Blender 4.1 is Here - 5 Amazing New Features Hands-On!
Blender 4.1 releases today so we look at 5 of the most exciting new features in this release, along with one that sadly didn't make the deadline. A full timeline of the video is available below.
Links
COMING SOON AFTER RELEASE
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Support : / gamefromscratch
GameDev News : gamefromscratch.com
GameDev Tutorials : devga.me
Discord : / discord
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Timeline:
0:00 Blender 4.1 Release Overview
0:16 EEVEE NEXT - The Feature that didn't make it
0:32 3D Import Drag and Drop
2:05 New AutoSmooth Operations
4:38 Geometry Nodes Baking
6:42 Other New Geometry Nodes
7:12 GPU Accelerated DeNoising
8:37 Viewport Compositing
Thumbnail Source:
Saad Farooq - blenderartists.org/t/stylized...
*Links* COMING SOON AFTER RELEASE ----------------------------------------------------------------------------------------------------------- *Support* : www.patreon.com/gamefromscratch *GameDev News* : gamefromscratch.com *GameDev Tutorials* : devga.me *Discord* : discord.com/invite/R7tUVbD *Twitter* : twitter.com/gamefromscratch ----------------------------------------------------------------------------------------------------------- Timeline: 0:00 Blender 4.1 Release Overview 0:16 EEVEE NEXT - The Feature that didn't make it 0:32 3D Import Drag and Drop 2:05 New AutoSmooth Operations 4:38 Geometry Nodes Baking 6:42 Other New Geometry Nodes 7:12 GPU Accelerated DeNoising 8:37 Viewport Compositing Thumbnail Source: Saad Farooq - blenderartists.org/t/stylized-octopus/1520416
i was waiting this very first day, too. why make different between obj, fbx, glb etc. just import any 3D Mesh and " THEN" promp the window, exactly ! nice now they have implemented ! great this at very first in this video, really exciting to see the rest, bye - thank you sir for the preview. you are epic
Baking Node in Geometry Editor is God Mode ! WOW !!!! cant believe this is so much saving !!!!
Mustgrave is now a property of Noise texture ? hm ok, sounds effective. i can deal with it. Is this just in Geometry Nodes or also in Shader Noise Texture Node ?
So... What is going on? The first release date for 4.1 was March, 5th. Then it was March, 19th. And now it's March, 26th.
@@blackswan6386 Both. Changes to procedural textures are always across the board. It opens up new possibilities as well, now, like having distortion and normalising available for the Musgrave texture types.
We may not have gotten Eevee next but personally I think the GPU denoiser makes up for a little bit.
Yeah well he's just saying bs at this moment in the video. OpenImage denoise is CPU and he's just using the fast prefilter which has been around for a long time now. Optix on the contrary, which is a NVidia technology, is GPU... You just have to let your cursor hover above the option to read the description, which he apparently didn't do before writing his script.
Drag and drop, FINALLY.
ya so where is it? Its now March 20 and the thing is still not out??
Does anyone remember Blender 2.4? This is how far this fabulous project has got, I hope Godot follows a similar path.
There are still some mad lads that think Blender 2.4 had a better UI. Those people are... well... mad.
@@gamefromscratch Probably mad-sochistic.
I remember using blender 2.48.😂
I hope not. It had been a terrible slow process if you compare what 2.4 was compared to the competition and that it still has to catch up to other software. Godot really needs to advance a lot quicker to catch up with Unity and Unreal for it to get adopted to more “serious” projects / companies
@@gamefromscratchI remember 2.43/2.44 and can confirm: those mad lads have rabies. Finding a sane person who thinks it was better is like finding an anti-unicorn. I don't believe in them. I want pix!
