── Y
    │   └── Z
    ├── Rotation
    │   ├── X
    │   ├── Y
    │   └── Z
    └── Scale
        ├── X
        ├── Y
        └── Z
    

    This could make large animation files much easier to navigate without removing access to the individual channels.

xenwildman

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.

jackrocky2213

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 🌧️🌧️ 👋☂️

nubnubbud Author

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?

doubleagentleaf

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!

nuzzar

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?

Gabriele

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!

xenwildman

Mesh > Set Attribute I agree there should be a button though

crank

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.