Video summary
Blender 5.2 LTS introduces significant enhancements aimed at improving workflow efficiency and expanding creative possibilities across various departments. A major highlight is the integration of Loop Tools directly into the core application, eliminating the need for external add-ons while offering faster performance through a C rewrite and modernized user interfaces; specifically included in this release are Circle, Space Evenly, and Flatten tools. The update also brings substantial improvements to snapping capabilities, allowing users to snap to lattice objects and select UVs based on seams or material boundaries with greater precision. In the geometry nodes domain, new physics systems for hair and cloth dynamics powered by XBPD solvers have been added alongside a robust suite of list-based data types that enable complex operations like sorting, filtering, and managing arbitrary sequences within scenes. Additionally, empty objects can now utilize geometry nodes, sound sockets allow for audio spectrum animations, and attributes support 4D float vectors, providing developers with powerful new tools for procedural generation without requiring external extensions.
The sculpting module receives a comprehensive overhaul that streamlines the creative process through dynamic topology improvements and enhanced brush capabilities. A brand new Scene Project brush allows artists to shrink-wrap geometry onto other objects in real-time, while primitive addition tools are now accessible directly within sculpt mode. The Color Filter tool has been upgraded with intuitive click-and-drag mechanics for blending colors, and voxel remeshing now better interpolates vertex attributes like color data. Texture painting workflows benefit from automatic saving of altered images to prevent accidental loss of work, and both weight paint modes have adopted 3D brushes similar to sculpt mode. Furthermore, the dynamic topology system no longer requires constant confirmation when switching between sculpt modes, ensuring a smoother transition for artists who frequently toggle settings during their workflow.
Animation and rigging features in this release focus heavily on quality-of-life improvements that reduce repetitive tasks and enhance control over character movement. When spawning bones with Shift+A, users can now disable deformation options, set bone lengths directly, and choose between world or object space alignment to streamline the creation of complex rigs like control skeletons. The auto-ik feature has been updated to follow hierarchies even if parents are disconnected, while motion paths have been cleaned up to avoid jagged lines during playback adjustments. Keyframe management in the dope sheet is significantly faster with new operators for selecting keyframes by type and mass-deleting F-curve modifiers, addressing a long-standing pain point for animators. Additionally, pose libraries now perform intelligent rotation order conversions between quaternions and Euler angles to prevent data loss or orientation errors when applying poses across different files.
The compositor has undergone its most transformative update in recent history with the introduction of animation playback support, allowing users to preview image sequences and animate nodes directly within the editor using GPU acceleration by default. New input socket types such as integers, vectors, matrices, strings, and transforms enable complex interactions between 3D objects like cameras and lights without needing external data connections. Text elements can now be created natively with customizable fonts, alignment, and wrapping effects, while new node groups offer advanced post-processing capabilities including film grain, dithering patterns for pixelated aesthetics, and depth-based paint filters that respect render passes. The video sequence editor also benefits from faster playback via OpenGL support, improved frame pre-fetching for smoother scrubbing, and the ability to use GPU-accelerated compositing modifiers directly on timeline strips, bridging the gap between 3D rendering and traditional editing workflows seamlessly.
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Blender 5.2 LTS has just been released
and it includes some incredible new
features as well as some welcome quality
enhancements that are going to help you
work even faster. I'm Jonathan Lampel
with cgcookie.com and in this video,
we're going to cover everything that's
new in Blender 5.2
LTS.
One of the first add-ons that you might
have heard about when watching modeling
tutorials is the classic Loop Tools.
They have become so ubiquitous over the
years and are finally being built into
Blender itself. Not only does this mean
you don't have to install an extension
to get them, they also are significantly
faster now since they are rewritten in C
and the UIs have been modernized. The
ones that made it into 5.2 are Circle,
Space Evenly, and Flatten. The others
will be coming later.
In the snapping department, you can now
snap to lattice objects. The Array
Modifier, the newer geometry nodes one,
got more user-friendly alignment
options.
Selection now respects the viewport's
backface culling option, which makes it
easier to work with interior geometry.
3D objects now support complex
characters that have above and below
font instructions.
