Video summary
Blender 5.1 has officially arrived with a release focused heavily on quality-of-life enhancements, stability improvements, and overall polish following the winter update cycle. A significant portion of these upgrades targets performance and workflow efficiency; for instance, font filling for text objects is now up to five times faster, while undo operations in edit mode have seen a 20 to 30% speed increase. The Boolean solver has also been optimized, offering up to a 35% speed boost for complex meshes with many attributes. These performance gains extend to actions and shape keys, which can see frame rate improvements ranging from 4% to over 300%, allowing artists to work more smoothly on demanding scenes without sacrificing functionality.
The update brings substantial advancements to Blender's 2D animation tools and geometry nodes, expanding the software's capabilities for illustrators and technical artists alike. The 2D tool now supports holes in shapes, enabling the direct import of SVGs and PDFs without needing workaround materials, while also allowing users to distinguish between fills and strokes as intrinsic attributes of lines rather than material properties. In the realm of geometry nodes, new bone info nodes allow for rigging within node setups, six new grid nodes facilitate volume creation and manipulation for simulations, and various input/output sockets have been refined to handle nested bundles and specific data extraction more intuitively. Additionally, a new ray casting shader in Eevee offers incredible flexibility for creating effects like fake subsurface scattering and NPR outlines, while Cycles benefits from improved GPU performance and default HIPRT ray tracing on AMD hardware.
Beyond technical nodes and render engines, Blender 5.1 introduces a wide array of user interface refinements and file format support that streamline daily workflows. The video sequence editor now supports non-destructive pitch editing via new sound modifiers and allows for easier retiming with visual indicators, while the compositor gains powerful new nodes like mask to SDF and optimized versions of existing tools such as glare and lens distortion. File handling has been modernized with support for the AVIF image format, which offers superior compression for HDR data, and OpenEXR files can now utilize lossless HTJ2K encoding. The user interface itself receives numerous tweaks, including a searchable preferences editor, improved 3D mouse navigation with a new drone mode, and the ability to copy and paste nodes between different Blender instances or even across different node editors like Geometry Nodes and Shaders.
Ultimately, this release represents a comprehensive effort to address community feedback and push Blender forward as a more robust and versatile tool for both 2D and 3D creation. The developers have prioritized not just raw speed but also the usability of features, ensuring that artists can switch between tasks like sculpting, shading, and compositing with fewer friction points. From the ability to undo texture changes in paint modes to the inclusion of a new blur brush for sculpting, every change aims to make the creative process more fluid. With over 90 bug fixes included alongside these major features, Blender 5.1 stands as a significant milestone that makes the software look and perform better than ever before, ready to tackle larger scenes and more complex projects on existing hardware.
Read the full video transcript
Blender 5.1 has just been officially
released and it includes some awesome
new features with most of the focus
being on quality of life enhancements,
stability, and polish after the devs
just finished up another round of winter
of quality. I'm Jonathan Lampel from
cgcookie.com and in this video, we're
going to talk all about it.
First up, font filling for text objects
is now significantly better. So, the
types of fonts you can use in 3D are no
longer so limited. Filling in general is
now up to five times faster, especially
for end guns with many sides. When it
comes to snapping, you can now snap to
the center of faces. You can now choose
to correct the normals for flipped faces
when applying an object's scale. When
selecting edge loops, there's now a redo
panel and you can choose where that loop
ends, such as at seams or sharp edges.
When the loop is a boundary loop, you
can control whether it passes through
inner corners, outer corners, or end
guns. When the loop is a face loop or
edge ring, you can even stop at material
boundaries. While beveling, you can now
hold down control to snap to even
increments and use shift for more
precision. You can now reliably use the
redo panel to adjust vertex slides. Undo
in edit mode is now 20 to 30% faster.
The exact Boolean solver can be up to
35% faster for meshes with lots of
attributes and the manifold solver is
slightly faster as well.
For reference, this object is almost a
half a million triangles.
Curve fitting is now more accurate,
which gives better results when drawing
freehand Bezier curves. The curves also
now have more stats in the statistics
overlay. The lasso, box, and circle
selection tools were added to the curves
sculpt mode. In the UV editor, you can
now select everything inside of any
given UDIM tile and there's a new edge
opacity slider to match the face opacity
slider.
In mesh sculpting mode, strips of faces
are better handled when masking and
smoothing.
You can now toggle to the mask brush by
alt left clicking or toggle to mask
erasing with control alt left click. You
can now cancel a stroke while painting
by hitting escape. The asset shelf icons
can now go as small as 24 pixels. A blur
brush for colors was added to sculpt
mode.
You can now add sampled colors to the
palette while sculpting with shift X and
left click. Sampling colors in vertex
paint mode now reads the attribute color
directly rather than the viewport color
that might have a view transform. And
color sampling in any mode now supports
dragging to get an average of the colors
you draw over for easy blending.
Changing things like selection and which
texture is active in texture paint mode
can now be undone with control Z.
When modifying face sets or masks, the
overlay for it will be turned on if it
isn't already so that you always see
what you're doing. The save modified
images checkbox when closing files with
unsaved texture changes is now always on
by default.
