🔶 Not only hair assets, Blender 3.5 features a Viewport Compositor, VDM sculpting, USDZ support and so much more. See it all at www.blender.org/download/releases/3-5/
@@PabloVazquez Hi Pablo, I hope you are well. It made me excited to see you here in comments interacting and talking with us blenderheads! I want to ask you something about simulation nodes overall. What will a proper roll out of that look like in terms of how users can expect to implement them and use them. Will there be node groups and pre-implemented assets in a sense like there are with these new hair nodes or assets....to sort of drag and drop the beginning of your recipe so to speak...thanks.
10 years I am with Blender, & many times per year, Blender developers make gifts in each releases to blender community. This is really unic software, unic developers & unic expirience. So cool, powerful, universal & flexible. Autodesk, shame on you! Blender developers - boundless respect to you!
Do you understand that Blender is trying to copy everything that is already made about ten years ago? And it makes poor man’s version of everything it tries to copy. While you are shaming this and that, 99,9 precent of all the VFX, movies, games, advertisements, animations are done in any other application except Blender. Dunno. Y don’t you just push the quality instead or jerking around all the time?
How exactly it is going to change the industry? These kind of tools have been existing about ten years by now on the other platforms. Xgen, Ornatrix, Yeti and so on. As a professional character artist and grooming artist, I’m always looking for great tools, since grooming is pretty complicated task, yet these new blender tools don’t offer anything new to the table. Maybe they are revolutionary inside blender community, but on a larger scale.. not so much tbh. Could you, please, stop that “industry changing“ nonsense already? We’ve been hearing that as long as blender came out from the closet and yet… nothing has happened with the industry in that regard. However many other apps have revolutionised the industry past 10-15 years, but not Blender. Blender is lurking behind. Way behind. It’s f#%*n silly already.
@@stout8529 I myself am a professional technical artist in the game industry. Tools like this will pair nicely with virtual production in the Unreal Engine, since we are moving towards real-time environments that can handle hair particles instead of hair cards. We need tools that are flexible and that don't constantly crash. The artists on my team can't stand Xgen and its limitations. If you're not taking Blender seriously you're only hurting yourself.
@@XuryGreer You might move towards real-time environments, but who are “we”? Real time production is just a segment of the broader CGI. Come on, ofc there are other ways for making UE hair, not just blender or hair cards. But as a pro tech artist you should know that I’m sure. I don’t really care what the guys at your office think, feel or prefer, but pro level grooming is something not everyone can handle. And you need a wide set of tools and techniques for that. If you are counting out Xgen’s SeExpr, you are missing out probably the most powerful grooming tools core strength. It is not limited lol. In fact it allows unlimited possibilities. Since it is a programming language, it allows you to create your own tools within a tool. I’m sure the boys from your office don’t know jack about that. That’s what separates pros from little fellas. I’m curious about Blender and I watch all the new features with my eyes open, just in case they are coming up with something interesting and actually usable and new. But thus far it’s just lagging behind and seems pretty primitive. Offers quick, one-click, narrow scope fast result tools to impress only novices. I’m really not interested going back to the amateur level, but bringing the game to the next complexity level. In the real industry the quality control is quite damn high. Blender level is unacceptable. Anyway… It’s just the “industry revolutionising, game changing, world conquering” nonsense you guys are saying every time past 10 years by now. And yet nothing happens. Blender is probably close to zero precent of the VFX, movies, animations, advertisements, and games. If anything, it is just a poly modelling tool to some extent. Like we lack in poly modelling tools nowadays… Just stop that ludicrous talk, you guys are hurting yourself and it sounds embarrassing. Gosh..
*Bro.. 3.5 is a brutal update, I am amazed how Blender has grew in the past years, I started using 2.79 and looking at what we have now, it's just wow*
When I started learning, 2.49 was still the stable version. My first build of 2.50 alpha was crashy, so I put it aside for a while. Finally, by 2.53, it was good enough for me to say goodbye to 2.49.
It's so good to see you here, Simon! Your noding skills have blown me a way for years now and seeing you work on such a great feature is such a pleasure to see. These premade Nodes will make work with hair so much more convenient and fun and I can't wait for more of that type of stuff to be implemented in the future!
great, I tried it but I was confused about how was the intended workflow, being a houdini groomer I'm really happy with the path that blender is taking in it's hair workflow, congrants to the blender team!