In the UV editor, you can now delimit by
seams, sharp edges, or material
boundaries when selecting linked.
The Copy Mirrored UV Coordinates
operator now works on any axis. A new
Select by Winding operator helps to
isolate flipped UVs. Select Overlapped
now works for the whole island in island
selection mode. You can now unwrap
islands to their original bounds so they
don't jump up and take the entire UV
space every time you unwrap. You can now
add snap points when setting the snap
base in the UV editor, which snaps to
the average between all of the points
just like in the 3D view.
A brand new sculpting brush, Scene
Project, allows you to shrink wrap
geometry to the surface of other objects
in the scene.
The Add Primitive tools are now
available directly in sculpt mode.
The Color Filter tool's fill mode got an
upgrade. You can now click to apply the
current color, click drag to blend with
the current color, hold control to swap
to the secondary color, and you can use
control X to perform a fill from any
tool.
If you enable dynamic topology and
switch back and forth between sculpt
mode, you no longer have to confirm to
go back to using dynamic topology every
time. The voxel remesher better
interpolates attributes like vertex
colors now. Vertex and weight paint
modes now use a 3D brush just like
sculpt mode. The brush advanced section
is now a nicely organized panel. And
when texture painting, the altered image
is now included in Blender's auto save,
which I think is going to save a lot of
keyboards and tablets from being
smashed.
>> Hello everyone. This is Cartesian
Caramel covering the geometry node
changes for Blender 5.2. This is a big
update with many features, so let's get
started. This release comes with a new
physics system focusing on hair and
cloth. Two new modifiers powered by the
new XBPD solver node have been added,
cloth dynamics and hair dynamics. These
are generalized systems that allow for
custom forces. While they are still
experimental, users are recommended to
try them and give feedback for future
releases.
Bundles can now be attached to geometry,
allowing for arbitrary data to be passed
across modifier and object boundaries
using the new set geometry bundle and
get geometry bundle nodes. Data attached
to geometry can be seen in the
spreadsheet.
Lists are new core data type that allows
storing a sequence of arbitrary data and
come with several new nodes. Field to
list creates a new list by evaluating
index dependent fields. Closure to list
creates a new list by evaluating a
closure that has an index input. List
length outputs the length of a list. Get
list item outputs an individual item.
Filter list creates a new list if a
boolean is true or false. Sort list
sorts based on a custom weight. The new
collection children node uses lists to
output the child objects and collections
of a given collection with an option for
recursion.
A new sound socket type has been added.
This is used by the new sample sound
frequencies node, which uses an imported
sound to output the amplitude as a
float. It can also sample frequency
ranges, which allows for creating sound
spectrum animations.
Empty objects can now have geometry
nodes. This is useful for effects that
don't require original data. And this
also allows geometry nodes to be used on
collection instances.
The building blocks of the merge by
distance node are now available
individually as three new nodes. Merge
points combines point or mesh vertices
with the same group ID. Cluster by
distance creates group IDs for close
points, and cluster by connected creates
group IDs for close vertices connected
by edges.
The new mesh bevel node has been added.
It is similar to the bevel modifier and
provides more detailed control.
Attributes have three new nodes. Rename
attribute allows renaming a single
attribute or all attributes with a
specific prefix. Get attribute names
outputs a list of the names of
attributes in a geometry, optionally
filtered by domain and data type.
Transfer attribute can transfer an
arbitrary number of attributes from one
geometry to another. The capture
attribute node now supports selection.
This improves efficiency when an
attribute value is only required by a
subset of elements. Attributes can now
be stored as 4D float vectors, though
geometry nodes still only operates on 3D
vectors.
Curves have two new nodes. Set nerves
order controls how many curve points
influence each evaluated point, and set
nerves weight controls the influence of
each control points.
Strings have four new nodes. Trim string
removes specific characters at the start
or end. Reverse string reverses the
order of the characters. Split string
splits text into a list based on a
delimiter, and set string case turns
strings into upper or lower case. The
value to string and string to value
nodes now have a base input which
specifies the number system used when
converting to and from integers. The
find and string node can now find the
first occurrence from the end. String
fields are now supported, but keep in
mind string attributes are not yet
implemented.
