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  • So, the folks at Blender Foundation have just recently announced Blender 4.2 the beta and this simply means that all of the features that might be coming over to the final release of Blender 4.2 is now available.

    Blender 基金會最近宣佈 Blender 4.2 測試版正式發佈,這意味著 Blender 4.2 最終版本的所有功能都已可用。

  • Blender 4.2 is the next LTS release of Blender and for those who would like to get this, you can simply go over to Blender.org, go over to the download section, go all the way down to where you get to find Download Blender Experimental and from here, you'll be able to download Blender 4.2 the beta for Windows, Mac and Linux.

    Blender 4.2 是 Blender 的下一個 LTS 版本,想要獲得它的用戶只需訪問 Blender.org,進入下載區,一路向下找到 Download Blender Experimental(下載 Blender 實驗版),然後就能下載 Blender 4.2 測試版的 Windows、Mac 和 Linux 版本了。

  • And something else you'd also notice is right here, we have different architectures that are available.

    你還會注意到,在這裡,我們有不同的架構可供選擇。

  • So, if you're using the ARM64 chip, you might have to wait for the beta but if you're simply using the x64 chip, then you can simply go ahead and download this right now.

    是以,如果你使用的是 ARM64 芯片,你可能需要等待測試版,但如果你使用的是 x64 芯片,那麼你現在就可以直接下載。

  • And for those who like to see some of the latest changes, you can simply go over to the latest changes section, where you'd also notice that we have the Blender 4.2 LTS and Blender 4.3 seems to currently be in alpha.

    如果你想了解一些最新的變化,只需前往最新變化部分,在那裡你還可以看到 Blender 4.2 LTS 和 Blender 4.3 目前似乎還處於 alpha 階段。

  • And of course, if you simply check that, you'd notice that we literally have nothing, which is just something that is yet to be developed.

    當然,如果你簡單地檢查一下,就會發現我們實際上什麼都沒有,這只是一些尚未開發的東西。

  • Meanwhile, for those who like to see some of the cool updates that are currently available with Blender 4.2 the beta, we're simply going to dive directly into Blender and start exploring them.

    與此同時,對於那些想了解 Blender 4.2 測試版目前提供的一些酷炫更新的用戶,我們只需直接進入 Blender 開始探索即可。

  • So, with Blender 4.2 the beta simply open up right here.

    是以,Blender 4.2 測試版就在這裡開放。

  • The very first thing which you'd notice is we have a wonderful splash screen.

    您會注意到的第一件事就是我們有一個精彩的閃屏。

  • A huge shout out to the folks at Blender Foundation for making this possible and if you're trying to import your preference from Blender 4.1 right here into Blender 4.2, all you need to do right now is to click on Import Blender 4.1 Preference and that will automatically be loaded in.

    如果你想將 Blender 4.1 中的偏好設置導入 Blender 4.2,現在只需點擊 "導入 Blender 4.1 偏好設置",它就會自動加載進來。

  • But of course, if you like to create your own preference, you can simply set this up and then you can save your new preference.

    當然,如果你想創建自己的首選項,也可以簡單地進行設置,然後保存新的首選項。

  • Now let's talk about the UI, as there's a couple of interesting updates right here with the UI and the very first one you'd notice exists within the status bar.

    現在讓我們來談談用戶界面,因為用戶界面上有幾處有趣的更新,而你會注意到的第一處更新就在狀態欄中。

  • So if you simply go over to the status bar and you right click, you'd notice we've got something called Extension Update.

    是以,如果你直接進入狀態欄並點擊右鍵,就會發現我們有一個名為 "擴展更新 "的東西。

  • And that talks about the extension slash network related icon that is right here.

    這裡說的是與擴展斜線網絡相關的圖標。

  • So if we simply click on that button, this pops up the preference and from here you would notice that we've got a network section.

    是以,如果我們點擊該按鈕,就會彈出偏好設置,在這裡你會發現我們有一個網絡部分。

  • Now this simply allows you either stay online or offline depending on what you want.

    現在,您可以根據自己的需要,選擇在線或離線。

  • Say for example you like to get some of the extensions which we'll talk about in a bit, you can simply allow online access and automatically your Blender can communicate with the online repository of the Blender extensions.

    比如說,你想獲得一些擴展功能,我們稍後會講到,你只需允許在線訪問,你的 Blender 就能自動與 Blender 擴展功能的在線資源庫進行通信。

  • And speaking about the Blender extensions, right now, Blender no longer deals with the word addon as much as you would now notice that instead of having addons here, they are now called extensions.

    說到 Blender 擴展,現在 Blender 已經不再使用 addon 這個詞了,你會發現這裡不再使用 addons,而是將其稱為 extensions。

  • Now within the extension section, right here is where you can find the extensions that deals with both addons and also themes.

    現在,在擴展部分,你可以找到擴展插件和主題。

  • As at this point, if you would like to work with the themes or the addons, you can simply go over to the extension platform and download them directly or you can simply download them from here.

    此時此刻,如果你想使用這些主題或附加組件,可以直接前往擴展平臺下載,也可以直接從這裡下載。

  • But for those who don't know about this, if you go over to the link in the description it's going to bring you right here where you can download these extensions and work with them.

    不過,對於那些不瞭解的人來說,如果你點擊說明中的鏈接,就可以在這裡下載這些擴展程序並使用它們。

  • Right now if you would like to download say for example a theme, we can go over to the theme which you would like to download, probably the Midnight Blue and we can simply click on Get Theme.

    現在,如果你想下載一個主題,我們可以點擊你想下載的主題,可能是午夜藍,然後點擊獲取主題。

  • This wasn't working before, the same romanticized idea they had, but with this new update it is now working.

    這在以前是行不通的,他們的想法也是如此浪漫,但隨著新版本的更新,現在已經行得通了。

  • And how you get this to work is very simple.

    如何實現這一功能非常簡單。

  • Drag this over here, click, drag and drop right into Blender and automatically you can now set it as your current theme.

    把這個拖到這裡,點擊,拖放到 Blender 中,然後自動將其設置為當前主題。

  • The same thing happens with all of the other addons as well.

    同樣的情況也發生在所有其他插件上。

  • Say for example you would like to install any of the addons that exist, you can go over to the addon section, go over to the specific addon that you want, in this case we're going to look at the Light Painter, we can click on Get Addon and to install that is also pretty easy.

