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So, the folks at Blender Foundation have just recently announced Blender 4.2 the beta and this simply means that all of the features that might be coming over to the final release of Blender 4.2 is now available.
Blender 4.2 is the next LTS release of Blender and for those who would like to get this, you can simply go over to Blender.org, go over to the download section, go all the way down to where you get to find Download Blender Experimental and from here, you'll be able to download Blender 4.2 the beta for Windows, Mac and Linux.
And something else you'd also notice is right here, we have different architectures that are available.
So, if you're using the ARM64 chip, you might have to wait for the beta but if you're simply using the x64 chip, then you can simply go ahead and download this right now.
And for those who like to see some of the latest changes, you can simply go over to the latest changes section, where you'd also notice that we have the Blender 4.2 LTS and Blender 4.3 seems to currently be in alpha.
And of course, if you simply check that, you'd notice that we literally have nothing, which is just something that is yet to be developed.
Meanwhile, for those who like to see some of the cool updates that are currently available with Blender 4.2 the beta, we're simply going to dive directly into Blender and start exploring them.
So, with Blender 4.2 the beta simply open up right here.
The very first thing which you'd notice is we have a wonderful splash screen.
A huge shout out to the folks at Blender Foundation for making this possible and if you're trying to import your preference from Blender 4.1 right here into Blender 4.2, all you need to do right now is to click on Import Blender 4.1 Preference and that will automatically be loaded in.
But of course, if you like to create your own preference, you can simply set this up and then you can save your new preference.
Now let's talk about the UI, as there's a couple of interesting updates right here with the UI and the very first one you'd notice exists within the status bar.
So if you simply go over to the status bar and you right click, you'd notice we've got something called Extension Update.
And that talks about the extension slash network related icon that is right here.
So if we simply click on that button, this pops up the preference and from here you would notice that we've got a network section.
Now this simply allows you either stay online or offline depending on what you want.
Say for example you like to get some of the extensions which we'll talk about in a bit, you can simply allow online access and automatically your Blender can communicate with the online repository of the Blender extensions.
And speaking about the Blender extensions, right now, Blender no longer deals with the word addon as much as you would now notice that instead of having addons here, they are now called extensions.
Now within the extension section, right here is where you can find the extensions that deals with both addons and also themes.
As at this point, if you would like to work with the themes or the addons, you can simply go over to the extension platform and download them directly or you can simply download them from here.
But for those who don't know about this, if you go over to the link in the description it's going to bring you right here where you can download these extensions and work with them.
Right now if you would like to download say for example a theme, we can go over to the theme which you would like to download, probably the Midnight Blue and we can simply click on Get Theme.
This wasn't working before, the same romanticized idea they had, but with this new update it is now working.
And how you get this to work is very simple.
Drag this over here, click, drag and drop right into Blender and automatically you can now set it as your current theme.
The same thing happens with all of the other addons as well.
Say for example you would like to install any of the addons that exist, you can go over to the addon section, go over to the specific addon that you want, in this case we're going to look at the Light Painter, we can click on Get Addon and to install that is also pretty easy.
Click, drag and drop.
And I kind of think that this is one cool thing that is going to be happening with Blender moving forward.
Now for those who prefer to just simply install within Blender, you can simply go through search for the addon that you want and install it.
Now for you to install addons the same way you know how to install, how you get to do this is pretty simple as if you go over to extension, there is one more step which has to do with clicking on this button and installing from disk.
So instead of that gigantic install button that we regularly have, you now have to click on this tiny drop down and then install from disk.
And of course if you have repositories, you can also go ahead and add your own repositories right here.
There's also a few other things that you might need to know.
If we go over to the Teams section, I'm just simply going to go back and revert to the previous .team that we have with Blender and with Blender 4.2 you can create and save your own teams.
And to do that is pretty simple.
If we click on the plus button and we define our team to be 0-1 for example, we can have that and we can simply go ahead and have that selected.
So at this point if there's any changes that we would like to do, we can proceed to make those changes and once we're ready, we can click on the save button and save this team.
And still speaking about the UI, if we simply go ahead and go to the file section, if we go down to where we have Open Recent, we can now simply right click.
So the Open Recent now supports a context menu that allows you to go over to the file location of the file that you're trying to open.
So for example, if we like to open up the Bagger03 file, we can right click and we can go directly to the file location.
There's also this beautiful new update and it has to do with exporting all collections.
You might be wondering what this is.
So imagine you have several stuff on your viewport and you'd like to export this as individual files.
So instead of selecting this and going over to file, go over to export, export this as a lembic, export this as collater, all of that, what you can now do is simple.