The default for a node group input can
now be the scene frame or self object.
Six new bundled assets have been added.
3D to screen space transforms 3D
coordinates from world to normalized
camera space. Screen to 3D space is the
inverse of this. Transform and project
computes 2D coordinates in screen space.
Project with depth transforms
coordinates from the viewport 3D space
to screen space and back. Principal
components analyzes a position vector
field and geometry principal components
analyzes on a specific input geometry.
In miscellaneous updates, a new instance
reference node outputs the internal
attribute which shows what geometry set
index each instance is referencing. The
new get geometry component node extracts
a single component of a geometry. The
compare node now supports comparing data
blocks. The bone info node now has an
exists output. And the viewer node can
show data block names.
Lastly, closures can now be called
recursively up to a limit. A new call
stack depth limit for geometry nodes can
be configured in the user preferences.
Node tool inputs are remembered between
operator invocations and can now be
assigned in Python. Internal fields are
now deduplicated for evaluation. This
can speed up nodes that are used
multiple times like sample UV surface.
Sampling nodes have improved performance
when they can avoid conversions to the
face corner domain.
That was a lot of condensed information,
but you should be able to learn it
before the next release. I hope you all
enjoyed this overview of the changes and
additions to geometry nodes in Blender
5.2.
>> The improvements to grease pencil keep
coming and for the long-term release,
some long-awaited features have finally
made it in.
Let's begin in draw mode where the most
obvious changes are to brush and stroke
handling. The thumbnails for brushes
have been updated and when you enable
online access after install,
a texture brush pack becomes
automatically available. Although you
will have to download the brush locally
before using it. This isn't a big issue.
Just hover your cursor over the brush,
you'll see this little download icon and
by clicking on it,
it will download and you're ready to
draw.
Before you even put stylus to tablet,
you can set the stroke curve type.
This is found under the stroke
post-processing brush settings.
The threshold sets a distance between
the generated points. So, this is really
good for generating strokes with minimal
information.
The point handling becomes active once
you're in edit mode.
Improvements to alpha handling for dot
and square line types mean that brushes
like the airbrush look a lot better.
Speaking of dot line types, a new
placement feature now gives you control
on how the dots are distributed along a
stroke.
These are editable at the material level
and comprise of three ways dots can be
distributed. Count, radius, and density.
The difference is that count generates
dots between points, radius distributes
the dots based on a percentage of the
brush radius,
and density distributes the dots along
the entire stroke.
This is especially good for textured
strokes.
You can also now randomize some of the
parameters such as size, strength, and
rotation at the material level.
While base color and transparency
controls for a material's stroke or fill
still exist,
these two settings can now be overridden
in draw mode.
You'll already be familiar with the
color attribute setting, allowing you to
choose from a color wheel or palette and
completely override the material color.
But, you can now also switch between
stroke, fill, or both modes for a
material on the go.
This will speed up your workflow
dramatically.
The fill tool now has a new solver
called Delaunay, which generates
geometry based on the boundaries it is
trying to fill in.
It can automatically detect gaps, so now
you can fill those donuts with ease.
You may have noticed that the erase
function is now gone from your brush
settings.
Now, whatever your last eraser tool was
set to is used.
You can hold down control while drawing
to toggle between draw and erase.
The line art tool now supports fills.
Now, admittedly, this is best for more
primitive objects or planar faces.
Finally, there are some minor but useful
functions to improve your workflow.
In edit mode, shift L now deselects
strokes that are completely selected.
The move to layer function now shows any
groups and sublayers.
And vertex mode color attribute
replacement now has blend modes.
And stroke mode is also available,
allowing you to affect just the strokes,
fills, or both.
>> I'm Wayne Dixon from CG Cookie and the
next couple of minutes I'm going to
inform you about the rigging and the
animation updates in this release.
There's some nice quality of life
improvements including some that they
let me sneak in there. Let's go. When
spawning bones with shift A, you now
have more options for your new bone.
Just open up the redo panel and you can
see it's actually useful. Previously,
all you could do was set the bone name,
but now you can disable the deform
option that's perfect for control bones.
