![]() ![]() ![]() I’m not sure how I feel about the merging of the two modes, but it’ll be interesting to see it evolve. Sculpt Mode now supports painting Color Attributes. The big benefit of the update is that they can now be stored on face corners instead of just vertices, which allows you to paint individual faces separate colors. Vertex Colors have been refactored and renamed as Color Attributes. Lastly, the legacy nodes that predated the fields system have been removed, so those files will not be compatible with Blender 3.2 and above. The Geometry Nodes modifier also has a new section, called Internal Dependencies, which lists all of the named attributes that are used in the node tree. Speaking of attributes, named attributes are back in action! They can be stored, removed, and input via their respective new nodes. The Merge by Distance node now has a new option to only evaluate vertices that are connected, which can be significantly faster.Ī Geometry Nodes node group attribute name inputs can now have a default value for if you want to assume that each object has an attribute of the same name, such as ‘UVMap’. The new Face is Planar node returns whether or not the triangles of a face are lying flat. Several nodes got large speedups including many of the curve and utility nodes.Ī Duplicate Elements node was added, which instances geometry a dynamic number of times. Performance was a big focus for this release. The other modeling changes are fairly minor - you can now use Select Similar to select vertices by their vertex crease values, NURBS curves have new knot generation types, and the Vertex Weight Mix modifier has new Minimum and Maximum mix modes. Snapping is no longer universal, meaning that you can now enable it in the 3D View without enabling it in the UV Editor, Node Editor, or vice versa, which makes much more sense. In Blender 3.2, instead of blocking that action completely, there’s a new option to make the object a single user (break the link) and then apply the changes. It used to be impossible to apply transforms or modifiers to instances or objects with linked mesh data. ![]()
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