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  • Published 1 Apr 2025

Blender 4.5 already awesome! - Blender Today LIVE #256

Changelog between March 04, 2025 - April 01, 2025 at 12h

888 commits in total, of which 232 are fixes and 212 cleanup.

AUTHORS

Add ability to create a test data archive with make_source_archive

Anim

Asset Browser

Asset browser import settings popover with collection instancing option

Assets

Audaspace

BKE ID management

BLF

BLI

Benchmark

Build

CMake

Change make_source_archive to include all submodule files

Cleanup

Compositor

Core

Correct error accessing current tags in last commit

Correct redundant call in bl_run_operators.py

Curves

Cycles

DRW

Depth Picking

Docs

Docs build

Draw

EEVEE

FBX Export

Fix

GHOST/Win32

GPU

Geometry

Geometry Nodes

Gizmo

Grease Pencil

I/O

I18N

License

License header

License headers

MEM_guardedalloc

Mesh

Metal

Modeling

Nodes

OBJ Export

OpenColorIO

OpenEXR

Overlay

PyAPI

PyDoc

Python

Python Templates

RNA

Refactor

Release

Release tools

Revert "Cycles

Revert "Fix

Revert "Fix #135848

Revert "Fix #136061

Revert "Fix #136668

Screen

Sculpt

Shaders

Shading

SubDiv

Subdiv

Test

Tests

Tools

UI

USD

UV

Unbreak build with older versions of XKB

Unbreak building with CLANG & WITH_GMP=OFF

Utils

VSE

Versioning

Vulkan

WM

Weight Paint

Windows ARM64

cppcheck

pablovazquez
1 Apr 2025

18 Comments

alexey.all

Hello Pablo! 3 questions about VSE.

1 - Do you plan to add the long-awaited GPU support for rendering in VSE?

2 - Do you plan to add a more convenient composer unification and VSE? I understand that this can be added through the 3D scene strip where was the video added as plane which the camera is looking at, and with rendered Scene strip display in VSE, but it works kind of slowly. Maybe you can add all the composer's effects to the video strips directly somehow? As vse video strip node in composer maybe?

3 - Do you plan to add support for multiple audio tracks (as multiple strips) from video files that support this?

2
ayush6

Did they change the default displacement value to 0.02 instead of obnoxiously high 1.0 ?

ayush6

did they add the ability to select backface components without going in wireframe mode?

johnnygizmo

projects.blender.org/blender/blender/commit/633b8d30

This is a fix, but it also adds some UI for vertex parenting - You can animate Vertex Parents now because of this.

This is committed already

ChameleonScales

Hi Pablo!

Do you remember Elastic Implicit skinning? I assume it's outdated now but do you know if there's something similar that Blender has in its radar?

flowgun

Again, there's no reason in having the tweak tool and moving with G do the same thing. Tweaking should affect selection only in an area near the cursor, with the area radius control done the mouse wheel. It can be increased to affect the whole selection, or reduced to affect only vertices near the mouse. Better than losing current selection in order to tweak an area.

nubnubbud

this is a right click select request! you probably just want to use proportional editing, though!

johnnymograph1

Hi Pablo! when do you think we'll be able to start uploading geometry node setups directly to extensions.blender.org? Not necessarily as add-ons?

nubnubbud

Oi, Pablo! I just wanted to thank you for inspiring me to get into blender. I used it for VFX, and I was a total lurker socially for the better part of a decade, but blender today made the blender devs (starting with you) a lot more approachable! I still lurked there, too, till I found something I just couldn't live without helping! It took a year, and still learning C++ for this, but I hope to keep contributing!

... maybe something a little more normal next~

Reetam-Tyata

Hello Pablo! I have been using blender for 6 years, but I have never able to completely get rid of noise in render of huge scene. I tried many solutions I could find online like splitting up layers, playing with noise sample and threshold, temporal denoise, rendering in large size and lowering it later and I still can't get rid of it. I even rendered 5 second animation for an entire month because I cranked up noise sample and lowered noise threshold with min sample set to 64. It would be great to get some tips how to get rid of noise. Really appreciate it.

Reetam-Tyata

my pc spec: i7 14th gen, RTX 4060 Ti 16GB, ,32 GB RAM

nubnubbud

64 samples is very low. your GPU is several times more powerful than mine, so it shouldn't be the issue. make sure your GPU is selected in preferences (your CPU has a tiny built in GPU it might be defaulting to), and you have GPU turned on in render settings.

the rest might be your scene. some things really give path tracers hell- if a lot of your light is coming through a window, or passing through glass, more than half of your scene is glossy, or notably, your lights are small and far away from your subjects, you can get a lot of fireflies and noise. we'd need to see your scene to say more. it doesn't say much to go "why my scene noisy" but not describe the scene.

1
Reetam-Tyata

Sorry I did not mention it properly but Noise threshold: 0.01, max sample: 1024, min sample: 64. I have set my render device to GPU/optix. My scene is exterior having lots of plants, house is the main focus, has hills with trees scattered in background, foreground has vegetation too. hope that gives general idea. and Thank you for replying.

nubnubbud

I think I would need to see the layout visually. if you have tons of instances or tens of millions of polys, you're probably RAM swapping, and not properly using VRAM

1
Reetam-Tyata

Here is the link of rendered video: youtube.com/watch you can skip to 0:36

Mr.Kleiner

Are there some technical difficulties behind making images markable as assets?

Images are essential when creating textures, but they're still impossible to mark as assets (The dinosaurs themselves were already marking materials as assets, but images are still not there).

nubnubbud

they are parts of assets, as textures! nothing would be wrong with importing them, but if the scene doesn't use them, they'll be a datablock without a user (not part of an asset or object) and will be purged when you save and close the file, by default. a workaround would be making an object that contains them or browsing images and applying them to a fake user, but beyond that, I don't see much use for just importing images with a different system.

Mr.Kleiner

I have thousands of BW grunges/patterns/stencils and so on... How am I supposed to manage them?

Not only that, but other texturing software, like Marmoset Toolbag and Substance Painter have always had a whole category dedicated to stuff like BW maps and stencil-like normal maps.