You can also set the bones length.
That's awesome. And the B bone size also
scales with this length value. So, you
won't get any nasty surprises. We'll see
that in a moment. Plus, you also have
options for the coordinate space it's
going to spawn in. That's either going
to be world space or object space. But
most of the time they should be exactly
the same. But here's the big awesome
stuff. In the alignment, you have some
very useful settings. The default
alignment is object up just as it's
always been, but you can now align it to
the cursor or the viewport. But the best
addition by far is for those of you,
like myself, who like to world align
your control bones. Just choose object
axes and boom. Look at that. World align
controls in a single step. What are you
going to do with all the time you're
going to save? And because the spawn
bone length is now linked to the B bone
size, there's no surprises when you jump
over into B bone mode. No more of this
oobly. It's now easier to copy object
constraints from one object to another
as it's being added to the control L
menu. What do you reckon of that,
Suzanne? Is that easier? Does Suzanne
say yes?
When parenting an object to a bone,
there's now a new slider that will let
you set the position along that bone. It
will default to the tail, which might
seem like an odd choice, but this is for
backwards compatibility and it's
currently going to work exactly the same
as it used to. But now you can position
that object anywhere along the bone
length. And before you ask, no, it
doesn't include the bendy bone position.
It's just that straight bone.
There is a new duplicate and rename
operator, which is up here in the
armature menu. This will let you
duplicate the selected bones and rename
them in a single operation. Here I want
to duplicate these bones to become
control bones, so I can use this to find
the DEF and replace it with nothing.
Ta-da! This search and rename happens
before the name collision is detected,
so this is one way of avoiding the .001
in a lot of situations. The auto IK
feature used to stop when it found a
disconnected parent. Well, not anymore.
It can now follow the hierarchy even if
that parent has been emancipated. The
old motion paths used to create a jagged
line when you were adjusting that with
the auto update enabled, which kind of
made it look broken. This is now being
cleaned up. It still can't fix your bad
animation, that's on you. The dope sheet
has a new operator called select
keyframes by type. You can find it in
the select menu or by searching with the
F3. And don't forget you can also open
up the redo panel to edit that
operation. This will open up more
workflows as you'll be able to easily
select those keyframes without spam
clicking.
It's now possible to select all the
markers to the left and the right of the
playhead by control clicking in the
marker area. Just control click on an
empty space either side of the playhead
and that's going to select all the
markers on that side. You can hold shift
to extend that selection. Plus, you can
still select the camera and the marker
by control clicking on that camera
marker. So, click on the space to select
all, click on the markers to select the
markers. Objects now have access to the
breakdown animation tools. This will
make some things much easier to animate.
Objects still don't have access to all
the animation tools like armatures do,
but now they're not so much like
second-class citizens. There's a nice
improvement to the parent-child
selection tool with the square brackets.
In the old versions of Blender, it would
only work on the active bone. Now, in
5.2 it works on all the selected bones.
Isn't that nice? There are now more
options for how you want the animation
to play back or loop when you start the
playback. The default is infinite,
that's how it's always been, but now you
can play it once and have it returned to
where it was, to the end of the
animation, or to the start. You can even
make it ping pong, which is called
bounce. That way you can make it feel
like you're undoing all those bad life
choices.
Another playback option is the allow
pre-roll. By default, when you start the
animation before the start frame, it
will snap to the start and then start
playing. When you allow pre-roll, it's
going to start from where the play head
is. But note, this will not override the
allow negative frames option. Speaking
of the allow negative frames, this has
moved to a sub panel in the user
preferences, and it now shows a warning.
Nothing technically has changed, other
than now it has a better explanation,
telling you why it isn't enabled by
default. But I like living on the edge,
so I'm just going to check that one on.
Yeah.
Finally, we have a way to mass delete
F-curve modifiers. There it is, right
under the add F-curve modifiers. You can
remove all, remove a specific type, or
remove the first one on each of the
selected curves. I know this is going to
make a lot of people happy because of
the many hours they've spent manually
deleting these F-curve modifiers. And
everyone else will be like, "Hey, wasn't
that there already?"