You can go over to the collections section and you can select any of these objects, click on the plus sign and select the file format you would like to export this.
Maybe we would like to export this as a lembic and maybe we would like to export this as
FBX and possibly we would like to export this as STL.
So once you've got all of that, you can now go ahead and click on the export all button.
You would also notice that the individual file format that you have selected, there are properties right here.
So this is quite robust.
You can now select all of these and export them all at once.
And at the same time, you can do the same thing by going over to file and exporting all collections.
And that's not all.
If you also go all the way down to where we have the cleanup, you'd notice that this has now been condensed.
So instead of having a bit more of a longer list, like what we have for 4.1, you would now notice that the purged unused data is right here.
You can also manage unused data as well.
So if we click on that, you would notice we've got some stuff and we can choose to delete them.
And speaking about unused data, there's a bit of a renaming that has been done within the outliner.
So if we go over to the outliner, if we click on the filter section, we can now filter unused data.
This was previously named often data, but right now it is now called unused data.
Moving on, you would also be able to search for stuff within the outliner once you hit
CTRL and F on your keyboard.
This is now something you can do on the fly.
And speaking about things you can now do on the fly, if we have this object selected and we go over to the modifier, there is a beautiful pin-in that exists.
So in this case, if we simply go over to the modifier, for example, if we do a simple subdivision and then we proceed to do a simple wireframe, you'd notice that the wireframe goes down while the subsurface stays up.
But what if we like this to constantly stay down?
How we can work with this is pretty interesting.
So at this point, if you click, you can go here and pin to last.
And what is technically going to tell it is stay there every time, all the time.
So from here, we can choose to go over there and throw in the wireframe and we start getting some interesting results.
We can also click again and go down and add another wireframe and we start getting some interesting results.
The same thing can be done for almost everything that we've got.
We can also go ahead and throw in a little bit of a solidified right there and we can have that and we can actually crank this up depending on what we want.
If we'd like the wireframe to also go all the way down, we can click and pin to last as well.
So the pin to last just simply pins this hierarchically and depending on what you want to remain on the base, you can pin it and keep it there.
There's a couple of updates that also deals with text as well.
And of course, for those who work with cameras, there's a tiny update that we've got here.
So with Blender 4.1, we did see a very interesting update that has to do with the locking.
And you know, I was super excited about this one when it came out, but right now there is a very tiny update I think a lot of you guys may love.
And one of them has to do with the fact that we can turn on and off camera guides.
And the second one, which was promised to come to 4.2, which isn't here yet, but I think there's an implementation which hasn't been updated to the build, is the camera passpartout.
So the camera passpartout in viewport overlay is supposed to be here, but at this point, this is something that we don't have with the current build.
And hopefully, I do believe that this is going to be coming with the final release of Blender 4.2.
Now, here's another interesting update for cameras.
So if you're using a camera inside of Blender, you can now play with the depth of field by simply selecting the focus distance.
Previously, what we could work with was just simply selecting the object you would like to focus on and we can crank this up and down, you know, just go to town with that.
And for those who like to explore this, how you can work with this is pretty simple.
I'm going to select the camera, press 0 on the keyboard, just to lock that in.
And from here, let's actually hit home to have a full view of what we're doing.
Then we can simply go right here and we're going to turn on the depth of field.
Now with this, once you turn on depth of field, you have two options.
The option to either do the focus on the object by simply selecting this and then, you know, can go ahead and crank the f-stop depending on where you want to get or you can use the focus distance.
You probably noticed that the minute we selected this, this went silent.
So we'll close that.
We can now have this selected.
And from here, we can select the distance we would like to focus.
If we have this selected and we tap on this, you notice we have more depth there and the same thing happens.
So if we have this selected and we select that, things like that.
Now the difference between these two is, instead of having an armature that you have to animate, which has the focus, you can actually animate this property.
And this is just one of those cool things that comes with the camera.
Blender 4.2 also comes with some updates for icons and some of them will be very visible within the status bar.
And one of the examples, if we simply flip up Blender 4.1, you would notice that by default, if we go over to Select and let's say we would like to search for something, we are being urged to press the spacebar to search.
And currently, that is a text.
So if you simply hit the spacebar, you can type in the word Pattern and you're going to find some stuff that has to do with Select Pattern.
But for Blender 4.2, this now has an icon.
So if you click, you get to see that icon that simply specifies Search.
And in this case, if we would like to search things that has to do with Word Linked, we can type that in and of course, we're going to get that.
And this happens for every single menu that you select.