In weight paint mode, you can now select
loops when using vertex selection.
In the dope sheet, interpolation line
colors now indicate the interpolation
type. This is also true in menus. The
timeline now looks much nicer when you
have sub frames enabled and the marker
region is a little thinner. A new
replace action operator swaps out an
action for all objects that share the
same action.
The graph editor now has a nice smooth
modifier for non-destructive smoothing,
though it needs to be first in the
modifier stack. A new apply to basis
operator for shape keys can apply the
deformations of a selected key and then
remove it all in one step. And last but
certainly not least, the performance of
actions and shape keys is significantly
faster. Depending on the file, you can
get anywhere from 4% to 304% improvement
in frames per second.
Blender's 2D animation tool got a pretty
big upgrade in that can now finally
support holes in shapes. This means you
can import SVGs and PDFs without any
weirdness. The fill tool just works and
you don't have to use holdout materials
as a workaround. As part of this
overhaul, whether lines are fills or
strokes is now an attribute of the line
itself rather than a material property.
You can choose between fills and strokes
while drawing new lines, choose which to
remove when deleting, set the type with
an operator, join multiple strokes into
the same fill or separate them out, and
select everything that makes up the
fill. Oh, and performance while drawing
very long strokes has improved, and the
ability to make a lattice object a
parent during a lattice deform was added
back in.
In geometry nodes, a new bone info node
allows you to get the transform data of
any bone in an armature.
Combine this with the attribute
constraint from the last release, and
you can now both rig your nodes and node
your rigs. There are six new grid nodes
for creating and manipulating volumes.
You can use them to create volume grids
from scratch, expand or contract the
number of cells, find averages, and
convert the cells into points. These are
going to be great specifically for
simulations. The font and various menu
inputs for the string to curves node are
now sockets and can be used as group
inputs. There's also a new handy output
for the word index. There are new get
and store bundle item nodes for
extracting just one socket from a
bundle, so you don't have to separate
and combine the entire bundle just to
use one property. You can even use
slashes to access properties in nested
bundles. The UV unwrap node now supports
minimum stretch unwrapping and the no
flip option.
The pack UV islands node can now pack
into a custom region.
Control F can now be used to search for
warnings.
A new matrix SVD node can be used for
singular value decomposition of 3 by 3
matrices. This may not sound thrilling,
but one of the main use cases for this
is finding the minimum bounding box and
its orientation for any set of
components, which is going to be
extremely helpful in all sorts of
things. And if you're making your own
node tools, each one now has its own
registered operator, which makes it easy
to call with Python or assign hot keys
to.
There's a new shader in Blender 5.1 for
ray casting. This one is pretty
incredible because it allows for so many
effects from faking custom subsurface
scattering, creating NPR outlines,
creating fake shadows, and blending
objects together. Just know that when
you're using Eevee, the ray is in screen
space, while in Cycles, it's in world
space.
Normal map nodes can now be switched to
reading the direct X format. Eevee got
new sliders for adjusting the intensity
of direct and indirect light. Eevee
reflection planes now support glossy
materials again. The shader to RGB node
now works with transparency again. The
maximum number of AOVs, the arbitrary
output variables for compositing, was
bumped to 128. Also, the AOV list in the
properties editor now shows the socket
color it has in the compositor. The
light path node now works in world
shaders. HDR environments can now be
locked in the material preview mode to
act more like matcaps, like they could
in older Blender versions.
Initial material compilation in Eevee is
now significantly faster thanks to
preprocessing and some parallelization,
and in some cases, this cuts the wait
time in half. Eevee also saves memory
via texture pooling now, which really
helps reduce the amount of VRAM needed
for a scene. So, now you can render
bigger scenes on your same graphics
card. It's awesome to see optimizations
like this, and really the whole 5.1
release for Eevee has been all about
directly addressing community feedback,
which is very cool to see. For Cycles,
GPU performance has improved 5 to 10%
for a lot of scenes, and HIPRT ray
tracing is now enabled by default on AMD
GPUs. When previewing with Cycles,
viewport navigation now syncs up a bit
better with the overlays. And use nodes
was removed for light objects, and they
just always use nodes now.
In the video sequence editor, you can
now click and drag with the blade tool
to quickly ripple cut sections. You can
also hold shift to keep the gaps and not
ripple.
The speed control strip can now use
negative multiply values to reverse
footage. A new clock icon is shown on
strips that have been retimed, and you
can now hide the retiming keys.
The time property panel was also cleaned
up, and the property names now make much
more sense. Shift S, which snaps the
selection to the playhead, now keeps the
strips offset by default when you have
multiple strips selected. Holding
control when scaling or rotating in the
preview area now snaps to even
increments. Sound strips have new
modifiers for non-destructively editing
the pitch and echo. Meta strips, the
strips that contain other strips, now
have a master volume setting. Soloing
strips using the right click select
keymap is now shift left click, so
scrubbing with left mouse drag is a bit
easier. For left click select users like
me though, soloing is still shift right
click. A new sequencer strip info node
in the compositor allows you to make
some great procedural effects that work
on any strip out of the box. Having
those frame numbers now is a huge power
unlock. You can also create new
sequencer modifier node trees directly
from the compositor.