I've been working on a tool for generating trees from curves using Geometry nodes -- so this system will enable me to make an entire forest from a simple hair system. And when simulation is finished- imagine! A hurricane could tear through a forest and it would be so easy to design.
Next update ideas my point of view 1. Motion path viewport adjustment. 2. Video footage to animation capturing keyframes and combined with motion capture 3. 3 number same time copy like rotation, location, scale. 4.Nonlinear animation(NLA) Strip random colores useful like complex situations.
wow, i know what I'm going to do this weekend. testing to export that stuff for hair strands in UE... now that it looks managable without having to be a node pro it's getting interesting :)
What does this “industry standard” even means? Is it that the blender should become the main application used worldwide in the industry leading studios? Or does it mean it allows now highest industry quality standards? Sigh…
Pre 2.8 yes. It should of been. Now it's just a toy for tards. The industry would be better of sticking with the autodesk stuff now a days. Blender really blew it, they severely dumbed down and crippled professional grade software to make it more approachable for noobs who thought selecting stuff with the right mouse button was to advanced
@@someuser4166 I mean they made some performance improvements so at least that was a plus. I do agree though that pre-2.8 some features that blender had were pro.
Since the proprietary rivals moved to a rentware model, where the customers keep on paying exactly the same whether they introduce new features or not, they have completely destroyed any incentive they had to keep improving their software. Blender, on the other hand, never stops getting better.
thanks to the Blender team for making it possible to not have to buy expensive software such as Maya, 3dsMax, Cinema4D, etc. and do everything those expensive software does
I suppose it's a good idea to get comfortable with the system and good at utilizing it, because if you're learning blender step-by-step anyway as I am, you'll have a decent grasp on it by the time simulation nodes are available.
4:18 BAM. that's all I needed to know! hehe for now. Welp, I set the fuzz length to .001m. It was too long. I set it lower and it won't go any shorter than .001m. I'm trying to add "hair" or fuzz to a butterfly. I rendered it out and it's absolutely amazing. Just too long. I guess I'll just have to scale up the butterfly and sphere so that the length is correct but the scale I think is already wrong for the butterfly if that measuring tool in Blender is correct. I guess I should be thrilled that Blender allows for 4/100ths of an inch length (.001 meters). Maybe I don't know enough yet to do what I want but my butterfly does look wicked with gray hairs on the body. hahaha
The idea is for the old particle system to be completely replaced by the Curves+Geometry Nodes workflow. But it will take at least a couple releases until we have feature parity between systems.
Is there a way to bake direction maps, root maps for hair cards? I would like if you guys improve the rendering with more control. Anyway nice features with 3.5. Love it. You guys are great. :D
this release will put you in god mode. with this vector displacement map for sculpt mode my characters can look ten times better now. lol i'm a genius...:)
This is what my 6-7 characters have undergone. It is excellent yet really complicated. To convert a photo to hair texture, I need AI software. 😂 thanks for sharing Simon... l like it.
When are you guys going to make it where we can have hair show up in the final render? Not just the viewport render? Seriously Everything I tried doesn't seem to work I'd like to have hair physics render in the final render (not viewport render).
Clumped/spiked hair has been bane of my existence for far too long, this update makes it much more easier for me to make stylized hairstyles. Though I'm concerned about deprecating the particle based hairs, does this mean it can't be exported as alembic? (which is needed for Unreal Engine's Groom hair rendering)
Help is appreciated. After installing Blender 3.5, the hair essentials library is completely empty. All I can do is create the hair empty and use some basic tools. What am I doing wrong? EDIT: Nevermind, I solved the problem. Cause of the issue: probably because I was reusing my previous preferences and library path from blender 3.4, the hair nodes were stored in "3.5\datafiles\assets\geometry_nodes" (on windows). solution: I'm not sure whether all of my steps were correct or if only doing the last step solved it, but here is what I did. first i copied the .blend file from the blender folder and pasted it into my own library folder. next, inside the outliner window, I went to "blender file" and saw there are two broken links / file paths. i fixed those with right click + relocate and selected the correct file. in the last step, I turned on the "node trees" in the library filter. I hope this helps somebody out there.