And in terms of icons, you'll probably find more icons in Blender 4.2 and also, most of these icons are now properly aligned compared to what we have with Blender 4.1.
And within the Sculpting section, some updates are now here.
If we go over to the Sculpt menu, you'll notice that the Sculpt Transform has now been condensed contrary to what we had with previous versions of Blender.
There's a Show and Hide which seems to be shrinked as well.
And there's also the Trim add, which also has a bit of a shrinking.
So these are some updates that we've got there.
And in terms of the tools themselves, here are some interesting things that I think a lot of you guys may love, depending on how much stuff you get to slice in Blender and how frequently you want to slice them.
Now within the Mask, the Height, the Trim and also the Facet, there are two new similar tools across all of them.
And if you click and hold, you would see it.
Polyline Mask and also the Line Mask.
And the same thing appears with the Trim.
There's the Line Trim, the Polyline Trim.
And also for the Height, there's the Line and also the Polyline.
And of course, the same thing is also here for the Facet.
And how this works is very simple.
So for example, if we simply go over to the Line, we can click and drag and we can simply trim that.
So this way, we can trim the whole chunk of it.
If this is what we want to do, let's undo that.
And say for example, we'd like to trim the ears, we can get that.
And this is pretty explanatory.
But for sure, if you like to use the Polyline, this is where things become a little bit more interesting.
So for the Polyline, just like the name implies, you need to click, click, click, click and click.
And finally, you need to close it.
So once you close that, this trims it all the way out.
So at certain times, this trims it and keeps it hollow, while sometimes it trims it and fills it up.
So if you're looking for something that will simply trim and fill up, I wouldn't suggest you rely on this, but for sure, you can simply rely on this other one.
Meanwhile, there are some solvers that are right here, there's also some trim differences right here, some shape orientation, and of course, the whole lot.
So if you're looking for something that you can use to just do some quick trimming, of course, you can simply go ahead and explore with this.
Like I mentioned earlier, the Line and the Polyline tool exists for this bunch that we've got here.
And of course, if you've been following this channel for a while now, you probably noticed that there was a time we talked about the Brush Asset System.
Unfortunately, that doesn't seem to be coming with this version of Blender.
So let's just get a brand new scene and let me show you guys what I mean.
So if we simply drag out a new panel and we go right here, go over to Asset Browser, originally we should have Essentials and within Essentials, that is where we're supposed to see the brushes.
For those who have seen the video where we talked about how this works, some of the updates that were there, and also how you can play with it, I don't think that is something that we have now.
Maybe it's going to be a gotcha thing when this gets finally released.
But at this point, for the beta, this isn't here.
So there's no brush asset right here and hopefully, this might make it to the final release or probably to Blender 4.3.
And for modeling and UV, there's a couple of interesting new updates that are now here.
There's a customizable rotational snap increment that has been added to the Transform tool.
So unlike what you've got with 4.1, at this point, if you go over to the snapping, you can actually set the rotational increment and this has two different values that you can play with.
For UV editing, there's a very interesting update that actually showed up in Blender 4.1 which has now made it to UV editing and that is the Set Base Snap.
So like we had with previous versions of Blender, if you have an object selected and you hold down V, you can actually snap to a specific point.
That is now available within the UV editor and the same B key is what you can use to enable that within the UV.
At the same time, the Absolute Grip Snap option has now been replaced with the new snapping mode which is called the Snap to Grid.
The edge and vertex slide operators has also been ported to the UV editor as well.
There's not much things for mesh at this point, but for those who like working with curves, there's a couple of interesting new updates that has to do with new operators for subdividing curves, a new operator for switching direction of curves, a new operator for toggling whether a curve is cyclic or not, there's also a new operator to set the handle type for bezier and there's an additional menu to insert some primitive curves at certain points.
For nodes and physics, there's a good number of updates that are currently available.
Most of this has to do with performances, some stuff has been removed, some things have been rearranged and there's a new metric socket type that is currently available.
The node editor also has a couple of cool improvements that deals with organization, description, tooltips, sortings, renaming directly on the node.
Instead of doing this from the sidebar, there's also some slight improvements for adding nodes just in case you like to sort them before you add them and one very interesting update they've also added is this, input sockets that do not allow editing of their values don't show up on the sidebar anymore.
And if we go by what we see with Blender 4.2 release notes, there are no updates for GreasePencil as we do believe that GreasePencil 3.0 is heavily in the works and hopefully we will be seeing some impressive updates for GreasePencil very soon.
And as we speak about things that are heavily in the works, let's talk about Eevee and the viewport.