    舉例來說,如果你想安裝任何現有的插件,你可以進入插件部分,找到你想要的特定插件,在這種情況下,我們要看的是 "光繪器",我們可以點擊 "獲取插件",安裝也非常簡單。

  • Click, drag and drop.

    點擊、拖放

  • And I kind of think that this is one cool thing that is going to be happening with Blender moving forward.

    我認為這將是 Blender 未來發展中的一件很酷的事情。

  • Now for those who prefer to just simply install within Blender, you can simply go through search for the addon that you want and install it.

    現在,對於那些喜歡在 Blender 中直接安裝的用戶來說,只需通過搜索找到想要的插件並安裝即可。

  • Now for you to install addons the same way you know how to install, how you get to do this is pretty simple as if you go over to extension, there is one more step which has to do with clicking on this button and installing from disk.

    現在,你可以用同樣的方法安裝附加組件,安裝方法非常簡單,只要點擊 "擴展",還有一步就是點擊這個按鈕,然後從磁盤安裝。

  • So instead of that gigantic install button that we regularly have, you now have to click on this tiny drop down and then install from disk.

    是以,你現在必須點擊這個小下拉菜單,然後從磁盤安裝,而不是像我們平時那樣點擊那個巨大的安裝按鈕。

  • And of course if you have repositories, you can also go ahead and add your own repositories right here.

    當然,如果你有軟件倉庫,也可以在這裡添加自己的軟件倉庫。

  • There's also a few other things that you might need to know.

    您可能還需要知道其他一些事情。

  • If we go over to the Teams section, I'm just simply going to go back and revert to the previous .team that we have with Blender and with Blender 4.2 you can create and save your own teams.

    在 Blender 4.2 中,你可以創建並保存自己的團隊。

  • And to do that is pretty simple.

    要做到這一點非常簡單。

  • If we click on the plus button and we define our team to be 0-1 for example, we can have that and we can simply go ahead and have that selected.

    如果我們點擊 "加號 "按鈕,並將我們的球隊定義為 0-1 這樣的比分,我們就可以選擇這樣的比分。

  • So at this point if there's any changes that we would like to do, we can proceed to make those changes and once we're ready, we can click on the save button and save this team.

    是以,此時如果有任何需要修改的地方,我們可以繼續進行修改,一旦準備就緒,我們就可以點擊保存按鈕,保存這個團隊。

  • And still speaking about the UI, if we simply go ahead and go to the file section, if we go down to where we have Open Recent, we can now simply right click.

    說到用戶界面,如果我們直接進入文件部分,找到 "打開最近",然後點擊右鍵即可。

  • So the Open Recent now supports a context menu that allows you to go over to the file location of the file that you're trying to open.

    是以,"最近打開 "現在支持上下文菜單,允許你轉到要打開的文件的文件位置。

  • So for example, if we like to open up the Bagger03 file, we can right click and we can go directly to the file location.

    例如,如果我們想打開 Bagger03 文件,可以右擊並直接轉到文件位置。

  • There's also this beautiful new update and it has to do with exporting all collections.

    還有一個漂亮的新更新,與導出所有收藏有關。

  • You might be wondering what this is.

    你可能想知道這是什麼。

  • So imagine you have several stuff on your viewport and you'd like to export this as individual files.

    想象一下,您的視口中有幾個東西,您想將它們導出為單獨的文件。

  • So instead of selecting this and going over to file, go over to export, export this as a lembic, export this as collater, all of that, what you can now do is simple.

    是以,你現在可以做的很簡單,而不是選擇這個,然後轉到文件,轉到導出,將其導出為列印文本,將其導出為拼版。

  • You can go over to the collections section and you can select any of these objects, click on the plus sign and select the file format you would like to export this.

    您可以轉到 "收藏 "部分,選擇其中任何一個對象,點擊加號,然後選擇要導出的文件格式。

  • Maybe we would like to export this as a lembic and maybe we would like to export this as

    也許我們想將其導出為列姆比特,也許我們想將其導出為

  • FBX and possibly we would like to export this as STL.

    FBX,可能的話,我們希望將其導出為 STL。

  • So once you've got all of that, you can now go ahead and click on the export all button.

    完成所有操作後,就可以點擊 "全部導出 "按鈕了。

  • You would also notice that the individual file format that you have selected, there are properties right here.

    你還會注意到,你所選擇的文件格式在這裡都有屬性。

  • So this is quite robust.

    是以,這個功能相當強大。

  • You can now select all of these and export them all at once.

    現在,您可以選擇所有這些內容,並一次全部導出。

  • And at the same time, you can do the same thing by going over to file and exporting all collections.

    同時,你也可以通過文件導出所有收藏集來完成同樣的操作。

  • And that's not all.

    這還不是全部。

  • If you also go all the way down to where we have the cleanup, you'd notice that this has now been condensed.

    如果你還能一直往下看到我們的清理工作,你會發現現在已經濃縮了。

  • So instead of having a bit more of a longer list, like what we have for 4.1, you would now notice that the purged unused data is right here.

    是以,你現在會發現,被清除的未使用數據就在這裡,而不是像 4.1 版那樣有一個更長的列表。

  • You can also manage unused data as well.

    您還可以管理未使用的數據。

  • So if we click on that, you would notice we've got some stuff and we can choose to delete them.

    是以,如果我們點擊它,你會發現我們有一些東西,我們可以選擇刪除它們。

  • And speaking about unused data, there's a bit of a renaming that has been done within the outliner.

    說到未使用的數據,在大綱器中進行了一些重新命名。

  • So if we go over to the outliner, if we click on the filter section, we can now filter unused data.

    是以,如果我們轉到outliner,點擊 "過濾器 "部分,現在就可以過濾未使用的數據了。

  • This was previously named often data, but right now it is now called unused data.

    這以前被稱為經常數據,但現在被稱為未使用數據。

  • Moving on, you would also be able to search for stuff within the outliner once you hit

    繼續往下看,一旦按下

  • CTRL and F on your keyboard.

    鍵盤上的 CTRL 和 F。

  • This is now something you can do on the fly.

    現在,您可以隨心所欲地進行操作。

  • And speaking about things you can now do on the fly, if we have this object selected and we go over to the modifier, there is a beautiful pin-in that exists.

