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The Blender developers recently finished up a project called The Winter of Quality, where they spent time fixing bugs and improving overall code quality.
Blender 開發人員最近完成了一個名為 "品質之冬"(The Winter of Quality)的項目,在這個項目中,他們花費了大量時間來修復錯誤和提高整體代碼品質。
In total, in a two-month span, they fixed over 500 issues, including some pretty big, important, long-standing ones.
在兩個月的時間裡,他們總共修復了 500 多個問題,其中包括一些相當大的、重要的、長期存在的問題。
But even though a lot of the focus recently has been on fixing bugs, we still have some cool new features to explore in Blender 4.4, which just dropped today.
儘管最近的重點都放在修復 Bug 上,但我們仍然可以在今天剛剛發佈的 Blender 4.4 中探索一些很酷的新功能。
I'm Jonathan Lampell from CGCookie.com, and in this video, we're going to explore everything that's new in Blender 4.4.
我是 CGCookie.com 的 Jonathan Lampell,在本視頻中,我們將探討 Blender 4.4 中的所有新功能。
In the Modeling section, the Tries to Quads operator has a new topology influence setting that prioritizes even grids.
在建模部分,"嘗試四邊形 "操作符有了新的拓撲影響設置,可優先考慮偶數網格。
Combined with the existing settings, it allows you to get significantly better results.
結合現有的設置,它能讓您獲得明顯更好的效果。
There's also a new operator to select vertices by edge count, so you can easily find and select poles.
此外,還有一個新的運算符可以通過邊數選擇頂點,這樣你就可以輕鬆地找到並選擇極點。
The hotkey L to select linked under the mouse now works in the new curve edit mode.
在新的曲線編輯模式下,滑鼠下選擇鏈接的熱鍵 L 現在可以工作了。
Fun fact, you can also deselect linked in any edit mode with Shift-L.
有趣的是,您還可以在任何編輯模式下使用 Shift-L 取消選擇鏈接。
I didn't know that one.
我不知道這個。
The UV editor now uses the hotkeys Ctrl-C and Ctrl-V for copy and pasting UVs, which makes sense.
UV 編輯器現在使用熱鍵 Ctrl-C 和 Ctrl-V 來複制和粘貼 UV,這很合理。
The status bar now displays a helpful warning when the active object has a non-uniform or negative scale.
當活動對象的比例不均勻或為負數時,狀態欄會顯示有用的警告。
There's also now a warning when the scale or rotation transform is set to only affect location and has no effect.
當縮放或旋轉變換被設置為隻影響位置而沒有影響時,也會發出警告。
The default front color for the face overlay has been changed to transparent, so you'll now only see red for the back face.
臉部覆蓋的默認正面顏色已改為透明,是以現在你只能看到紅色的背面。
If you liked seeing the blue, then you can always change that back in Preferences.
如果你喜歡看到藍色,可以在偏好設置中改回藍色。
The Mesh Indices overlay setting is now always visible to everybody, not just developers, and the numbers are also now more readable.
網格指數疊加設置現在對所有人都是可見的,而不僅僅是開發人員。
The Knife Tool overlay now uses the same theme color as the other gizmos.
現在,"刀具工具 "覆蓋層使用與其他小工具相同的主題色。
In Sculpt mode, a new brush type called Plane replaces the flatten, fill, and scrape brushes.
在 "雕刻 "模式下,一種名為 "平面 "的新筆刷類型取代了 "壓平"、"填充 "和 "刮擦 "筆刷。
You get all of the same functionality, now with much more customizability.
您可以獲得所有相同的功能,但可定製性更強。
You'll still have all of the same brush presets, they're just using this new brush type under the hood.
你仍然可以使用所有相同的預設筆刷,只是在引擎蓋下使用了新的筆刷類型。
The Cloth Brushes now have the Persistent option off by default, which should make them feel a little more stable.