As the name Eeveenex has now been scratched and Eevee is the name that the folks at Blender
Foundation are going forward with, as Eevee has been rewritten to allow deeper changes removing long-standing limitations that Eevee has suffered over time.
As with this brand new version of Eevee, global illumination is now a thing, as Eevee now uses the screen space ray tracing for every BSDF.
And here's a few things to keep in mind if you're working with the brand new version of Eevee.
So right here we have Blender 4.1 and also we've got Blender 4.2, so if you take a look at both versions, you would notice the same file which actually works with Eevee is opened, but the brand new Eevee doesn't seem to be fully optimized for backward compactability.
So with the creature file open here, we can see the creature, we are right now in rendering mode, you would notice we're using Eevee but we cannot see it.
Unlike WolfGoat or Blender 4.1, this doesn't seem to be visible.
Probably there's a walkaround but at this point, this isn't something that you can see and this actually is most likely the same thing with every other thing that has to be with Eevee previously.
The shaders look slightly more different, the way it computes and calculates light bounces and also renders are slightly different and these are one of those things to keep in mind.
Another thing which you would also notice right out of the gate is right here where we have the settings.
The settings for Eevee 4.1 are totally different.
So right over here we've got like the sampling, the film, simplify, that isn't the same thing.
Here we've got sampling, clamping, ray tracing, which actually gets to deal with some of the things going on here.
And then we've got the volume, simplify, depth of field, you know, and the other lots that we've got here.
So it's just one of those things to keep in mind.
There's also an additional view transform that has been added.
So previously we did see Fumic, AGX, Standard, Fumic Log, False Color and Draw make its way to Blender.
Right now, there is a brand new one called the Khronos PBR Neutral.
So for those who like to read more about that, then you can simply go over to the link in the description and see the release notes.
For sure, the brand new version of Eevee looks really cool.
But if you are a fan of Bloom, which is technically this thing, you would not be able to have it with the new version of Eevee.
That doesn't seem to exist anywhere.
So I've actually been going through to see if I can find that.
That doesn't seem to be something that you'll be able to turn on at this point.
But hopefully this is something that we might be able to play with with the shaders.
And with scenes and shots like this, this is where the brand new view transform actually looks really cool when you switch over to the Khronos PBR Neutral.
And of course, like we mentioned earlier, if you'd like to explore this, then you might want to check out the release notes and see these things in detail.
There is no longer any limitation to the number of BSDFs that you can now use and materials using the Blender Render Mode are now removed from reflections instead of being projected onto the background.
And for light, Eevee no longer has a limitation for light.
However, only 4096 lights can be seen at a given time.
And that is a whole lot of light.
Light can now be visible through reflective surfaces as this also supports ray visibility.
At the same time, glossy lights no longer leak at the back of objects and for those who like working with shadows, shadows can now be rendered using the virtual shadow maps.
As this increases the maximum resolution and reduces bias and simplifies the setup.
And for shading, there is a good number of updates that are now here for Eevee.
The Screen Space Refraction option has now been renamed to Ray Trace Transmission.
And in terms of displacement, this is now supported with an exception of the displacement only mode which falls back to the displacement and bump.
For subsurface scattering, there's also a brand new subsurface scattering implementation which now supports any number of BSDF nodes with arbitrary radii as the subsurface translucency is now always computed and the associated option has been removed.
There's also some interesting support for light probes which is also available for Eevee.
And there's some very cool updates that has to do with volumes, world, image stability, motion blur which is now partially supported in the viewport through the camera view.
And for sure, for those who are into depth of field, this is also something that has been rewritten and optimized, removing the denoise amount and high quality slide the focus settings which are now always on.
And with Eevee, for viewport compositing, the compositing space is now always limited to the camera region regardless of the passpartout value and like we mentioned earlier, this is something that we haven't actually seen which means that areas outside of the camera would not be composited but the result will still match the final render.
And while Wookiee recycles for Blender 4.2, there are some very interesting updates that
I think you guys would love and the very first one has to do with ray portal BSDF.
This now transports rays to another location in the scene with specific ray positioning and normal.
It can be used to render portals for visual effects and also for other production rendering tricks.
The principal BSDF now supports physically accurate thin film interference effects for specular reflections and transmissions.
And this is definitely really cool.
Alongside that, there are updates for the subsurface scattering which now has the roughness input matching the principal BSDF.
The principal hair with the human model now provides more accurate results when viewing hairs up close.
Some other interesting updates for Cycles includes the improved volume light sampling particularly on spotlights and area light spread.
The world override option for view layers is also there.
Intel GPU rendering now supports host memory fallback.