Look how far we've come, makes me shed a tear ;)
For the people who are hate the change to *Auto-Smooth* on first glance, it's understandable, but let me try to explain why this was the right (and only logical) way to go. The auto-smoooth should have been a modifier from the get-go. That it wasn't, was a leftover from old old old blender. And it made things really confusing once you started going into custom normals etc. To be fair, most users didn't even know auto-smooth existed before they put it in the right click menu recently. And it makes sense, everything in the editing right click menu in edit mode IS destructive, so having a non-destructive function auto-smooth there is weird. All non-destructive features should be modifiers and/or geo-nodes To me the change becomes even more understandable, if you actually realize how the whole thing worked data wise. If you wonder why sharp edge markings weren't available before in Geonodes, this is why. Because traditionally a mesh could have three states in terms of normal: - automatically caclulated normals (flat or smooth) - custom normals automatically generated (auto-smoot checkbox) - manual custom split normals (Geometry Data tab) These three things were 3 different features that all edited normals, and were a real mess behind the scenes. This also lead to confusing behaviour for users. For example, if you had custom split normal data in your mesh, the normal smooth/flat functions wouldn't work anymore and you wouldn't realize it. It also led to problems with bevel modifier shading. weird conflict if you want to harden the normals based on weight, but you have them marked sharp based on angle or manually, and it would lead to shading glitches. For the first time ever, bevel hardened normals works correctly, and the warning "auto-smooth not enabled" is gone. And lastly this mess of a 3 systems prevented custom edge marking and normal edit stuff in geometry nodes, which was a huge miss for me. Most of these things you start noticing once you get deeper into blender and doing more advanced stuff. I understand this is a thing to get used to, but just like many controversial changes to blender in the past decade, I think they were for the better in the long run. This could not have been fixed any better way.
Yeah, the whole normals functionality thing seemed counter intuitive and unpredictable. I still get lost.
I've been using blender for years and still don't get why making the thing a modifier is better. Why can't you just right click and do it this way? Can you explain in a specific example which clearly shows the advantage? Please
Add a cylinder. Shade Smooth by Angle. Inset the top of the cylinder. Inset it again. Inset it again. Why are edges on a perfectly flat surface marked Sharp? It's crap. There was no confusion before. There most certainly is now. If it needs to be compatible with other software change the export routine.
When it comes to importing, have you found that it imports the textures for FBX files also or is hat exclusivity for OBJ files?
really dumb question from a newbie, but that bake node, can you do that with shader nodes? I know there are ways to bake textures that involve uv mapping and whatnot, but that bake node looks really nice and simple
Rip cubes, thoughts and prayers
The release is postponed again, they say by Mar 26th at the latest now.
Let them cook 🧑🍳
I was seeing it postponed to the 26th last night (18+ hours ago).
couple of days after GDC breakfast then
@@IamSH1VA🗣️🗣️🗣️🔥🔥🔥
Damn , that's almost real time denoiser !
Desperately need "bake on change" or some way of connecting everything to be baked at once because there are situations, like trees, where you might want to update multiple nested geonodes or grouped nodes and need a way to bake recursively.
Stereoscopic 3D mode (for ex. interleaved) is remembered finally, when i restart Blender? or does is start always in anaglyph?
4.1 Menu Switch in Geometry nodes is highly underrated. I can see this being used for AEC or MEP assets for those who work with Autocad or Revit.
Nice tut video showing 4.1 B. can u pl tell how did you bring the tree ? which addon is it ?
real-time compositing in the viewport is huge
You should increase the interface zoom level. It is difficult to see if not on a big screen. It's difficult even on a small laptop. And impossible to read if the KZhead resolution drop to 480p.
I rendered a noisy animation recently with lots of motion and used the OpenImage Denoiser but set it to "accurate" instead of fast. It was so clean...much better than Redshift's implementation of the Open Image denoiser.
The bake node is a good addition. Wish there was a similar node for materials and work on UI automatization.
Omfg about time we got a actual drag and drop importer!!!! This requires a celebration 🍾
i luvs blender but i have trouble rendering alpha vidoe with human footage. Only renders 1 frame for each 18 frames. Cant get the video motion right on final file. Can do on Blender 4
9:46 yea passes still dont get displayed in vieport :/ if u wane use pass to make the background foggy u still have to manually render frame...
Gosh darn it, I just found Musgrove texture, and been figuring it out, now you are telling me I need to retexture that! dang-it!
Now indies confidently compare features between 3DSMax and Blender. Massive improvement!!! 💯
Did tey updated animation editor?
where did you find the geometry nodes tree demo file?
Is 4.1 actually out? not seeing it showing as released on the site.
You think this is game assets editor drag and drop. The code is not easy if your importing since it required some filter and detect window. Plus the OS code format as it different from drag and drop file. Plus with the plugin it need to expose some API calls.
6:00 OMG. If this works with hair, it is huge.