布料畫筆現在默認關閉了 "持久 "選項,這應該會讓它們感覺更穩定一些。
And the Grab Cloth Brushes now use the Local Simulation Area type by default, because it works a bit better with symmetry.
現在,"抓取布刷 "默認使用 "在地模擬區域 "類型,因為它的對稱性更好。
Now, there's some big animation news, but I want you to hear it straight from the rigging and animation expert himself, Wayne Dixon.
現在,有一些重大的動畫新聞,但我想讓你們直接從骨架綁定和動畫專家韋恩-迪克森本人那裡聽到。
Thanks, Jonathan.
謝謝你,喬納森。
So here are the things I want to talk about today.
所以,我今天要談的就是這些。
There are four things to do with animation, and then two to do with rigging.
有四項與動畫有關,另外兩項與裝配有關。
The first one with animation is going to make a lot of people happy, so let's go.
第一部卡通片會讓很多人高興,所以我們走吧。
In older versions of Blender, if you had a crane animation interacting with another box, the crane would have its own animation action, and the box would also have a separate animation action.
在舊版本的 Blender 中,如果有一個起重機動畫與另一個盒子互動,起重機會有自己的動畫動作,而盒子也會有一個單獨的動畫動作。
But in Blender 4.4, the actions are now slotted, which means you can have an action that contains the animation for both the crane and the box at the same time.
但在 Blender 4.4 中,動作現在是插槽式的,這意味著您可以在一個動作中同時包含起重機和箱子的動畫。
I've already set this one up, and you can see that the box animation is stored in a slot over here called Box Animation, and the crane animation is stored in the Crane Animation slot.
我已經設置好了這個動畫,你可以看到盒子動畫存儲在名為 "盒子動畫 "的槽中,而起重機動畫存儲在 "起重機動畫 "槽中。
The amazing thing is, the animation for multiple objects can live inside a single action.
最神奇的是,多個對象的動畫可以在一個動作中完成。
Awesome.
棒極了
So how do we set this up?
那麼,我們該如何設置呢?
Let's say I wanted to add some animation to this Box B here, and I want to include it in the existing action.
比方說,我想在方框 B 中添加一些動畫,並將其包含在現有的動作中。
Well, you don't just hit the button here, because that's going to create a new action for just that object.
嗯,你不能只點擊這裡的按鈕,因為這會為該對象創建一個新的操作。
So let's undo that.
所以,讓我們來挽回這一切。
Before you start animating, you want to assign that existing action to the object.
在開始動畫製作之前,您需要將現有動作分配給對象。
That's the trick.
這就是訣竅。
Then we can create a new slot for that animation to live.
然後,我們就可以為該動畫創建一個新插槽。
So we'll click the New Slot button, and now when we animate the box, all of that data is inside the same action.
是以,我們將單擊 "新建插槽 "按鈕,現在當我們為方框製作動畫時,所有數據都在同一個動作中。
I'm pretty good at animation.
我很擅長動畫製作。
So what if you wanted to include all of your animation inside the same action, except you accidentally went ahead and animated this box in its own separate action all by itself?
那麼,如果您想將所有動畫都包含在同一個動作中,但您不小心將這個方框的動畫單獨放在了一個單獨的動作中,該怎麼辦呢?
Well, the developers have thought of that.
開發人員已經想到了這一點。
Let's select our Lonely box first, and then shift select any of the other objects that already have the action that we want to merge into.
首先選擇我們的 "孤獨方框",然後移動選擇其他任何已經具有我們想要合併到其中的動作的對象。
And then in the action menu here, we can choose the Merge Operator.
然後在操作菜單中,我們可以選擇合併操作符。
Now you'll see our box animation isn't so lonely anymore.
現在,你會發現我們的盒子動畫不再那麼孤單了。
If you wanted to separate your actions, you have two options.
如果您想將您的行動分開,您有兩種選擇。
You can separate just the selected slots.
您可以只分離選定的插槽。
So if you click this one, it's going to move whatever slots you have selected into a new action.