    說到你現在可以做的事情,如果我們選中了這個對象,然後轉到修改器,就會出現一個漂亮的釘入效果。

  • So in this case, if we simply go over to the modifier, for example, if we do a simple subdivision and then we proceed to do a simple wireframe, you'd notice that the wireframe goes down while the subsurface stays up.

    是以,在這種情況下,如果我們直接進入修改器,例如,如果我們做一個簡單的細分,然後再做一個簡單的線框,你會發現線框在下降,而次表層在上升。

  • But what if we like this to constantly stay down?

    但是,如果我們希望它一直保持低位呢?

  • How we can work with this is pretty interesting.

    我們如何利用這一點非常有趣。

  • So at this point, if you click, you can go here and pin to last.

    是以,此時,如果您點擊一下,就可以轉到這裡,並將其固定到最後。

  • And what is technically going to tell it is stay there every time, all the time.

    而從技術上講,要告訴它的是,每次、每次都要呆在那裡。

  • So from here, we can choose to go over there and throw in the wireframe and we start getting some interesting results.

    在這裡,我們可以選擇去那邊,然後把線框扔進去,這樣就能得到一些有趣的結果。

  • We can also click again and go down and add another wireframe and we start getting some interesting results.

    我們還可以再次點擊,向下添加另一個線框,這樣就能得到一些有趣的結果。

  • The same thing can be done for almost everything that we've got.

    我們幾乎所有的東西都可以這樣做。

  • We can also go ahead and throw in a little bit of a solidified right there and we can have that and we can actually crank this up depending on what we want.

    我們還可以在這裡加一點凝固劑,這樣我們就可以根據自己的需要把它調高。

  • If we'd like the wireframe to also go all the way down, we can click and pin to last as well.

    如果我們想讓線框一直向下延伸,也可以點擊並固定到最後。

  • So the pin to last just simply pins this hierarchically and depending on what you want to remain on the base, you can pin it and keep it there.

    是以,"固定到最後 "只是簡單地將其分層固定,根據你想要保留在底層的內容,你可以將其固定並保留在那裡。

  • There's a couple of updates that also deals with text as well.

    還有一些更新也涉及到文本。

  • And of course, for those who work with cameras, there's a tiny update that we've got here.

    當然,對於使用相機的用戶來說,我們還提供了一個小更新。

  • So with Blender 4.1, we did see a very interesting update that has to do with the locking.

    是以,在 Blender 4.1 中,我們確實看到了一個與鎖定有關的非常有趣的更新。

  • And you know, I was super excited about this one when it came out, but right now there is a very tiny update I think a lot of you guys may love.

    要知道,這款產品剛問世時,我還超級興奮,但現在有了一個很小的更新,我想你們很多人可能會喜歡。

  • And one of them has to do with the fact that we can turn on and off camera guides.

    其中一個原因是,我們可以打開或關閉攝影機導引器。

  • And the second one, which was promised to come to 4.2, which isn't here yet, but I think there's an implementation which hasn't been updated to the build, is the camera passpartout.

    第二項功能是相機傳出,它曾被承諾將在 4.2 版本中出現,但現在還沒有出現,但我認為有一種實現方式還沒有更新到版本中。

  • So the camera passpartout in viewport overlay is supposed to be here, but at this point, this is something that we don't have with the current build.

    是以,視口疊加中的相機傳出應該在這裡,但目前的版本還沒有這個功能。

  • And hopefully, I do believe that this is going to be coming with the final release of Blender 4.2.

    我相信,在 Blender 4.2 最終發佈時,這一切將有望實現。

  • Now, here's another interesting update for cameras.

    現在,我們為您介紹另一個有趣的相機更新。

  • So if you're using a camera inside of Blender, you can now play with the depth of field by simply selecting the focus distance.

    是以,如果你在 Blender 中使用相機,現在只需選擇對焦距離,就能玩轉景深。

  • Previously, what we could work with was just simply selecting the object you would like to focus on and we can crank this up and down, you know, just go to town with that.

    在此之前,我們只需選擇想要聚焦的對象,然後就可以上下調節,你知道,就是這麼簡單。

  • And for those who like to explore this, how you can work with this is pretty simple.

    對於那些喜歡探索的人來說,如何使用它非常簡單。

  • I'm going to select the camera, press 0 on the keyboard, just to lock that in.

    我要選擇攝像頭,按鍵盤上的 0 來鎖定。

  • And from here, let's actually hit home to have a full view of what we're doing.

    從這裡開始,讓我們真正回家,全面瞭解我們正在做的事情。

  • Then we can simply go right here and we're going to turn on the depth of field.

    然後,我們就可以在這裡打開景深。

  • Now with this, once you turn on depth of field, you have two options.

    現在,一旦開啟景深功能,您有兩個選擇。

  • The option to either do the focus on the object by simply selecting this and then, you know, can go ahead and crank the f-stop depending on where you want to get or you can use the focus distance.

    只需選擇這個選項,就可以對物體進行對焦,然後,你知道,可以根據你想要的焦距來調節光圈,或者使用對焦距離。

  • You probably noticed that the minute we selected this, this went silent.

    你可能注意到了,當我們選擇這個選項時,它就消失了。

  • So we'll close that.

    那我們就把它關閉了。

  • We can now have this selected.

    現在我們可以選擇這個。

  • And from here, we can select the distance we would like to focus.

    在這裡,我們可以選擇想要對焦的距離。

  • If we have this selected and we tap on this, you notice we have more depth there and the same thing happens.

    如果我們選擇了這個,然後點擊這個,你會發現我們在這裡有了更多的深度,同樣的事情也會發生。

  • So if we have this selected and we select that, things like that.

    是以,如果我們選擇了這個,又選擇了那個,諸如此類。

  • Now the difference between these two is, instead of having an armature that you have to animate, which has the focus, you can actually animate this property.

    現在,這兩者的區別在於,你可以對這個屬性進行動畫操作,而不是對一個具有焦點的糹進行動畫操作。

  • And this is just one of those cool things that comes with the camera.

    這只是相機自帶的酷功能之一。

  • Blender 4.2 also comes with some updates for icons and some of them will be very visible within the status bar.

    Blender 4.2 還對圖標進行了更新,其中一些圖標在狀態欄中非常明顯。

  • And one of the examples, if we simply flip up Blender 4.1, you would notice that by default, if we go over to Select and let's say we would like to search for something, we are being urged to press the spacebar to search.