No.
No, it wasn't.
Now it is.
It's now easier than ever to isolate
your curves by control clicking on the
eyeball icon. This makes it much faster
to show what you want to see and hide
what you don't. But that's not all. The
graph editor now has a local view, just
like the 3D viewport. You can press
slash to jump into local view for your
selected curves. You'll see it say local
view up in the corner, and to jump out
of local view, just press slash again.
The pose library has some added
improvements. Previously, when applying
a pose that had a different rotation
order, say it was stored in quaternion,
and then applied to your current file
that was set to Euler. This will result
in missing data or the wrong
orientations. Now, Blender will do some
magic conversions to try and correct for
that. When going from quaternion or axis
angle to an Euler, Blender will find the
closest Euler angle that's going to
match and use that. When going from an
Euler to a quaternion or an axis angle,
it's going to assume that the asset was
saved in Euler XYZ because there isn't
actually a way of knowing if that's true
or not. And then, if you're going from
an Euler to an Euler, this will just
assume that it was saved in the same
rotation order because, as I previously
said, there's actually no way that
Blender can know. So, that's not all of
them, but that's the main ones.
Hopefully, this improves your workflow.
See you.
>> The Principled BSDF got a new thin wall
checkbox, which, while it might be a
small option, is a big deal. It allows
you to properly render thin translucency
within the material, like light shining
through leaves. And for glass, it
removes the refraction, which can
significantly speed up render times and
cut down on noise for light coming
through windows. A scene time node was
also added, matching the one in geometry
nodes. There's also input nodes for
Boolean, integer, and vector values.
Color spaces are now organized into
menus, and there are new ones for
reverse transforming Apple RE,
Blackmagic, Canon, and Sony cameras back
into linear space, so you can more
easily import your footage into Blender
and have everything work all together.
You can also use Adobe RGB or the
various options for wide gamut textures.
You can now uncheck the render output
for cases where you want to save with
the file output node in the compositor
instead of from the output panel.
Light and shadow linking setups can now
be copied from one object to another.
For orthographic cameras, the
orthographic scale can now be adjusted
directly in the 3D view with a widget.
Images dragged and dropped into world
shaders are now assumed to be
environment textures.
The AOV output node, which links custom
shader data with the compositor, now
shows all available AOVs, so you don't
have to type in the names manually.
Blender's real-time render engine got a
handful of great updates in this
release. The main one is that screen
space ray tracing was overhauled, and
the resulting renders are much improved
in the details. The highlights include
better contact reflections, smoother
denoising, significantly more accurate
ambient occlusion, and reduced light
leaks. There's a new backface slider
option that allows you to control
whether the screen space global
illumination is single-sided,
double-sided, or anywhere in between.
The 5.1 behavior would be turning this
off completely, but it looks much better
with it on. The performance section now
has an anisotropic filtering option,
which is basically a control for how
good your textures look at extreme
angles. Lights can now be seen directly
in the camera if you enable camera ray
visibility.
In that same panel, you can also control
which objects are visible to ray cast
shader nodes. Scenes with a lot of
instancing can now render up to twice as
fast.
Let me double-check that. Yep, twice as
fast. Shadow pools up to 2 gigs are now
supported for scenes with lots of
detailed lights. The limit of eight
attributes per material was removed.
Reflection planes are now compatible
with refraction, blended transparent
materials, and the shader to RGB node.
Eevee's principled BSDF shader now
supports the clear coat layer normal,
and the normal map node base option,
which was recently added to Cycles for
improving normals on top of
displacement, is now available in Eevee
as well. There were also tons of bug
fixes in this release that removed
various small artifacts from edge cases,
and the result is just much more clean
and stable renders overall.
For Cycles, the realistic path tracer,
the biggest new feature is texture
caching. Generating a texture cache,
which is like a set of variable-sized
textures that Cycles can choose from
depending on how big the texture appears
in that specific render, can allow for
huge memory savings for scenes with
large textures. In the simplify panel,
you can reduce the texture resolution in
the viewport to keep it interactive even
if your textures are way too big. The
raycast node can now sample custom
attributes like those from geometry
nodes wherever the rays hit. Though,
this is just in Cycles for now.