I need a multiplayer viewport. The void doesn’t have to be teamless. 💔 like I know it’s for “personal creations” but I never know what I want to make looking at the start cube or quadsphere. Why can’t I just join a sandbox?
So what you're saying is, that I might finally be able to use hair on my models, i've tried following tutorials to the T, but it ends up looking like someone stabbed my model with needles and half of them goes inside the body, no matter what I do, whatever direction the camera is in there it has a bold spot, I have spent probably 10 hours trying to learn hair and I have never even gotten close, screw dynamics, I just want fluffy.
Hi, I have a question, how do you combine the meshes that you duplicated to make the eyebrows, hair, beard with the original mesh? Mine doesn't want to follow the rig or the shape keys. Thanks!
I don't get how to have an actual texture on the hair being generated. While it works out the box in the video, what I get on my end is black sharp lines without any thickness nor color. I would normally edit it inside the hair particle tab but whatever the hair particle that is there, it's unrelated to the hair that I see and it changes nothing if I delete it. Maybe I should concentrate harder and I missed that part.
Greetings! There are comments on the operation of the Blender 3D program! Very important! If you put the default program and create a model. Then, go to the tab in the top menu in the "UV Editing" mode and set "Unwrap". Nothing happens. Only if you select “UV Editing” on the left side of the drop-down menu, then the hanging is visible. If you do not select in the drop-down, there is no sweep. And, if by default, open the program and go to "UV Editing", the cube will be normally shown on the left side. In the old version of Blender 2.79. After creating the model, selecting the faces and designating them "Mark seam", when switching to the "UV Editing" mode, everything is displayed. Can this be corrected. I figured it out, but many will not immediately figure it out. Thank you!
Thanks a lot! It was interesting to see this on the example in the video, very good job you all did well, in a bright path of new opportunities guys! ~(˘▾˘~) 🎉🎉🎉
🔶 Not only hair assets, Blender 3.5 features a Viewport Compositor, VDM sculpting, USDZ support and so much more. See it all at www.blender.org/download/releases/3-5/
Can you add a feature to create hair cards with this method and a demo file.
Is the hair created using this method able to be 3d printed?
which windows is better to use for blender 3.5 ?
The fact that the whole software is free and open-source. 😊😊❤❤
Forever ❤
@@PabloVazquez Hi Pablo, I hope you are well. It made me excited to see you here in comments interacting and talking with us blenderheads! I want to ask you something about simulation nodes overall. What will a proper roll out of that look like in terms of how users can expect to implement them and use them. Will there be node groups and pre-implemented assets in a sense like there are with these new hair nodes or assets....to sort of drag and drop the beginning of your recipe so to speak...thanks.
Than donate 5€/$ just to show your appreciation
Just here to appreciate what the blender team is doing ❤
10 years I am with Blender, & many times per year, Blender developers make gifts in each releases to blender community. This is really unic software, unic developers & unic expirience. So cool, powerful, universal & flexible. Autodesk, shame on you! Blender developers - boundless respect to you!
Do you understand that Blender is trying to copy everything that is already made about ten years ago? And it makes poor man’s version of everything it tries to copy. While you are shaming this and that, 99,9 precent of all the VFX, movies, games, advertisements, animations are done in any other application except Blender. Dunno. Y don’t you just push the quality instead or jerking around all the time?
@@stout8529 blender used to be good but it turned to excrement in 2.8. Now it is indeed just a poor man's version of professional software
This new hair system is going to change the industry! Huge thanks to the Blender Foundation for going above and beyond.
How exactly it is going to change the industry? These kind of tools have been existing about ten years by now on the other platforms. Xgen, Ornatrix, Yeti and so on. As a professional character artist and grooming artist, I’m always looking for great tools, since grooming is pretty complicated task, yet these new blender tools don’t offer anything new to the table. Maybe they are revolutionary inside blender community, but on a larger scale.. not so much tbh. Could you, please, stop that “industry changing“ nonsense already? We’ve been hearing that as long as blender came out from the closet and yet… nothing has happened with the industry in that regard. However many other apps have revolutionised the industry past 10-15 years, but not Blender. Blender is lurking behind. Way behind. It’s f#%*n silly already.
@@stout8529 You know. For people that don't want or can't afford paying Maya?