The baking node for GN's have made things beyond lifesaver. So great. Can't wait to see the future of geometry nodes, best part of blender imo.
Can this gpu accelerater work with old gpu
I was wondering about the importer. Saw another tutorial do it, and it didn't work with my version. I will update soon.
Blender team is awesome!
1:01 FINALY! WTF took them so took them so long?
DRAG AND DROP IMPORT!!! 🙌
Can you hit m on that bake node to bypass it when updating
Blender is the only software that I'm happy to donate every month :)
The shade smooth options are going backwards in technology, since 99% of the time we just need an instant smooth mesh for our scene. So now we'll have smooth modifier, and if needed, a subdiv modifier to deal with in the stack/order.
Didn't blow away with this update! I don't know when they add PBR Texture painting like Substance Painter or some mind blowing VFX, FX, like simulation worthy of competing Maya! Eevee Next is the only one I'm so hyped about! but having a PBR Texture painting in Blender shouldn't so hard compared to a better FX tools! I don't know why they don't bother to make it happen! we already can to texture painting! it just need more punch! Oh I also appreciate the real time composition!
Just what I needed, even though levee next didn't make it😢 I'm still glad that blender is getting better and better and big tech companies are supporting it😊, I'm a 3d artist I make models and scenes that are intermediate from time to time and what I like about blender is FREE,literally anyone can learn with free tutorials on youtube and free assets store
After 20 years, the blender doesn’t even have the tools to work properly with curves. Blender was and will always be crap, and people who don't have money use it. That's the whole truth :)
@@Red_Paper6495and why is this the case ? Can't they add features to edit curves like other softwares ? Am just 2d guy and asking just for knowledge.
@@Red_Paper6495hahaha yes lets laugh at people who cannot afford creative software, useless eaters!
@@Red_Paper6495 there are curve tool add-ons I'm not sure if they are free though but that shouldn't be a problem for you.
@@Red_Paper6495As a people who don't have money, paid software is as useful for 3d modeling as a pile of steaming dung.
(testing in the 4.2 Daily Alpha via Steam) I'm actually unhappy with the Shade Auto Smooth changes. Modifiers cannot be applied to meshes with shape keys and the new Shade Smooth by Angle function destructively overwrites the "sharp" edge attribute. The old method was non-destructive as its own layer if you will (like the new modifier) but functioned properly on meshes with shape keys, which I _need_ for what I do. While the new method is more intuitive I feel like it's a big compromise to the way I used it. I think personally for me a solution without backpedaling would be to allow applying modifiers to meshes with shape keys as a whole
I am totally on your side here. Blender is becoming a very powerfull tool becuase of the way of thinking. we dont need to copy 3Ds Max or any other software to convince people to come to us.
those type of updates where you will ask your self, how did we add files before drag and drop? how did we live wth that? Blender just pushed the limit with every update! the amount effort and smartness and coolness in this Software is just beyond standard.
Is this octopus from something? I've seen it as the thumbnail of several videos recently in both blender and zbrush.
It's from the Blender forum, I linked the author in the pinned comment and description below.
Drag&drop doesn't work for me for some reason...
Lol, so they create the release notes before releasing the software, Blender Foundation is really amazing. I would like to see more solvers for mesh boolean in geonodes in 4.1, no luck in this...
Dose it support nifs yet
is it. then 4.2 coming
precision : Optix already was a GPU denoiser - it's NVIDIA's technology
Thank god someone in the unix community decided that importing and exporting menus were dumb and outdated. As if picking a format upon saving or loading, possibly automating based on filename and format like here, was not good enough and user friendly. Now I want a shortcut that repeats the last export like ctrl+alt+s for example
Man Optix is GPU based and OpenImage is CPU. You just have to read the info bubble when you hover your cursor above the option before clicking on it. You're using the fast prefilter and only denoise Albedo, which is of course faster but less accurate.
Does anyone know how to use the shad smouth option correctly? I sculpt faces and whatever I face I always have options even with the new option (shade smouth by angle). If anyone has links to find out how to use the old features and not the new ones, I'm interested. What I'm trying to do is simply find the smouth of the old version, it was simple, one click and you had it 100% without going through the geometry node. (I tried it and it doesn't work with this method on the faces I sculpt)
Set the angle to 180 degrees.