And speaking of compositing, the default
workspace now uses an image editor at
the top and has the node backdrop
disabled. A new mask to SDF node was
introduced, which lets you turn black
and white masks into gradients and find
the nearest pixel inside the mask, both
of which are extremely powerful. The
index switch, radial tiling, boolean
input, integer input, and vector input
nodes were all added to match the shader
and geometry node editors. The mix node
now mixes the alpha channel when mixing
the colors, and this is also true in all
the other node editors as well. The
relative to pixel node now works with
image and mask inputs and not just
single values, which makes it easy to do
variable blur effects.
The movie distortion node, which adds or
cancels out lens distortion based on a
lens set in the movie clip editor, has
modes which now better cancel each other
out and make the effect more reversible.
Plus, the new lens distortion model now
supports anamorphic lenses. The image
and file output nodes can now write
custom metadata. The file output node
regained the ability to use slashes in
file names to write to subfolders. The
humble group input node was optimized
and can sometimes improve the animation
performance of an effect by about 30%.
The glare, directional blur, lens
distortion, anti-alias blur, and vector
blur nodes were all sped up, too,
between 20% and 100% faster, depending
on the effect.
The infinite grid in the 3D view got a
cleanup. It now draws 85% faster.
Z-fighting with other overlays has been
solved. Low alpha values look better.
And you can now separately theme the
major grid lines. There are new
performance stats available in the text
overlays. The status numbers in the
header during operations no longer jump
around as much and show more numbers
when you're holding shift for precision
mode. Quad view can now be resized by
dragging the center point and it no
longer shows duplicate overlays and
widgets.
You can now search in the add workspace
menu.
Editor size snapping while holding
control is a bit nicer now, as is
resizing editors overall. In the
outliner, the number of items is now
shown when dragging and dropping
objects.
The remap users command in the outliner
now has a nice search menu. And these
object data block menus now show the
object's type icon.
The hex code input in the color picker
now supports autocomplete, so you can
just type in a couple characters and it
will fill out the rest for you. You can
now use hover copy and paste to rename
things in nested lists. The preferences
editor now has a search box, so you can
quickly find settings and keymap items.
3D mouse navigation has a new drone mode
that won't change altitude at the same
time as moving forwards or backwards.
You can now update all of your
extensions with one click and extensions
that have updates now show the current
and pending version number. You can now
finally copy and paste nodes between
different instances of Blender and when
possible this also works between
different node editor types. So, if you
have math nodes or textures in geometry
nodes, you can easily copy them into
shaders or the compositor or vice versa.
The swap node command, shift S, allows
swapping between similar zones while
keeping the sockets. Does the same for
bundle nodes and it can now maintain
object references. Node headers can now
be made semi-transparent if you want.
The node group interface list now
supports selecting multiple items for
dragging and dropping or deleting.
Float sockets can now have the mass
subtype. The node panel was cleaned up a
bit and you can now use it to toggle
muting and hiding options.
Node groups with a period before their
name are now hidden in search results
and the add menu by default, but you can
turn that off in preferences if you want
to. On Linux, you can now open Blender
without using window decorations using
dash dash no window frame. As usual, the
UI got a ton of little polish
improvements, so I just talked about the
bigger ones here, but there were over 90
changes that didn't even include the bug
fixes. So, Blender 5.1 is looking better
than ever.
Asset libraries can now be individually
disabled in preferences. The asset
browser now uses fuzzy searching, so you
can misspell things and still find what
you're looking for. On Mac, the file
browser now supports iCloud Drive. On
Windows, user fonts are now shown
alongside the system fonts and drives
can now use different icons. Deleting
linked data now supports redo and not
just undo. A new image file format,
AVIF, is now supported. It fully handles
HDR data, has better compression than a
PNG, and is already widely supported by
most web browsers and image apps. Open
EXR files can now use a new lossless
encoding option called HTJ2K,
high throughput JPEG 2000. It's great
compression, but not yet widely
supported by all other software. Saving
JPEG 2000s themselves is now
multi-threaded. Video encoding can now
use a custom quality level and the audio
bit rate can now be set up to 2048
kilobytes a second depending on the
codec, whereas it used to be limited to
348. USD importing and exporting now the
USD UI accessibility API and
transparency and translucency for the
USD preview surface. The exporter now
writes index UVs that don't separate
each face into different islands when
importing into certain other apps, and
there's a new get prim map API option
for mapping between Blender objects and
USD prims. The FBX exporter now exports
shape key normals, which is great for
importing objects with shape keys into
Unity and Godot. glTF got four nice
fixes. And that, along with hundreds of
bug fixes, is what's new in Blender 5.1.
You can download it today from
blender.org, and don't forget to support
the development fund while you're there
to help make future updates even better.
Thank you so much for watching. Have a
great rest of your day, and as always,
happy blending.