是以,如果你點擊這個,它就會將你選擇的插槽移動到一個新的操作中。
Or if you wanted to separate all of your slots at once, you can choose this Separate Slots.
如果您想一次性分離所有插槽,也可以選擇 "分離插槽"。
That's going to create a new single slotted action for each object.
這將為每個對象創建一個新的單槽動作。
So now everyone can be equally lonely.
所以,現在每個人都可以同樣孤獨。
The pose library has had a little bit of love.
姿勢圖書館得到了一點點關愛。
Firstly, you can create a new pose right from the menu up here.
首先,你可以在菜單上創建一個新姿勢。
You can also specify which library you want to put it in.
您還可以指定要將其放入哪個庫。
That's awesome.
太棒了
And when you right-click on any of your poses, you've got three new options.
當你右鍵單擊任何一個姿勢時,會有三個新選項。
You've got Adjust, Modify, and Delete.
你可以調整、修改和刪除。
Use Adjust if you want to tweak any of the existing channels for that pose.
如果要調整該姿勢的任何現有通道,請使用 "調整"。
Under Modify, you can replace all of the existing channels or add or remove selected bones to that existing pose.
在 "修改 "下,您可以替換所有現有通道,或在現有姿勢中添加或刪除選定的骨骼。
And there is now also a way to delete the pose from the right-click menu.
現在還可以從右鍵菜單中刪除姿勢。
If you're using the Noise Modifier in Blender 4.4, you'll notice that it's looking a little bit different.
如果你在 Blender 4.4 中使用噪點修改器,你會發現它看起來有些不同。
And that is because the algorithm has been updated to fix a bug.
這是因為算法已經更新,修正了一個錯誤。
This change has given us two new settings.
這一更改為我們提供了兩個新設置。
Lacrinarity, or however you say it, is related to the gap between the noise bumps.
不管你怎麼說,"漆性 "與噪音凸點之間的間隙有關。
The higher the number, the bigger the gaps.
數字越大,差距越大。
And the roughness is how smooth those noise bumps are.
而粗糙度則是指這些噪音凸點的光滑程度。
Of course, you'll only really see the effect this has if you increase the depth of your curve.
當然,只有增加曲線的深度,你才能真正看到它的效果。
It's just worth noting that your Noise Modifier is going to act a little bit differently moving forward.
值得注意的是,您的噪音修正器在今後的使用中會有些不同。
However, if you want the old legacy noise, you can just click this toggle button here.
不過,如果您想要舊的傳統噪音,只需點擊這裡的切換按鈕即可。
Animation playback is up to 15% faster for meshes that have custom normals.
對於具有自定義法線的網格,動畫播放速度最多可提高 15%。
I'll take that.
我來拿。
When rigging, now when you symmetrize bones, it can also symmetrize the bone collections.
在裝配時,現在當你對稱骨骼時,它也能對稱骨骼集合。
That is flippin' awesome.
太棒了
Incomplete or broken constraints now no longer draw the relationship line to the world origin.
現在,不完整或已損壞的約束不再將關係線畫到世界原點。
That's going to keep your broken constraints looking nice and tidy.
這將使你的破損約束看起來整潔美觀。
So that's all the animation and the rigging stuff that I wanted to talk about.
以上就是我想說的所有動畫和裝配方面的內容。
Now I'm going to pass over to Well, after 4.3's whirlwind of geometry node newness, 4.4's updates are tighter and neater, focusing mostly on the little big things we use every day.
在 4.3 的幾何節點新旋風之後,4.4 的更新更加緊湊和整潔,主要集中在我們日常使用的小東西上。
But there are some new nodes, the first of which is Find in String.
但也有一些新節點,其中第一個節點是 "在字符串中查找"。
With this node, we can now search a string for another string, finding the index of the first occurrence.
有了這個節點,我們現在就可以用一個字符串搜索另一個字符串,找出第一次出現的索引。
It also outputs a count of the number of times that that string occurs.