Subsurface scattering scale and
anisotropy have been tweaked a bit, so
their values better match other
renderers, so you can share textures
between them. And last but not least,
you can now ban shadows from the world.
>> Hi, this is Momo from the YouTube
channel Momo PTF L, and I'm excited
features in my opinion is a that the
interactive or traditional compositor
now supports animation playback. This
means we can finally play image
sequences and videos in the compositor
and also animate nodes with keyframes
while having the ability to preview the
outcome. And also, the compositor will
now use the GPU by default instead of
the CPU, which gives a huge performance
boost without having to set it up
manually.
Another advantage of the interactive
compositor has always been the gizmos
for certain nodes like the ellipse and
box mask. In Blender 5.2, these aren't
exclusive to the compositor's backdrop
anymore, but can now be viewed and
controlled in Blender's image editor. To
make sure this feature works like
expected, node gizmos will now also be
affected by transform offsets.
And on top of that, the node gizmos can
now also be animated by using the auto
keying feature of Blender, which means
keyframes will be created automatically
when you use the gizmos.
But, let's move on to some of the new
nodes. For example, the new blank image
node allows you to create a color solid
in a definable resolution. This might
not sound like much at first, but it's
actually a game-changer. For example, if
you would just use the alpha over node
to add a backdrop by changing the color
of the background input, the result
would automatically be clipped to the
image input you use as the foreground.
But, by using the new blank image node,
you can avoid this clipping behavior and
just transform your foreground image
without having to worry about clipping.
But, there's also another pretty cool
use case, which is creating a kernel for
Blender's Convolve node. For example,
you can use the image coordinates of a
low-resolution blank image for
procedural textures, and then use that
low-resolution texture as a kernel to
create something like camera lens blur.
Let's move to one of the biggest changes
of the compositor, which is the addition
of multiple new input socket types you
might already know from geometry nodes
like integer vectors, matrices,
transforms, and much more.
Especially useful is that you're able to
add object and camera data to the
compositor. To add them, you can also
just drag and drop the objects from the
outliner into the compositor. I want to
show you a feature that has been
anticipated for a long time.
I'm talking about the ability to add
text elements right within the
compositor.
Like, you can just find the font, the
text alignment, and the wrapping, type
in some text, and you have your text
element.
And this is also where another of the
new input sockets comes into play, which
is the string input. By using this new
input type and the related utility
nodes, you can already create a few
effects like this typewriter effect I've
created. The only thing missing
currently is being able to transform
individual text characters, but you
could already work around that by just
using multiple string to image nodes.
And another exciting addition to the
compositor are a few new preset assets
for the compositor, including the
long-awaited film grain effect. It comes
with some presets you can choose from by
using the menus to keep the inputs at a
minimum.
But if you want further control, you can
also set everything to custom, which
will expand several inputs for you to
adjust.
Next, we have Blender's new dithering
node group, which will reduce the amount
of different colors of its input and
then use patterns to blend between the
limited colors. So, basically, you can
think of it as a pixelated photo. Again,
you can use a menu to choose between
different dithering patterns, including
multiple Bayer dithering patterns, which
is usually the most popular pattern for
dithering.
But, we also got a few more complex node
groups that utilize the different render
passes of Blender to create 3D
post-processing effects. For example,
the new depth atmosphere, which lets you
use a render's mist or depth pass to add
fog to your scene. Just keep in mind
that the real-time compositor of
Blender, which works directly in the 3D
viewport, only supports using different
render passes when using Eevee. If
you're using Cycles, you would have to
render the image once and then use the
effect in the interactive compositor.
This also applies to the new paint
filter. Well, at least when deciding to
use its tracking feature. If you disable
the tracking feature, you just have a
simple 2D paint effect. But when
enabling the tracking and using the
depth and position render passes, the
paint effect will be applied with depth,
which makes it easier to keep different
objects in your scene apart.