    其中一個例子是,如果我們翻開 Blender 4.1,你會發現默認情況下,如果我們轉到 "選擇 "頁面,比方說我們想搜索某個內容,系統會提示我們按空格鍵來搜索。

  • And currently, that is a text.

    目前,這是一個文本。

  • So if you simply hit the spacebar, you can type in the word Pattern and you're going to find some stuff that has to do with Select Pattern.

    是以,只要點擊空格鍵,輸入 "模式 "一詞,就能找到一些與 "選擇模式 "有關的內容。

  • But for Blender 4.2, this now has an icon.

    但在 Blender 4.2 中,這個功能現在有了一個圖標。

  • So if you click, you get to see that icon that simply specifies Search.

    是以,如果你點擊,就會看到一個簡單註明 "搜索 "的圖標。

  • And in this case, if we would like to search things that has to do with Word Linked, we can type that in and of course, we're going to get that.

    在這種情況下,如果我們想搜索與 Word Linked 相關的內容,我們可以鍵入這些內容,當然,我們就會得到這些內容。

  • And this happens for every single menu that you select.

    您選擇的每個菜單都會出現這種情況。

  • And in terms of icons, you'll probably find more icons in Blender 4.2 and also, most of these icons are now properly aligned compared to what we have with Blender 4.1.

    在圖標方面,你可能會在 Blender 4.2 中發現更多的圖標,而且與 Blender 4.1 中的圖標相比,這些圖標中的大部分現在都已正確對齊。

  • And within the Sculpting section, some updates are now here.

    雕刻部分也有一些更新。

  • If we go over to the Sculpt menu, you'll notice that the Sculpt Transform has now been condensed contrary to what we had with previous versions of Blender.

    如果我們轉到雕刻菜單,你會發現雕刻變換(Sculpt Transform)與之前版本的 Blender 截然不同,現在已經濃縮了。

  • There's a Show and Hide which seems to be shrinked as well.

    還有一個顯示和隱藏功能,似乎也縮小了。

  • And there's also the Trim add, which also has a bit of a shrinking.

    此外,"Trim add "也有一定程度的萎縮。

  • So these are some updates that we've got there.

    這些就是我們的一些更新。

  • And in terms of the tools themselves, here are some interesting things that I think a lot of you guys may love, depending on how much stuff you get to slice in Blender and how frequently you want to slice them.

    就工具本身而言,這裡有一些有趣的東西,我想很多人都會喜歡,這取決於你在 Blender 中能切割多少東西,以及你想要切割的頻率有多高。

  • Now within the Mask, the Height, the Trim and also the Facet, there are two new similar tools across all of them.

    現在,在 "蒙版"、"高度"、"修剪 "和 "切面 "中,都有兩個新的類似工具。

  • And if you click and hold, you would see it.

    如果點擊並按住,就能看到它。

  • Polyline Mask and also the Line Mask.

    多重直線遮罩和直線遮罩。

  • And the same thing appears with the Trim.

    同樣的情況也出現在修剪上。

  • There's the Line Trim, the Polyline Trim.

    有直線修剪和折線修剪。

  • And also for the Height, there's the Line and also the Polyline.

    在高度方面,有直線和折線。

  • And of course, the same thing is also here for the Facet.

    當然,Facet 也是如此。

  • And how this works is very simple.

    其工作原理非常簡單。

  • So for example, if we simply go over to the Line, we can click and drag and we can simply trim that.

    例如,我們只需轉到 "線",點擊並拖動,就可以對其進行修剪。

  • So this way, we can trim the whole chunk of it.

    這樣,我們就可以修剪整塊內容了。

  • If this is what we want to do, let's undo that.

    如果這就是我們想要做的,那就把它取消吧。

  • And say for example, we'd like to trim the ears, we can get that.

    比如說,我們想修剪耳朵,我們就能做到。

  • And this is pretty explanatory.

    這就很好解釋了。

  • But for sure, if you like to use the Polyline, this is where things become a little bit more interesting.

    但可以肯定的是,如果你喜歡使用 "折線",事情就會變得更加有趣。

  • So for the Polyline, just like the name implies, you need to click, click, click, click and click.

    是以,對於多段線來說,顧名思義,你需要點擊、點擊、點擊、再點擊。

  • And finally, you need to close it.

    最後,你需要關閉它。

  • So once you close that, this trims it all the way out.

    是以,一旦你關閉了它,就能將其全部修剪掉。

  • So at certain times, this trims it and keeps it hollow, while sometimes it trims it and fills it up.

    是以,在某些時候,它會修剪它,使其保持空心,而有時它又會修剪它,使其充實。

  • So if you're looking for something that will simply trim and fill up, I wouldn't suggest you rely on this, but for sure, you can simply rely on this other one.

    所以,如果你想找一個能簡單修剪和填充的東西,我不建議你依靠這個,但可以肯定的是,你可以簡單地依靠另一個。

  • Meanwhile, there are some solvers that are right here, there's also some trim differences right here, some shape orientation, and of course, the whole lot.

    同時,這裡有一些求解器,這裡還有一些修剪差異,一些形狀定位,當然還有很多。

  • So if you're looking for something that you can use to just do some quick trimming, of course, you can simply go ahead and explore with this.

    是以,如果你正在尋找一種可以用來快速修剪的工具,當然,你可以直接使用它來進行探索。

  • Like I mentioned earlier, the Line and the Polyline tool exists for this bunch that we've got here.

    就像我之前提到的,線條和折線工具就是為我們這裡的這一堆工具而存在的。

  • And of course, if you've been following this channel for a while now, you probably noticed that there was a time we talked about the Brush Asset System.

    當然,如果你已經關注這個頻道一段時間了,你可能會注意到,我們曾經討論過 "刷資產系統"。

  • Unfortunately, that doesn't seem to be coming with this version of Blender.

    遺憾的是,這個版本的 Blender 似乎沒有這個功能。

  • So let's just get a brand new scene and let me show you guys what I mean.

    所以,讓我們換一個全新的場景,讓我向你們展示一下我的意思。

  • So if we simply drag out a new panel and we go right here, go over to Asset Browser, originally we should have Essentials and within Essentials, that is where we're supposed to see the brushes.