它還會輸出該字符串出現的次數。
This means we can now split strings in much more advanced ways.
這意味著我們現在可以用更先進的方式分割字符串。
Useful for when we are creating text geometry, but also for using strings as an input method for geometry nodes.
在創建文本幾何體時非常有用,同時也可將字符串用作幾何體節點的輸入方法。
Next, it's the normal input node, which now outputs proper face corner normals instead of just face normals like it did before.
接下來是法線輸入節點,它現在可以輸出正確的面角法線,而不是像以前那樣只輸出面法線。
So yes, this is the new normal.
沒錯,這就是新常態。
But you can turn the old functionality back on in the sidebar, and old files will automatically have this switched on.
不過,你可以在側邊欄中重新開啟舊功能,舊文件也會自動開啟這一功能。
Oh, and node widths now snap if you're snapping, which is not only great for keeping things tidy, but surprisingly good for stress too.
對了,節點寬度現在可以在搶拍時快照,這不僅有利於保持整潔,還能減輕壓力。
This is one of 4.4's minor but mighty quality of life improvements.
這是 4.4 對生活品質進行的一項微小但強大的改進。
Some nodes are now showing us more information than they did before, by greying out all the inputs that don't affect the output.
現在,一些節點通過將所有不影響輸出的輸入以灰色顯示出來,向我們展示了比以前更多的資訊。
And conversely, we can now see a lot less if we want to, because group panels can be nested, helping us focus on only the things we want to change.
反過來說,如果我們願意,現在可以看到的東西會少很多,因為組面板可以嵌套,幫助我們只關注想要更改的內容。
The constant input node family is already relatively large, but up until now a couple of members have been missing, so the arrival of the object and collection input nodes has been welcomed with open arms.
常量輸入節點家族已經相對龐大,但到目前為止還缺少幾個成員,是以對象和集合輸入節點的到來受到了熱烈歡迎。
These, like their longer standing siblings, are unassuming but incredibly convenient, allowing the same object or collection to be used by multiple nodes at once.
它們和它們的同胞兄弟一樣,雖然不起眼,但卻非常方便,允許多個節點同時使用同一個對象或集合。
Next we have the warning node, which now has a dynamic label depending on the warning, warning you which warning it's warning you of.
接下來是警告節點,根據警告內容的不同,它現在有了一個動態標籤,提醒你它發出的是哪條警告。
And the limit surface option from the subdivision surface modifier is now available on the subdivision surface node, allowing us to place our vertices at their theoretical position on an infinitely subdivided mesh.
細分曲面修改器中的極限曲面選項現在可以在細分曲面節點上使用,這樣我們就可以將頂點放置在無限細分網格的理論位置上。
Both the join and realize instances nodes no longer remove the vertex groups of attributes, instead they have both agreed that they will preserve and respect an attribute's vertex group status.
連接和實現實例節點都不再刪除屬性的頂點組,而是同意保留並尊重屬性的頂點組狀態。
And finally we come to performance improvements, the contenders this time being sort elements and the triangulate node.
最後是性能改進,這次的競爭者是排序元素和三角測量節點。
Sort elements is an impressive 50% faster in common scenarios, but the cup goes to triangulate, which having been ported from bmesh to mesh, now gives a 30 to 100 times performance improvement.
在常見情況下,排序元素的速度提高了 50%,令人印象深刻,但三角測量的速度更勝一籌,從 bmesh 移植到 mesh 後,它的性能提高了 30 到 100 倍。
You beauty!
你真美
And that is what's new with geometry nodes in Blender 4.4.
這就是 Blender 4.4 中幾何節點的新功能。
Hey everyone, Paul here to tell you about some of the grease pencil features that you're going to find in Blender 4.4.
大家好,我是保羅,在此向大家介紹 Blender 4.4 中的一些油性筆功能。
Let's check them out.
讓我們來看看。
Grease Pencil 3.0 made its debut in the previous version of Blender, but was not yet fully featured.