And OpenDenoiser is now GPU accelerated on AMD GPUs, on Windows and also on Linux.
And speaking about GPUs, let's talk about the compositor.
As a compositor, now supports GPU, as it's expected for CPU and GPU compositor evaluation to give the very same result with minimal difference between both devices.
So if you like to explore this with the GPU for sure, you can simply go ahead and do that.
And for the compositor, some interesting cool updates are here that deals with transformations.
Transformations can now be immediately applied on the transform node, meaning that scaling down an image will destructively reduce its resolution.
And this works pretty fast.
And for repetition, like we had with previous versions of Blender, the wrapping option in the translate node is now solely operated as a clip.
So you can use this to clip things all the way down.
And in the future, it has been said by the folks at Blender Foundation that these might be restored hopefully.
There's also some updates for size interference for those who like to work with this.
Some clippings as well.
Some sampling spacing is also right here, just in case you like to see it.
And some stuff has also been removed.
So if you like working with the compositor or probably you like exploring with that, then there's a couple of interesting updates and changes that are now here that I believe you would definitely love.
And for Blender Animation, here's a couple of nice things that are now here.
Under the category for the action editor, if you go over to the shape key, at this point, you can do some very interesting stuff.
So by default, what we have here is Susan the monkey and we do have two interesting shape keys.
So if we go over to the first shape key, we can actually increase the value.
And this is the pose we've got.
We can go over to the next one.
And then we have this other pose.
So we've got two independent poses.
But then these are working relatively.
With Blender 4.2, you can now blend across non-relative key shapes.
We can simply turn this off.
And from there, we can select the interpolation we want.
And in this case, we're simply going to keep this as linear.
And we can crank this all the way up.
So if we simply crank this all the way up, it goes from the normal, switches to the next key shape, and then switches to the third key shape.
So depending on what you want, you can now use this to blend across non-relative key shapes.
There's also some cosmetic updates to the motion path, as it now uses the vertex theme color.
You can also specify a custom color for anything before and after the current frame.
And in terms of the graph editor, there's some huge performances that is now here.
So here's a comparison between Blender 3.6 and also 4.2, and you can definitely tell things look way better with 4.2.
In terms of the dope sheet, there's a new key type called Generated.
And this new key type simply indicates when a key is being automatically generated by an add-on.
And for the NLE, there's some performance updates.
For amateurs, constraint, drivers, there's also some very interesting updates that are also here.
And of course, the Blender developers have also added a brand new copy driver to selected menu which is now available by right-clicking.
And this just simply copies the properties driver to the same property on all selected items.
There's a global transform add-on which is also available, and of course, some more updates that has to do with the pose library, the relative copy, and also fixed to camera are right here.
If you're a Blender developer that works with add-ons, and probably you also work with
Python, there are some updates that deals with the Python API and also the text editor.
As with the new extension platform, there is now a new method for packaging add-ons, and it uses a separate Blender manifest tool, which you might definitely want to come through and read up.
And for the sequencer, there's some very interesting updates for the sequencer that are now here.
Blender's sequencer seems to be looking pretty cool, and of course, there's a few things that, for those who like working with this, you might want to consider exploring it.
In addition to the 1.2 pipeline asset and IO, some interesting updates are also here.
So there's a collection exporter, which you can now simply work with, there's also new import options that are also available, additionally, point cloud import is also now supported for USD, and for those who like working with hair, there is also a brand new hair curve object type, which is now available for USD import and export.
And same thing can be said for Alembic, as there's also a new hair curve object type that can now be exported and imported.
And for those who like working with Colliderfire, the in-built support for this file format is now considered as legacy.
So this is it, the beta version of Blender 4.2 LTS is now available, and for those who like to download, test this out for bugs, and probably report these bugs to the folks at Blender Foundation for fixing, then this is the right time for you to come through, download it, and start exploring.
There's a couple of updates that has to do with compatibility, and also add-ons.
At this point, the folks at Blender Foundation are saying that add-ons that haven't been converted to extensions are still supported as legacy add-ons and can be installed from disk as usual.
And like we've mentioned, there are updates to this, and if you're an add-on creator, then you might want to consider taking a look at the Python API section and read up on all of these things that might just help you stay ahead as extensions seems to be the way forward.
And for add-ons, there's a couple of cool add-ons that are now available, and for those who would like to see them, and probably try them out, then links to this is also gonna be in the description, so do well to check them out.
Tell me what you guys think about this one in the comment section, and of course if you liked this video or you learnt something from this, you can go ahead and give a like and don't forget to share with a friend, and I'll see you guys in the next one, peace.