@@stout8529 I myself am a professional technical artist in the game industry. Tools like this will pair nicely with virtual production in the Unreal Engine, since we are moving towards real-time environments that can handle hair particles instead of hair cards. We need tools that are flexible and that don't constantly crash. The artists on my team can't stand Xgen and its limitations. If you're not taking Blender seriously you're only hurting yourself.
@@XuryGreer You might move towards real-time environments, but who are “we”? Real time production is just a segment of the broader CGI. Come on, ofc there are other ways for making UE hair, not just blender or hair cards. But as a pro tech artist you should know that I’m sure. I don’t really care what the guys at your office think, feel or prefer, but pro level grooming is something not everyone can handle. And you need a wide set of tools and techniques for that. If you are counting out Xgen’s SeExpr, you are missing out probably the most powerful grooming tools core strength. It is not limited lol. In fact it allows unlimited possibilities. Since it is a programming language, it allows you to create your own tools within a tool. I’m sure the boys from your office don’t know jack about that. That’s what separates pros from little fellas. I’m curious about Blender and I watch all the new features with my eyes open, just in case they are coming up with something interesting and actually usable and new. But thus far it’s just lagging behind and seems pretty primitive. Offers quick, one-click, narrow scope fast result tools to impress only novices. I’m really not interested going back to the amateur level, but bringing the game to the next complexity level. In the real industry the quality control is quite damn high. Blender level is unacceptable. Anyway… It’s just the “industry revolutionising, game changing, world conquering” nonsense you guys are saying every time past 10 years by now. And yet nothing happens. Blender is probably close to zero precent of the VFX, movies, animations, advertisements, and games. If anything, it is just a poly modelling tool to some extent. Like we lack in poly modelling tools nowadays… Just stop that ludicrous talk, you guys are hurting yourself and it sounds embarrassing. Gosh..
You can pose/animate hair as well, with a few Geometry Nodes tricks.
*Bro.. 3.5 is a brutal update, I am amazed how Blender has grew in the past years, I started using 2.79 and looking at what we have now, it's just wow*
coming from 2.6, these features make feels like im cheating. took me hours to do all these back then 😂
When I started learning, 2.49 was still the stable version. My first build of 2.50 alpha was crashy, so I put it aside for a while. Finally, by 2.53, it was good enough for me to say goodbye to 2.49.
the render of the avatar who is explaining the hair system is very good!
very nice run down, blender team should do more of these types of videos with every release
Great job Blender Team
Blender advancing at crazy speed 👏🏻👏🏻🙌🙌
Yo Simon, been a fan way before you joined the Blender foundation! Really happy to see you doing stuff like this now!
great to see Simon here explaining! you're doing a hugely important work there! respect to all the Devs!
Looks awesome!
I'm so happy that such talents as Simon working for Blender to make it better.
I try to get excited at the new releases of Maya 2024, Max 2024 and C4D 2023.2 but then I look at Blender 3.5 ... damn you guys did it again!
You're awesome, love you Blender!
It's so good to see you here, Simon! Your noding skills have blown me a way for years now and seeing you work on such a great feature is such a pleasure to see. These premade Nodes will make work with hair so much more convenient and fun and I can't wait for more of that type of stuff to be implemented in the future!
Blender is only getting better and better
Wow. Geometry Nodes plus scripting the interface has really brought blender to a whole new level.
With every new update , my journey to learning blender is improving .
Great job Blender team!
great, I tried it but I was confused about how was the intended workflow, being a houdini groomer I'm really happy with the path that blender is taking in it's hair workflow, congrants to the blender team!
That's a very coherent step to be honest. Blender is all about fast changes in design and everything. I liked it.
I've been working on a tool for generating trees from curves using Geometry nodes -- so this system will enable me to make an entire forest from a simple hair system.
And when simulation is finished- imagine! A hurricane could tear through a forest and it would be so easy to design.
All your work is appreciated.
Next update ideas my point of view
1. Motion path viewport adjustment.
2. Video footage to animation capturing keyframes and combined with motion capture
3. 3 number same time copy like rotation, location, scale.
4.Nonlinear animation(NLA) Strip random colores useful like complex situations.
Oh my, thanks blender team, you guys rock ! !
Thank you for making these node setups accessible, will surely help to learn how it is built.
