Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

Blender 2.63RC1 Available

48

The Blender Foundation has released the first Release Candidate of the new Blender 2.63. Main updates are: BMesh(!) and improvements on Cycles and the Motion Tracker.

Ton Roosendaal writes:

After months of hard work, the team is close to release this version with a completely modernized Mesh system!

Link

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

48 Comments

  1. Hell yes! I've been holding off from checking out the trunk and/or testing versions so this will be brilliant. Now I just need to resist grabbing this instead of waiting for the final release...

      •  It is not obvious to use an unstable version of Blender when our livelihood depend on it. Yet, since my files are rarely large, I am able to set autosave (in the 'File' section of the user prefences) so I can rely on 5 files autosaved at 1min intervals to retrieve my work in case of a crash.

        Filing bug reports is the least that we can do to help Blender's devs... and ourselves. ;)

  2. yeah, I see that bmesh can be helpfull, but if you have nice, clean topography it should not be a problem to work without it.

      • Colin Griffith on

        Not just the APIs, but also the lower-level data storage format and so forth. The entire Mesh system - editing, storage, internal structure, etc. - is completely new.

        In other words.. WOOOOO BMESH!!! Blender devs ROCK!

  3. I compile the sources almost everyday to be up to date, I can say that Bmesh is really cool as the other improvements.
    Please test it and report bugs, but READ before if the bug is not already submited, because duplicates is something anoying for developers.

    Big thanks to all of this people working hard for us (and them :)

  4. Christos Georgakas on

    I have to find more information on Bmesh. Seems that everybody is going crazy about it! on the other hand Cycles is faster in CPU mode! thats cool!

  5. Case in point on

    now maybe they can add a "move along normals" and "mesh cleanup- disolves verts with only 2 edges eminating from them" like  wings3d can.  I hop between both apps for these simple reasons.

      • Colin Griffith on

        Yeah, we really need a 'move along edge normals' tool.

        Might be a simple programming project for a beginner hacker... *eyes the idea*

        Nah, I need to take some math classes before I attempt it.

  6. Antholocousse on

    n-gons are not supposed to be in  your final meshes, you should stick with quads always, but is very useful to model faster and in new ways to blender, like box modelling

    • Colin Griffith on

       This depends on what you're modeling for. If you're going for architectural visualisation, ngons are probably what you WANT in your final model... As long as you're doing things properly anyway.

      However, if you're doing video games or animation, you probably want quads and/or tris.

      •  Hello. Do you know if after using Ngons for a model for video games, the shortcut "crtl+t" if I am not mistaken shall turn all the faces of your model to quads, or must be be done manually? Thx

        • Ctrl+t Turns faces into triangles. Alt+j makes them quads. The problem is that making triangles after using Ngons gives long triangles spread at random, that you have most of the time to delete to recreate clean triangular of quad faces by hand, because the Dissolve process used to create Ngons doesn' remember the original faces topology. If you have non flat ngons or use a Subsurfacing modifier, you will get very bad artifacts when rendering.

    • FabianLeander on

       sorry man, just typed my mail account wrong, now its your message, hope you dont have a problem with this!!!!

    • Colin Griffith on

      By simply not using them? It's not a feature you disable/enable, it's a feature you either use or don't use.

      That's kinda like saying, "How do I disable fluid particles when doing particle effects?" Well, you can either use them or not use them :P

      • You are right, I didn't used the good words. At first, I thought that Ngons were just an option of Fgons, but the deception is bigger after discovering that Fgons have... gone !

        I miss that feature. It allowed to select a bunch of face simultaneously, but without breaking the topology !
         
        Please, I would really want to be told what are the advantages of Ngons in the modelling process (Not Bmesh, just Ngons). Currently, I only see drawbacks. The only way of coming back to tri and quads doesn't restore the topology of selected area as it was before applying Dissolve to create an Ngon. Instead you get a totally messy surface made of long triangles spread at random and waste much time to fix it by hand.

        As all provided demo so far include at the end a warning about risk of getting a bad topology with this tool, I don't think that it is only a fear in my head ! So, where is the improvement ?

        • I haven't tested 2.63RC1 yet so I can't help you with your problems.
          i think you don't really understand ngons. ngons are just polygons with more than 4 vertices. if some of the tools aren't working correctly its not a ngon problem its the problem of the tool. don't forget its still RC1

  7. Has anyone had a look at Cycles render speed problem with Windows? I think that's a pretty big concern for a lot of users.

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×