    是以,如果我們簡單地拖出一個新面板,然後在這裡轉到 "資產瀏覽器",最初我們應該會看到 "要點",而在 "要點 "中,我們應該能看到筆刷。

  • For those who have seen the video where we talked about how this works, some of the updates that were there, and also how you can play with it, I don't think that is something that we have now.

    對於那些看過視頻的人來說,我們在視頻中介紹了它的工作原理、一些更新,以及如何使用它。

  • Maybe it's going to be a gotcha thing when this gets finally released.

    也許這將成為最終發佈時的一個難題。

  • But at this point, for the beta, this isn't here.

    但在這一點上,對於測試版來說,這並不在這裡。

  • So there's no brush asset right here and hopefully, this might make it to the final release or probably to Blender 4.3.

    是以,這裡並沒有畫筆資產,希望它能進入最終版本或 Blender 4.3。

  • And for modeling and UV, there's a couple of interesting new updates that are now here.

    在建模和 UV 方面,現在有幾個有趣的新更新。

  • There's a customizable rotational snap increment that has been added to the Transform tool.

    變換工具中添加了一個可自定義的旋轉快照增量。

  • So unlike what you've got with 4.1, at this point, if you go over to the snapping, you can actually set the rotational increment and this has two different values that you can play with.

    與 4.1 版本不同的是,在這一點上,如果轉到 "捕捉",你可以設置旋轉增量,這有兩個不同的值供你選擇。

  • For UV editing, there's a very interesting update that actually showed up in Blender 4.1 which has now made it to UV editing and that is the Set Base Snap.

    在 UV 編輯方面,Blender 4.1 中出現了一個非常有趣的更新,那就是 "設置基點快照",它現在已經應用到了 UV 編輯中。

  • So like we had with previous versions of Blender, if you have an object selected and you hold down V, you can actually snap to a specific point.

    是以,就像我們以前使用的 Blender 版本一樣,如果你選中了一個對象並按住 V 鍵,實際上就可以捕捉到一個特定的點。

  • That is now available within the UV editor and the same B key is what you can use to enable that within the UV.

    現在您可以在 UV 編輯器中使用該功能,同樣的 B 鍵也可以在 UV 中啟用該功能。

  • At the same time, the Absolute Grip Snap option has now been replaced with the new snapping mode which is called the Snap to Grid.

    同時,"絕對抓取 "選項現在已被新的抓取模式取代,這種模式被稱為 "抓取到網格"。

  • The edge and vertex slide operators has also been ported to the UV editor as well.

    邊緣和頂點滑動操作符也已移植到 UV 編輯器中。

  • There's not much things for mesh at this point, but for those who like working with curves, there's a couple of interesting new updates that has to do with new operators for subdividing curves, a new operator for switching direction of curves, a new operator for toggling whether a curve is cyclic or not, there's also a new operator to set the handle type for bezier and there's an additional menu to insert some primitive curves at certain points.

    目前,網格方面的內容不多,但對於那些喜歡處理曲線的人來說,有幾項有趣的新更新,包括用於細分曲線的新操作符、用於切換曲線方向的新操作符、用於切換曲線是否循環的新操作符,還有用於設置貝塞爾曲線手柄類型的新操作符,以及用於在某些點插入原始曲線的附加菜單。

  • For nodes and physics, there's a good number of updates that are currently available.

    在節點和物理方面,目前有大量可用的更新。

  • Most of this has to do with performances, some stuff has been removed, some things have been rearranged and there's a new metric socket type that is currently available.

    其中大部分與性能有關,有些東西被刪除了,有些東西被重新排列了,目前還有一種新的公制插座類型。

  • The node editor also has a couple of cool improvements that deals with organization, description, tooltips, sortings, renaming directly on the node.

    節點編輯器也有一些很酷的改進,可以直接在節點上處理組織、描述、工具提示、排序和重命名。

  • Instead of doing this from the sidebar, there's also some slight improvements for adding nodes just in case you like to sort them before you add them and one very interesting update they've also added is this, input sockets that do not allow editing of their values don't show up on the sidebar anymore.

    此外,他們還添加了一個非常有趣的更新:不允許編輯值的輸入插座不再顯示在側邊欄上。

  • And if we go by what we see with Blender 4.2 release notes, there are no updates for GreasePencil as we do believe that GreasePencil 3.0 is heavily in the works and hopefully we will be seeing some impressive updates for GreasePencil very soon.

    如果我們根據 Blender 4.2 的發佈說明來看,GreasePencil 並沒有更新,因為我們相信 GreasePencil 3.0 正在大量開發中,希望我們很快就能看到 GreasePencil 令人印象深刻的更新。

  • And as we speak about things that are heavily in the works, let's talk about Eevee and the viewport.

    說到正在大力開發的項目,讓我們來談談 Eevee 和視口。

  • As the name Eeveenex has now been scratched and Eevee is the name that the folks at Blender

    現在,"Eeveenex "這個名字已經被刪除,而 "Eevee "則是 Blender 的工作人員

  • Foundation are going forward with, as Eevee has been rewritten to allow deeper changes removing long-standing limitations that Eevee has suffered over time.

    由於 Eevee 已被重寫,可以進行更深層次的修改,消除了 Eevee 長期以來受到的限制,基金會將繼續努力。

  • As with this brand new version of Eevee, global illumination is now a thing, as Eevee now uses the screen space ray tracing for every BSDF.

    在全新版本的《精靈寶可夢》中,全局光照技術已成為現實,因為《精靈寶可夢》現在對每個 BSDF 都使用了螢幕空間光線追蹤技術。

  • And here's a few things to keep in mind if you're working with the brand new version of Eevee.

    如果您要使用全新版本的 Eevee,這裡有幾件事需要注意。

  • So right here we have Blender 4.1 and also we've got Blender 4.2, so if you take a look at both versions, you would notice the same file which actually works with Eevee is opened, but the brand new Eevee doesn't seem to be fully optimized for backward compactability.

    是以,我們這裡有 Blender 4.1,也有 Blender 4.2,所以如果你看一下這兩個版本,你會發現打開的文件實際上與 Eevee 的文件是一樣的,但全新的 Eevee 似乎並沒有完全優化向後的緊湊性。

  • So with the creature file open here, we can see the creature, we are right now in rendering mode, you would notice we're using Eevee but we cannot see it.