Amazing work guys, this new hair system is making blender much more viable for professional workflow, super impressive
Bravo !!! Love the tone and overall vibes of your presentation !
All the power of open source makes the world a little bit more creative
I love the modifier option ! nodes are a bit intense but ill give them a try
wow, i know what I'm going to do this weekend. testing to export that stuff for hair strands in UE... now that it looks managable without having to be a node pro it's getting interesting :)
Loving all these new updates, keep it up!
Keeps getting better.
Yes finally a hair nodes update
It would be insanely useful if you guys implemented a few tools in this pipeline for hair cards as well.
More reason for this amazing software to become an industry standard. Keep it up Blender!
just needs to be Blender industry standard is just a term for the incrowd. think outside of that
What does this “industry standard” even means? Is it that the blender should become the main application used worldwide in the industry leading studios? Or does it mean it allows now highest industry quality standards? Sigh…
Pre 2.8 yes. It should of been. Now it's just a toy for tards. The industry would be better of sticking with the autodesk stuff now a days. Blender really blew it, they severely dumbed down and crippled professional grade software to make it more approachable for noobs who thought selecting stuff with the right mouse button was to advanced
@@someuser4166 I mean they made some performance improvements so at least that was a plus. I do agree though that pre-2.8 some features that blender had were pro.
Since the proprietary rivals moved to a rentware model, where the customers keep on paying exactly the same whether they introduce new features or not, they have completely destroyed any incentive they had to keep improving their software.
Blender, on the other hand, never stops getting better.
The hype is off the charts for this update 🥳
Absolutely brilliant! I am really looking forwards to it being compatible with hair simulations. Great work!
thanks to the Blender team for making it possible to not have to buy expensive software such as Maya, 3dsMax, Cinema4D, etc. and do everything those expensive software does
I suck at blender
But holy shit the team is working HARD!
Impressive presentation.
I suppose it's a good idea to get comfortable with the system and good at utilizing it, because if you're learning blender step-by-step anyway as I am, you'll have a decent grasp on it by the time simulation nodes are available.
MADNESS! 🤯🤯🤯
Really really thank you so much! This will be life changing!
Im happy how far a free 3d app have gone😊
I love the new system already, as I only do static shots it is totally fine for me as it is now.
IVE BEEN WAITING FOR THIS !!! 💖💖💖🥳🙌
Wonderful
Excellent intro Simon
I am excited about this
WOW, Awesome, I love it! 👍
Nodes, nodes, nodes!
What about gameready format?
wow wow wow wow
Just awesome
4:18 BAM. that's all I needed to know! hehe for now. Welp, I set the fuzz length to .001m. It was too long. I set it lower and it won't go any shorter than .001m. I'm trying to add "hair" or fuzz to a butterfly. I rendered it out and it's absolutely amazing. Just too long. I guess I'll just have to scale up the butterfly and sphere so that the length is correct but the scale I think is already wrong for the butterfly if that measuring tool in Blender is correct. I guess I should be thrilled that Blender allows for 4/100ths of an inch length (.001 meters). Maybe I don't know enough yet to do what I want but my butterfly does look wicked with gray hairs on the body. hahaha
Just amazing ❤
with updates like this, I wonder if we'll start seeing a phasing out of the traditional particle simulation panel over time
The idea is for the old particle system to be completely replaced by the Curves+Geometry Nodes workflow. But it will take at least a couple releases until we have feature parity between systems.
Amazing
wow, super cool, cheers!
Just when I needed some fur on my models :)
Great
LESS GOOO
Amazing 3D software 😘.
Love and respect from Pakistan ❤️
Is there a way to bake direction maps, root maps for hair cards? I would like if you guys improve the rendering with more control. Anyway nice features with 3.5. Love it. You guys are great. :D
Love it!!
IT looks dope
For some reason, I keep staring at your hair as you talk and wonder which nodes you used to make it so realistic 😂
this release will put you in god mode. with this vector displacement map for sculpt mode my characters can look ten times better now. lol i'm a genius...:)
We need brush manager !!!
🔥
Very cool! So many cool features with this release and here I'm still learning to sculpt lol. Is this hair system performant for game models?