Again, you can choose between different
presets here, like watercolor and oil
paint, and also adjust a paper texture
overlay. Another effect, which you can
use both in the 2D and a 3D version, is
the night vision node group. As the name
suggests, it will add this popular green
night vision effect to your footage. We
also got a few new node groups that
already make use of the new inputs and
nodes of Blender 5.2.
By using these, you can generate texture
coordinates from the camera in your 3D
viewport, which means you can create a
procedural background in the compositor
and make it automatically adjust itself
to the position and rotation of the
camera. The VSE also got some pretty
cool new features to strengthen its
integration of the compositor. For
starters, the VSE will now use the GPU
for compositing, which again gives a
huge performance boost. And compositing
node groups and assets can now instantly
be added as a modifier on a VSE strip.
There are just two conditions the
compositor assets have to meet.
The first input of the node group has to
be the image input, and the .blend file
of the assets has to be saved in Blender
5.2. For my own compositing pack, MP
Comp, I've made sure to update all nodes
to have the image input at the top for
this exact reason in the latest update
of it. This new integration of
compositing modifiers and the VSE also
allows us to easily add transitions to
clips. For example, by using one of the
transitions from a pack, you just add
the modifier to the first clip, place
the clip it should transition to below
it in the timeline, and then select it
as a mask in the compositor modifier.
Apart from the new input types, you can
also use a default input type now. This
basically enables you to create a node
group with an input for the animation
time, which if the user doesn't connect
anything to will automatically use the
scene time. So, essentially, you can
make an input entirely optional now.
We also got the warning node in the
compositor now, which you can use to
display error messages or warnings if a
certain condition is met.
And to create even better performing
node setups, you can now see the total
processing time of the compositor when
enabling the timings overlay right above
the group output node.
Let's get to some of the smaller, but
cool new features and changes.
For example, when using the grease
pencil in Eevee, you now get the correct
depth of the grease pencil object in the
renders depth pass. Previously, grease
pencil objects have just been ignored by
it.
So, again, a feature that increases the
2.5D capabilities of Blender and its
compositor.
When using the transform node in
Blender's compositor to scale something
down, you can now also set it to use the
anisotropic interpolation, which gives a
lot smoother-looking result.
And last but not least, the stabilized
2D node, which is used to apply tracked
stabilization to your footage, now
received a frame input. This allows you
to alter the timing of the
stabilization,
which can come in handy when using fast
forward or pausing effects for footage
in the compositor, so the stabilization
stays in sync.
Well, these were all the new features of
Blender 5.2 for the compositor. I sure
think it's very exciting.
>> In the video sequence editor, frame
pre-fetching now fetches a few frames
before the playhead to make scrubbing
backwards a little bit smoother. Footage
playback is now significantly faster for
those who are still using OpenGL.
Extra timecode files are no longer
needed when building or using proxies,
so there's now less bloat in your file
browser. Text strips now support custom
line spacing and have style presets that
you can customize.
Solid color strips can now have exact
pixel dimensions.
And speaking of strips, the thumbnails
are now shown only at the start and end
for better performance, but you can
change it to display across the whole
strip if you'd like.
You can now select specific view layers
for scene strips and change the viewport
shading for all of them at once. The
color scopes now fully support HDR and
wide gamut color spaces, which is also
now true in the image editor.
The preview area can now show
composition guides. There's a new
optional scrubbing region that can be
added to the playback controls footer.
Strip image origins now have more
snapping options.
Importing videos now supports an
unlimited number of video and audio
channels. In the motion tracking
department, masks have a new move to
layer operator that has the hotkey M by
default, just like moving to collections
in the 3D view. Plus, masks are now
rendered about 10% faster.
Blender in virtual reality using the
built-in VR scene inspection add-on has
a new feature called location scouting,
which gives you a camera with all the
proper camera controls, which you can
use to plan out angles and shots. So,
you can now scan a live film location
and spend as much time as you want later
planning out exactly how it should be
shot without having to actually be
there. Not quite teleportation, but the
next best thing.
Blender now natively supports online
asset libraries. If you allow online
connections, which by the way is always
disabled by default for privacy and
security, you'll see that the essentials
library that comes with Blender is much
larger now. You get new base meshes,
compositing setups, and helpful geometry
node groups, as well as the high-res
versions of the viewport HDRIs.