    打開生物文件後,我們可以看到生物,現在處於渲染模式,你會發現我們使用的是 Eevee,但我們看不到它。

  • Unlike WolfGoat or Blender 4.1, this doesn't seem to be visible.

    與 WolfGoat 或 Blender 4.1 不同的是,這一點似乎並不明顯。

  • Probably there's a walkaround but at this point, this isn't something that you can see and this actually is most likely the same thing with every other thing that has to be with Eevee previously.

    可能會有一個走位,但在這一點上,這不是你能看到的東西,這實際上很可能與之前必須與 Eevee 有關的所有其他東西都是一樣的。

  • The shaders look slightly more different, the way it computes and calculates light bounces and also renders are slightly different and these are one of those things to keep in mind.

    著色器的外觀略有不同,計算光線反彈和渲染的方式也略有不同,這些都是需要注意的地方。

  • Another thing which you would also notice right out of the gate is right here where we have the settings.

    另一件你一開始就會注意到的事情就是這裡的設置。

  • The settings for Eevee 4.1 are totally different.

    Eevee 4.1 的設置完全不同。

  • So right over here we've got like the sampling, the film, simplify, that isn't the same thing.

    所以,我們這裡的採樣、電影、簡化,都不是一回事。

  • Here we've got sampling, clamping, ray tracing, which actually gets to deal with some of the things going on here.

    在這裡,我們有采樣、箝位、光線跟蹤,實際上可以處理這裡發生的一些事情。

  • And then we've got the volume, simplify, depth of field, you know, and the other lots that we've got here.

    然後,我們還有體積、簡化、景深,你知道的,還有其他很多東西。

  • So it's just one of those things to keep in mind.

    是以,這只是需要牢記的事情之一。

  • There's also an additional view transform that has been added.

    此外,還增加了一個視圖轉換。

  • So previously we did see Fumic, AGX, Standard, Fumic Log, False Color and Draw make its way to Blender.

    是以,我們之前確實看到 Fumic、AGX、Standard、Fumic Log、False Color 和 Draw 進入了 Blender。

  • Right now, there is a brand new one called the Khronos PBR Neutral.

    現在,有一款全新的產品叫做 Khronos PBR Neutral。

  • So for those who like to read more about that, then you can simply go over to the link in the description and see the release notes.

    是以,如果您想了解更多相關資訊,可以直接訪問說明中的鏈接,查看發佈說明。

  • For sure, the brand new version of Eevee looks really cool.

    當然,全新版本的 Eevee 看起來真的很酷。

  • But if you are a fan of Bloom, which is technically this thing, you would not be able to have it with the new version of Eevee.

    但是,如果你是布魯姆的粉絲(嚴格來說就是這個東西),你將無法擁有新版的 "咿呀"。

  • That doesn't seem to exist anywhere.

    這似乎在任何地方都不存在。

  • So I've actually been going through to see if I can find that.

    所以,我實際上一直在翻看,看看能不能找到。

  • That doesn't seem to be something that you'll be able to turn on at this point.

    目前似乎還無法打開。

  • But hopefully this is something that we might be able to play with with the shaders.

    但希望我們能用著色器來解決這個問題。

  • And with scenes and shots like this, this is where the brand new view transform actually looks really cool when you switch over to the Khronos PBR Neutral.

    對於這樣的場景和鏡頭,當您切換到 Khronos PBR 中性模式時,全新的視圖轉換實際上看起來非常酷。

  • And of course, like we mentioned earlier, if you'd like to explore this, then you might want to check out the release notes and see these things in detail.

    當然,就像我們之前提到的,如果你想了解更多,不妨查看一下發布說明,看看這些細節。

  • There is no longer any limitation to the number of BSDFs that you can now use and materials using the Blender Render Mode are now removed from reflections instead of being projected onto the background.

    現在您可以使用的 BSDF 數量不再受任何限制,使用 Blender 渲染模式的材質現在可以從反射中移除,而不是投射到背景上。

  • And for light, Eevee no longer has a limitation for light.

    在光線方面,Eevee 不再受光線限制。

  • However, only 4096 lights can be seen at a given time.

    不過,同一時間只能看到 4096 個燈光。

  • And that is a whole lot of light.

    這就是一大堆光。

  • Light can now be visible through reflective surfaces as this also supports ray visibility.

    現在,光線可以通過反光表面看到,因為這也支持光線可見性。

  • At the same time, glossy lights no longer leak at the back of objects and for those who like working with shadows, shadows can now be rendered using the virtual shadow maps.

    同時,物體背面的亮光不再外洩,對於喜歡使用陰影的用戶,現在可以使用虛擬陰影貼圖渲染陰影。

  • As this increases the maximum resolution and reduces bias and simplifies the setup.

    這樣可以提高最大分辨率,減少偏差,簡化設置。

  • And for shading, there is a good number of updates that are now here for Eevee.

    在陰影方面,現在有很多更新都是針對 Eevee 的。

  • The Screen Space Refraction option has now been renamed to Ray Trace Transmission.

    螢幕空間折射 "選項現已更名為 "光線跟蹤傳輸"。

  • And in terms of displacement, this is now supported with an exception of the displacement only mode which falls back to the displacement and bump.

    而在位移方面,現在除了只支持位移模式外,還支持位移和凹凸模式。

  • For subsurface scattering, there's also a brand new subsurface scattering implementation which now supports any number of BSDF nodes with arbitrary radii as the subsurface translucency is now always computed and the associated option has been removed.

    對於次表層散射,還有一個全新的次表層散射實現,現在支持任意半徑的任意數量的 BSDF 節點,因為次表層半透明度現在總是計算出來的,相關選項已被移除。

  • There's also some interesting support for light probes which is also available for Eevee.

    還有一些有趣的光探針支持,這也適用於 Eevee。

  • And there's some very cool updates that has to do with volumes, world, image stability, motion blur which is now partially supported in the viewport through the camera view.

    此外,還有一些非常酷的更新,涉及體積、世界、影像穩定性、運動模糊等方面,現在視口中的相機視圖部分支持運動模糊。

  • And for sure, for those who are into depth of field, this is also something that has been rewritten and optimized, removing the denoise amount and high quality slide the focus settings which are now always on.