PLEASE ADD HAIR SIMULATION
❤
That's big
Less gooo
Blender est la seule réalisation viable que l'informatique ait produite depuis l'Amiga. ;)
I really like the miniature clay café scene that Blender uses to advertise 3.5. Is there a way I can request a tutorial on how to make that?
This is what my 6-7 characters have undergone. It is excellent yet really complicated. To convert a photo to hair texture, I need AI software. 😂 thanks for sharing Simon... l like it.
When will you fix the blender 2.7x key map preset? Lasso select is supposed to be on ctrl, not shift. Lasso deselect is supposed to be ctrl+shift
When are you guys going to make it where we can have hair show up in the final render? Not just the viewport render?
Seriously
Everything I tried doesn't seem to work
I'd like to have hair physics render in the final render (not viewport render).
Question...
How do you use dynamics on these hairs ?
Great job keep it up ❤ 🇩🇿
Isn't there a "PUSH" modifier like in Ornatrix?
Clumped/spiked hair has been bane of my existence for far too long, this update makes it much more easier for me to make stylized hairstyles.
Though I'm concerned about deprecating the particle based hairs, does this mean it can't be exported as alembic? (which is needed for Unreal Engine's Groom hair rendering)
Looks really nice! Do you have a rough idea of when hair dynamics will be implemented?
If everything goes according to plan, for the next release (3.6 LTS, at the end of June) there should be the first implementation to do simulations.
Help is appreciated. After installing Blender 3.5, the hair essentials library is completely empty. All I can do is create the hair empty and use some basic tools. What am I doing wrong?
EDIT: Nevermind, I solved the problem.
Cause of the issue: probably because I was reusing my previous preferences and library path from blender 3.4, the hair nodes were stored in "3.5\datafiles\assets\geometry_nodes" (on windows).
solution: I'm not sure whether all of my steps were correct or if only doing the last step solved it, but here is what I did.
first i copied the .blend file from the blender folder and pasted it into my own library folder. next, inside the outliner window, I went to "blender file" and saw there are two broken links / file paths. i fixed those with right click + relocate and selected the correct file. in the last step, I turned on the "node trees" in the library filter. I hope this helps somebody out there.
Seems I can't separate selected fur curve and join fur object.
I wander if I could import the hair styles I create to UE5 so I could make custom hair for metahumans!
I need a multiplayer viewport. The void doesn’t have to be teamless. 💔 like I know it’s for “personal creations” but I never know what I want to make looking at the start cube or quadsphere. Why can’t I just join a sandbox?
So what you're saying is, that I might finally be able to use hair on my models, i've tried following tutorials to the T, but it ends up looking like someone stabbed my model with needles and half of them goes inside the body, no matter what I do, whatever direction the camera is in there it has a bold spot, I have spent probably 10 hours trying to learn hair and I have never even gotten close, screw dynamics, I just want fluffy.
👍👍👍
Hi, I have a question, how do you combine the meshes that you duplicated to make the eyebrows, hair, beard with the original mesh? Mine doesn't want to follow the rig or the shape keys. Thanks!
I don't get how to have an actual texture on the hair being generated. While it works out the box in the video, what I get on my end is black sharp lines without any thickness nor color. I would normally edit it inside the hair particle tab but whatever the hair particle that is there, it's unrelated to the hair that I see and it changes nothing if I delete it. Maybe I should concentrate harder and I missed that part.
🎉👏🏻
Geometry node assets have started to be built into the main release, should groups provide dynamic language support for input and output naming?
Greetings!
There are comments on the operation of the Blender 3D program! Very important!
If you put the default program and create a model. Then, go to the tab in the top menu in the "UV Editing" mode and set "Unwrap". Nothing happens. Only if you select “UV Editing” on the left side of the drop-down menu, then the hanging is visible. If you do not select in the drop-down, there is no sweep. And, if by default, open the program and go to "UV Editing", the cube will be normally shown on the left side. In the old version of Blender 2.79. After creating the model, selecting the faces and designating them "Mark seam", when switching to the "UV Editing" mode, everything is displayed. Can this be corrected. I figured it out, but many will not immediately figure it out. Thank you!
Thanks a lot! It was interesting to see this on the example in the video, very good job you all did well, in a bright path of new opportunities guys! ~(˘▾˘~) 🎉🎉🎉
Is there any way to use the quick fur only on a vertex group?