@@daveloomis Yes that's what I tried first, it doesn't work on faces with a lot of poly, I searched for a few hours trying everything I could find but I don't care anymore, I uninstalled this version and went back to the previous version. I still can't understand why they changed a feature that works very well in one click.
@@jhonysteak5512 Not sure what you're referring to with faces with lots of polys. Do you mean n-gons/more then 4 vertices? I don't think sculpting works well with that. I did discover that some objects have sharpness data in their attributes.
@@daveloomis Around 100k for the face, but it was the Zbrush version, but I continued in doubt, and even with a face with 5k poly the problem persists, as with any model, but it is no longer a problem I went back to the previous version since I didn't find a solution. I will test again with the next version or with an addon to find the smouth shade of 4.0.
Still waiting on bevel 2.0. It's easily the most useful addition I've been waiting on but the dev got distracted on boolean optimisation for the last couple years.
A bit sad that Geo-Nodes custom gizmo's didn't make it to this feature...
and then after they copy the whole houdini list type of nodes they are going to figure out that houdini has figured it out years ago and is more optimised for that type of workflow
Where?
4.1 is not on the website for download. IVe looked.
Curious if we will ever see an update where the app loads and tada no default cube,...just an empty scene
You can make the default scene whatever you want.
Why does the Blender logo look like 👌 the hand game we played in HS?
I wish they'd have fixed the sluggish grease pencil feature. I can't finish my anime character because it's too laggy with the grease pencil turned on.
What is it with is application? Simplest features are torture to wait for.
OMG How, why wasnt the drag and drop import feature already and also why how could I live without it?
Hopefully Eevee Next is good. It's pretty messed up that Cycles runs better than Eevee for me in most of my scenes - considerably better - especially when my shaders have the slightest bit of complexity.
The current state of eevee is pretty sad, its really only good for real time shader editing at this stage. And that why a massive update to it is long overdue. It needs to get on par with unreal engine and needs to be a serious alternative renderer or else its just pointless to continue to maintain it.
Hell yeah! Eevee has become really outdated now. It was a huge breakthrough and game changer back in the time of its release. But it had a little changes and updates since then. Eeveenext can become a breathe of fresh air, but, to be honest, I don't have expectations about it. Unless it will have something like lightlinks (or like channels in unreal). Sometimes lighting in Eevee can be a real pain.
It's not out yet though. I guess the release is postponed.
Still waiting for native geometry nodes mirror and bevel nodes x_x
Still no usable Quad Remesher.
Good
Ready to make another donut.
I'm confused it's still a "release candidate" build on the website...
release date moved to March 26th
@@sveilienAh damn, thanks for the info
4.1 hasn't been released yet. Maybe March 26th.
OH MY GOD! I am playing with blender for more than ten years and just realized that Susan is smiling??? I always thought she was kinda sad...
Wow
Let them cook 🧑🍳 Evee-Next, take your time
Ya so where is it? Its now March 20 and the thing is still not out??
They bumped it back, at most a week. If it's long enough of a delay, I'll do a quick update video when the final release happens. Sorry about that, you can never predict how these things are going to go.
Blender developers spent hours looking at that Qube for thousands of hours the last 20 years, just for GameFromScratch to come and sacrifice him in less than 2 seconds everytime he makes a Blender video. #QubeDidNotKillHimself
at last drag and drop 3d models!!
👍
Having a nice day Mike?
not quite released yet lol
I don't see it yet.
They delayed it today, for up to a week.
Oh man. obj importer. Thought it was just me
we need temporal denoising easily implemented....atm im using divinci resolve to do it to stab noise in anims....
Why are you paying for Camtasia when OBS is literally free?
Because You can't pay for OBS
Sunk cost fallacy
You can't pay for Blender either. You can donate to both, I'm sure, though.@@Y2Kvids
@@Y2KvidsDuh!
Because the Camtasia editor absolutely and utterly spanks the competition when it comes to the types of videos I make. It saves me literally hundreds of hours a year compared to other NLE solutions (again, for my kind of content), making paying for it an absolute no brainer for me. Now the capture part, it's kind of getting worse and OBS is starting to make more and more sense, especially for performance critical stuff (like capturing Unreal in action) and I do sometimes use OBS when needed. But Camtasia recording is still quite a bit easier and less prone to non-performance related screw ups. So basically the same reason most people pay for tools, efficiency.