    當然,對於那些喜歡景深的人來說,這也是經過改寫和優化的內容,去除了去噪量和高質量滑動對焦設置,現在對焦設置始終處於開啟狀態。

  • And with Eevee, for viewport compositing, the compositing space is now always limited to the camera region regardless of the passpartout value and like we mentioned earlier, this is something that we haven't actually seen which means that areas outside of the camera would not be composited but the result will still match the final render.

    就像我們之前提到的,這是我們從未見過的,這意味著攝影機以外的區域不會被合成,但結果仍會與最終渲染相匹配。

  • And while Wookiee recycles for Blender 4.2, there are some very interesting updates that

    在 Wookiee 回收 Blender 4.2 的同時,還有一些非常有趣的更新,包括

  • I think you guys would love and the very first one has to do with ray portal BSDF.

    我想你們一定會喜歡的,第一個就是射線門戶 BSDF。

  • This now transports rays to another location in the scene with specific ray positioning and normal.

    現在,它可以將光線傳送到場景中另一個具有特定光線定位和法線的位置。

  • It can be used to render portals for visual effects and also for other production rendering tricks.

    它可用於渲染視覺效果的門戶,也可用於其他製作渲染技巧。

  • The principal BSDF now supports physically accurate thin film interference effects for specular reflections and transmissions.

    主 BSDF 現在支持物理上精確的薄膜干涉效應,用於鏡面反射和透射。

  • And this is definitely really cool.

    這絕對很酷。

  • Alongside that, there are updates for the subsurface scattering which now has the roughness input matching the principal BSDF.

    此外,還對次表層散射進行了更新,現在的粗糙度輸入與主 BSDF 相匹配。

  • The principal hair with the human model now provides more accurate results when viewing hairs up close.

    現在,在近距離觀察毛髮時,帶有人體模型的主毛髮能提供更準確的結果。

  • Some other interesting updates for Cycles includes the improved volume light sampling particularly on spotlights and area light spread.

    Cycles 的其他一些有趣的更新包括改進了體積光采樣,特別是聚光燈和區域光傳播。

  • The world override option for view layers is also there.

    此外,還提供了視圖層的世界覆蓋選項。

  • Intel GPU rendering now supports host memory fallback.

    英特爾 GPU 渲染現在支持主機內存回退。

  • And OpenDenoiser is now GPU accelerated on AMD GPUs, on Windows and also on Linux.

    現在,OpenDenoiser 可在 AMD GPU、Windows 和 Linux 上進行 GPU 加速。

  • And speaking about GPUs, let's talk about the compositor.

    說到 GPU,讓我們來談談合成器。

  • As a compositor, now supports GPU, as it's expected for CPU and GPU compositor evaluation to give the very same result with minimal difference between both devices.

    作為一種合成器,它現在支持 GPU,因為 CPU 和 GPU 合成器的評估結果應該是一樣的,兩種設備之間的差異極小。

  • So if you like to explore this with the GPU for sure, you can simply go ahead and do that.

    所以,如果你想用 GPU 來探索這個問題,你可以直接去做。

  • And for the compositor, some interesting cool updates are here that deals with transformations.

    對於合成器來說,這裡有一些有趣的很酷的更新,可以處理變換。

  • Transformations can now be immediately applied on the transform node, meaning that scaling down an image will destructively reduce its resolution.

    變換現在可以立即應用於變換節點,這意味著縮小影像將破壞性地降低其分辨率。

  • And this works pretty fast.

    這樣做的速度非常快。

  • And for repetition, like we had with previous versions of Blender, the wrapping option in the translate node is now solely operated as a clip.

    此外,與 Blender 以前的版本一樣,平移節點中的包裹選項現在只能作為剪輯使用。

  • So you can use this to clip things all the way down.

    是以,你可以用它來夾住所有的東西。

  • And in the future, it has been said by the folks at Blender Foundation that these might be restored hopefully.

    據 Blender 基金會的人說,這些功能有望在未來得到恢復。

  • There's also some updates for size interference for those who like to work with this.

    此外,還有一些關於尺寸干擾的更新,供喜歡使用此功能的用戶參考。

  • Some clippings as well.

    還有一些剪報。

  • Some sampling spacing is also right here, just in case you like to see it.

    這裡還有一些取樣間距,以備不時之需。

  • And some stuff has also been removed.

    還刪除了一些內容。

  • So if you like working with the compositor or probably you like exploring with that, then there's a couple of interesting updates and changes that are now here that I believe you would definitely love.

    是以,如果你喜歡使用合成器,或者喜歡探索合成器,那麼現在這裡有幾項有趣的更新和變化,我相信你一定會喜歡。

  • And for Blender Animation, here's a couple of nice things that are now here.

    關於 Blender 動畫,這裡有幾個不錯的東西。

  • Under the category for the action editor, if you go over to the shape key, at this point, you can do some very interesting stuff.

    在 "動作編輯器 "類別下,如果你轉到 "形狀鍵",此時你可以做一些非常有趣的事情。

  • So by default, what we have here is Susan the monkey and we do have two interesting shape keys.

    是以,默認情況下,我們這裡有一個 "蘇珊猴子",還有兩個有趣的形狀鍵。

  • So if we go over to the first shape key, we can actually increase the value.

    是以,如果我們轉到第一個形狀鍵,實際上就可以增加數值。

  • And this is the pose we've got.

    這就是我們的姿勢。

  • We can go over to the next one.

    我們可以去下一個。

  • And then we have this other pose.

    然後我們還有另一個姿勢。

  • So we've got two independent poses.

    所以我們有兩個獨立的姿勢。

  • But then these are working relatively.

    但這些都是相對工作而言的。

  • With Blender 4.2, you can now blend across non-relative key shapes.

    有了 Blender 4.2,您現在可以跨非相關關鍵形狀進行混合。

  • We can simply turn this off.

    我們只需將其關閉即可。

  • And from there, we can select the interpolation we want.

    在這裡,我們可以選擇想要的插值方式。

  • And in this case, we're simply going to keep this as linear.

    在這種情況下,我們只需保持線性即可。

  • And we can crank this all the way up.

    我們可以把它調到最高。

  • So if we simply crank this all the way up, it goes from the normal, switches to the next key shape, and then switches to the third key shape.