Top-level categories named compositing
or for nodes are now ignored in the node
menus, making organization a lot easier.
You can now specify a preferred import
method per asset.
Asset libraries now have their own page
in the preferences editor, and the
built-in essentials is now in that list.
The time it takes Blender to write
16-bit EXR images has been cut in half.
There's a new option in the right-click
context menu for render dimensions to
swap the X and Y. Stereoscopic and
panoramic metadata is now written for
movies, so you can upload these types of
renders straight to YouTube or any other
platform without having to pass them
through any other software. For
importing and exporting, the color
spaces are now respected when importing
USD files, and there's a new USD export
option for how frequently to flush the
data, so you can reduce memory usage.
The glTF file format got a huge number
of improvements as usual, from general
fixes and performance enhancements to
support for point clouds, iridescence,
and dispersion materials, and KHR
primitives, which can be used for
Gaussian splats. Alembic imports now
respect animated object visibility,
F-curves for camera data, and
subdivision surface data. During STL
export, you can now choose whether the
new file follows the viewport or the
render settings of the modifiers,
similar to how you can with the other
formats.
The outliner now automatically scrolls
to the active object by default, which
is amazing, but you can turn this off if
you want to in the reorganized drop-down
menu here that no longer has the filter
icon.
Shape keys are now listed in the
outliner.
Aligned editor edges no longer snap
together by default because they could
get annoyingly stuck together, but you
can still move them together by holding
shift.
Nested lists, like those for bone
collections, now have auto scroll for
dragging and dropping. You can also
reverse the sorting of these lists,
invert the search filtering, use the
arrow keys to navigate, and use the
number pad period to jump to selected.
This all also works in the asset shelf.
There's a new filled filtering icon
that's used wherever filtering is
active, and there are new download icons
to go with the new online assets system.
The set parent menu control P now has
icons for the parenting types. Sidebar
tabs have a compact view option now,
which supports showing an icon, though
that's not used anywhere in Blender
right now, so it's not too useful as of
yet. But you can also now switch between
tabs with clicking and dragging like
other areas of Blender. There's a new
text box input type that allows
multi-line text inputs. Long menus and
popovers can now be panned using the
middle mouse button, and some popovers
now have subpanels that can be
collapsed. Hexadecimal values can now be
copied and pasted directly into color
inputs. You don't even have to open it
up. Just control V. Number inputs no
longer have the unit as part of the
text, and instead it's just rendered as
a hint, so it won't get in the way while
you're typing.
For developers with developer extras
enabled, hovering over icons now gives
you the icon's ID name. For users with
mice with lots of buttons, mouse button
four is now zoom to selected by default.
For users with Apple's magic mouse, why?
Over in the node editor, you can now
change properties for multiple node
group inputs by holding alt. Grouping
and ungrouping in node editors now
avoids creating duplicate outputs and is
better at guessing input and output
socket types. Ungrouping now adds
constants as the previous inputs, so
that all the data is saved when you
ungroup. Linked groups were moved to a
submenu in the add menu, so they don't
crowd out your groups from the current
file. And this menu no longer shows
linked groups that are only used as
subgroups, so it just shows the
top-level groups.
Multiple nodes can now be resized at the
same time. The plus button to add a new
socket is now used on all nodes that
support dynamic numbers of sockets.
You can also rename group inputs by
control clicking on the node itself.
There are new type conversion nodes for
forcing sockets to be a specific data
type.
Vector input nodes now support 2D and 4D
vectors, and menus got their own input
node as well. Floats, integers, and
vectors now all support the pixel
subtype.
There is now a theme brightness slider
for the 3D views access colors, and the
theme editor was reorganized a bit
overall. And last but not least, Blender
on Mac has a very slight new icon that I
will definitely be ripping to use on
Linux, but on Mac it also automatically
supports the transparent liquid glass
styles as well.
That, along with hundreds of bug fixes,
is what's new in Blender 5.2 LTS. 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 guys so much for watching.
Have a great rest of your day, and as
always, happy blending.