I'll stay on LTS 3.6 for now, 4.0+ freezes my pc out of nowhere.
Say on the note of 3D, Stability AI just announced Stable Video 3D. Remember TripoSR? You know that image to 3D AI that you talked in the ancient times of 12 days ago. They already have the successor.
Is the old modifiers menu back? no? H
NOT YET⛔️‼️No new splash screen = No new stable release. 4.1 is reported in order to fix last bugs. On your video, everybody can clearly see "Release Candidate" on the bottom right corner. Be patient a few days more.
"Amazing New Features" 1) IMPORTING ✨
Autosmooth should have been kept where it is. Now it seems just a pita. Maybe I'll feel differently about it in a week.
This is honestly one of my personal most anticipated chances they made. I've been waiting for them to fix the smoothing system for so long. Finally the glitchiness of the bevel modifier shading is fixed. And finally we have sharp edge mark attributes in geonodes. as well has having more control over sharp markings in combination with other modifiers. Neither of these would have been possible with the old system (that was really 3 systems mixed up in a big mess). I'm sorry some people see this as an inconvenience, but it was holding blender back on a few vital parts.
@@DrTheRich I'm sure you're right. I'm just not a creature of change.
@@incaroads001 understandable
What does "pita" mean? I feel really stupid for not knowing and googling it doesn't help much either. It just says is some kind of Mediterranean bread.
@@squarerootof2 pain in the @$$
Rubika ji yadi Taslim Rahamani chup nahi hote to un ka audio mute kar dijkje. Is debate to Fish Market, ya, Vegetable Market ya Shouting Match mat banaiye.
Discovering the art of storytelling and video experimentation. VideoGPT subtly entered the equation, transforming my content into polished pieces of creativity.
Hm, I'm not sure how to feel about them replacing AutoSmooth..
Fixing auto-smooth* The old system was a mess behind the scenes and prevented sharp marking in geonodes.
They need to do the PBR Texturing project that was started and aborted a few years ago. These are mainly quality of life improvements but texturing is a mess.
This is not 4. O it 4.0 I think.
I am not surprised by eevee next being postponed. It may be just me, but it doesn't feel like a realtime render engine anymore, the way shadows are now implemented. The last time i checked, Cycle was generally faster than eevee next for me. And personnally, i have little hope in performance gain on that side. I am actually very worried of performance lost if eevee next completely replaces eevee.
Well those shadows in 3.x and 4.0 also feel more like fast non-realtime shadows only, if you use shadow radius, similar to 3DCoat's render mode for example.
QUE ABURRIDOOOOOOOOO Y PARA CUANDO LA ESCULTURA EN BLENDER LOS LAYERS? LA OPTIMIZACION? PARA QUE SIGLO?
Hello , I would have more appreciated if you could have written "khatri3d" instead of "saad farooq" on my octopus model. Because I have used the same model on my thumbnail video aswell. I am much more known as khatri3d instead of my real name :). It would really help a small time youtube channel like mine. Thank you
Yo remember me?
no
no
its been 4 days, it still hasent been released. the world is ending
no eevee-next = bullshit
OK, I am a blender user since 2.42, I've been to 2 Blender Conferences, I love Blender....but this release is ridiculous and this is fanboyism at highest. You can't call this "5 amazing features", one of them is drag and drop (that isn't a feature in 2024), the other is auto smooth by GN (also not a feature) ..I won't go on. The biggest feature of 4.1 should be a checkbox "skip this version"
I agree there isn't a great deal in 4.1, but GPU accelerated Open Image Denoising is absolutely massive all on its own. Optix was never really that a good a denoiser and was limited to NVIDIA cards 700 series and up. Now all GPU's have accelerated denoising and it means GPU multi-pass denoising in the compositor is available now as well. Down the line, it also opens the door to Intel's GPU accelerated path guiding to be quickly and easily implemented.
@@Arjjacks hey, nowadays "set smooth" by GN is an "amazing feature", so why not!
@@onnevankenobe Yeah..............I really have no idea why he brought that up. That node is not new at all, they added it all the way back in 3.5. It's also not one of the ways to smooth your model. On its own, it's absolutely no different from just shading your model smooth, with no sharp edges or anything. It's useless without a selection mask to exclude certain edges, provided by other, usually boolean math, nodes. Bit weird of him.