    是以,如果我們將音量一直調高,它就會從正常音調切換到下一個鍵形,然後再切換到第三個鍵形。

  • So depending on what you want, you can now use this to blend across non-relative key shapes.

    是以,根據您的需要,現在可以使用它來混合非相關的關鍵形狀。

  • There's also some cosmetic updates to the motion path, as it now uses the vertex theme color.

    運動路徑也有一些外觀上的更新,因為它現在使用頂點主題色。

  • You can also specify a custom color for anything before and after the current frame.

    您還可以為當前幀前後的任何內容指定自定義顏色。

  • And in terms of the graph editor, there's some huge performances that is now here.

    在圖形編輯器方面,現在有了一些巨大的表現。

  • So here's a comparison between Blender 3.6 and also 4.2, and you can definitely tell things look way better with 4.2.

    下面是 Blender 3.6 和 4.2 的對比,你可以清楚地看到 4.2 的效果要好得多。

  • In terms of the dope sheet, there's a new key type called Generated.

    在塗料表中,有一種新的鍵類型叫做 "生成"。

  • And this new key type simply indicates when a key is being automatically generated by an add-on.

    而這種新的密鑰類型只表示密鑰是由插件自動生成的。

  • And for the NLE, there's some performance updates.

    對於 NLE,還有一些性能更新。

  • For amateurs, constraint, drivers, there's also some very interesting updates that are also here.

    對於業餘愛好者、制約因素和駕駛員來說,這裡還有一些非常有趣的更新。

  • And of course, the Blender developers have also added a brand new copy driver to selected menu which is now available by right-clicking.

    當然,Blender 開發人員還在選定菜單中添加了全新的複製驅動程序,現在只需右鍵單擊即可使用。

  • And this just simply copies the properties driver to the same property on all selected items.

    這只是簡單地將屬性驅動程序複製到所有選定項的相同屬性上。

  • There's a global transform add-on which is also available, and of course, some more updates that has to do with the pose library, the relative copy, and also fixed to camera are right here.

    當然,還有更多更新,包括姿勢庫、相對複製和固定到相機等。

  • If you're a Blender developer that works with add-ons, and probably you also work with

    如果你是一名開發插件的 Blender 開發人員,而且你可能也在使用

  • Python, there are some updates that deals with the Python API and also the text editor.

    Python,有一些涉及 Python API 和文本編輯器的更新。

  • As with the new extension platform, there is now a new method for packaging add-ons, and it uses a separate Blender manifest tool, which you might definitely want to come through and read up.

    與新的擴展平臺一樣,現在也有了一種打包附加組件的新方法,它使用一個獨立的 Blender 清單工具,你可能一定想了解一下。

  • And for the sequencer, there's some very interesting updates for the sequencer that are now here.

    對於音序器來說,現在有一些非常有趣的更新。

  • Blender's sequencer seems to be looking pretty cool, and of course, there's a few things that, for those who like working with this, you might want to consider exploring it.

    Blender 的音序器看起來非常酷,當然,對於那些喜歡用它工作的人來說,也有一些東西可以考慮探索一下。

  • In addition to the 1.2 pipeline asset and IO, some interesting updates are also here.

    除了 1.2 管道資產和 IO,這裡還有一些有趣的更新。

  • So there's a collection exporter, which you can now simply work with, there's also new import options that are also available, additionally, point cloud import is also now supported for USD, and for those who like working with hair, there is also a brand new hair curve object type, which is now available for USD import and export.

    此外,點雲導入現在也支持美元導入,對於那些喜歡處理頭髮的人來說,還有一種全新的頭髮曲線對象類型,現在可用於美元導入和導出。

  • And same thing can be said for Alembic, as there's also a new hair curve object type that can now be exported and imported.

    Alembic 也是如此,因為現在還可以導出和導入一種新的頭髮曲線對象類型。

  • And for those who like working with Colliderfire, the in-built support for this file format is now considered as legacy.

    對於喜歡使用 Colliderfire 的用戶來說,這種文件格式的內置支持現在已被視為傳統文件格式。

  • So this is it, the beta version of Blender 4.2 LTS is now available, and for those who like to download, test this out for bugs, and probably report these bugs to the folks at Blender Foundation for fixing, then this is the right time for you to come through, download it, and start exploring.

    現在,Blender 4.2 LTS 測試版已經發布,對於那些喜歡下載、測試 BUG 並可能將這些 BUG 報告給 Blender 基金會的人進行修復的人來說,現在正是時候來下載並開始探索了。

  • There's a couple of updates that has to do with compatibility, and also add-ons.

    有幾項更新與兼容性和附加組件有關。

  • At this point, the folks at Blender Foundation are saying that add-ons that haven't been converted to extensions are still supported as legacy add-ons and can be installed from disk as usual.

    目前,Blender 基金會的工作人員表示,尚未轉換為擴展的附加組件仍作為傳統附加組件提供支持,並可像往常一樣從磁盤安裝。

  • And like we've mentioned, there are updates to this, and if you're an add-on creator, then you might want to consider taking a look at the Python API section and read up on all of these things that might just help you stay ahead as extensions seems to be the way forward.

    就像我們提到的那樣,我們會對此進行更新,如果你是一個附加組件的創建者,那麼你可以考慮看看 Python API 部分,閱讀一下所有這些內容,它們可能會幫助你保持領先地位,因為擴展似乎是未來的發展方向。

  • And for add-ons, there's a couple of cool add-ons that are now available, and for those who would like to see them, and probably try them out, then links to this is also gonna be in the description, so do well to check them out.

    至於附加組件,現在有幾款很酷的附加組件可供使用,如果你想了解並試用它們,說明中也會有相關鏈接,不妨去看看。

  • Tell me what you guys think about this one in the comment section, and of course if you liked this video or you learnt something from this, you can go ahead and give a like and don't forget to share with a friend, and I'll see you guys in the next one, peace.

    請在評論區告訴我你們對這段視頻的看法,當然,如果你們喜歡這段視頻,或者從中學到了什麼,可以點個贊,別忘了分享給朋友,我們下期再見,和平。

So, the folks at Blender Foundation have just recently announced Blender 4.2 the beta and this simply means that all of the features that might be coming over to the final release of Blender 4.2 is now available.

Blender 基金會最近宣佈 Blender 4.2 測試版正式發佈,這意味著 Blender 4.2 最終版本的所有功能都已可用。

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