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
- 2.63 Release Notes (In progress)
- 2.63RC1 Download
48 Comments
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...
No, you SHOULD grab it, test it and report any bugs that you may find so everybody gets a better 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. ;)
True. 'testing' does not mean 'using in production'
Remember, good things come to those who wait. But then again...
I'm gonna grab it and beat the living s**t out of this mo fo! then report any bugs of course
When I download this it opens Blender 2.62??? What's going wrong?
It says that it's still 2.62, because it's not 2.63 yet.
It will become 2.63 at release.
But you should notice that you can do N-gons now. Use super knife, do bevel, etc.
Aaahhh, ok :D I have downloaded this version a few weeks ago xD Thank you
You should really try this one. There is NO reason to not use Bmesh right away.
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.
Bmesh is all about providing the API to write new modeling tools, not just about N-gons.
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!
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 :)
Hell yeah
BANG ! big thanks to all the team !
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!
thank.... great blender team!!
and
great blender Community!!
when i tried to render a small scene the blender crashed
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.
Can't you do move along normals by using "alt-s"? Only problem is it will always use vertex normals, so there are some cases where you get strange results.
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.
In Bmesh, Subdivisions give weird results with concave polygons. Don't use concave polygons to model!
LC
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
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.
yeap, antho is right...
viva blender!
we need skin modifier in trunk!!!!!!
sorry man, just typed my mail account wrong, now its your message, hope you dont have a problem with this!!!!
It breaks vray for blender.
I hate Ngons... how can I disable that feature ?
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
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.
This isn't actually a Cycles problem, it's a problem with Visual C++ compiler from Microsoft.
Thanks for the info. I know it was because of the compiling, but is there a way to fix that?
Why no FreeBSD release? I don't feel the love.
They probably expect that you can compile it yourself... Which you can, I suppose. Though I agree they should have a pre-built binary, if they are for Linux, Mac, and Windows.
Touché!
Trying to open on a macbook with OSX 2.58 and app won't start.
Wow, bmesh is really epic. Fracture addon now works way better :)
Is export scripts broken by bmesh are work now?
do ngons take less time to render than multiple smaller meshes making up the same shape?