Grease Pencil 3.0 在上一版本的 Blender 中首次亮相,但功能尚不完善。
In Blender 4.4, we will see the reintegration of some legacy tools that will improve your workflow.
在 Blender 4.4 中,我們將看到一些傳統工具的重新整合,它們將改善您的工作流程。
The menu for stroke placement was merely a placeholder in 4.3.
筆畫位置菜單在 4.3 中只是一個佔位符。
As you can see, it wasn't exactly functional.
如你所見,它並不完全實用。
But now, these stroke placements have been reactivated, so you can control how your strokes are placed when working in 3D space.
但現在,這些筆畫位置已被重新激活,是以您可以控制在 3D 空間中工作時的筆畫位置。
Auto-locking inactive layers means that you'll only affect the layer you're working on.
自動鎖定非活動圖層意味著你只會影響正在處理的圖層。
If a group is locked, but the layers inside are unlocked, it will still prevent you from working on those layers.
如果組已鎖定,但其中的圖層已解鎖,它仍會阻止你對這些圖層進行操作。
This function will only work on layers and not groups.
此功能只適用於圖層,不適用於組。
Selecting specific parts of a drawing to sculpt is very useful.
選擇圖紙的特定部分進行雕刻非常有用。
Sculpt mode auto-masking allows you to isolate areas of focus according to stroke, layers, materials, or a combination of these filters.
雕塑模式自動屏蔽功能可讓您根據筆觸、圖層、材質或這些濾鏡的組合來隔離重點區域。
This makes workflows so much faster as you don't have to consider things like auto-locking or what layers assets might be on.
這讓工作流程變得更快,因為你不必考慮自動鎖定或資產可能在哪些圖層上等問題。
In draw mode, holding down CTRL and ALT while right-clicking enables the Lasso Box Erase tool.
在繪圖模式下,按住 CTRL 和 ALT 的同時右鍵單擊可啟用套索框擦除工具。
You can simply draw a lasso around the area you wish to erase, then simply release.
您只需在想要擦除的區域周圍畫一個套索,然後鬆開即可。
Often when you're working on a storyboard or animation, you'll be copying and pasting a lot of layers onto new keyframes and just tweaking one or two details.
通常在製作故事板或動畫時,你會將大量圖層複製並粘貼到新的關鍵幀上,然後對一兩個細節進行調整。
The Paste by Layer function allows you to copy all of the layer information and paste it to a new keyframe all at once and retain each shape and stroke on the correct layer.
通過圖層粘貼功能,您可以複製所有圖層資訊,然後一次性粘貼到新的關鍵幀,並在正確的圖層上保留每個形狀和筆觸。
The Simplify function under the points menu now includes Fixed, Adaptive, Sample, and Merge as functions to simplify a stroke.
點菜單下的 "簡化 "功能現在包括 "固定"、"自適應"、"採樣 "和 "合併 "等簡化筆畫的功能。
Set Start Point is functional again in edit mode.
在編輯模式下,"設置起始點 "再次發揮作用。
This is very useful for tools such as the Build effect.
這對 "構建 "效果等工具非常有用。
Where an enclosed shape starts isn't always ideal, and so having the option to select exactly where you want that curve to start drawing on from is very useful.
封閉圖形的起始位置並不總是很理想,是以,選擇曲線的起始位置非常有用。
Invisible layers on a grease pencil object that needed a geometry node setup were problematic previously, but now making any layer invisible will be taken into account by your geometry node tree.
以前,需要設置幾何節點的油性筆對象上的隱形圖層會出現問題,但現在,幾何節點樹會考慮到讓任何圖層隱形的問題。
Thanks, Paul.
謝謝你,保羅。
When it comes to rendering, the NVIDIA Optics Denoiser was upgraded and the results are pretty significantly improved when it comes to color accuracy, smooth surfaces, subsurface scattering, and depth of field.
在渲染方面,NVIDIA Optics Denoiser(英偉達光學去噪器)進行了升級,在色彩準確度、光滑表面、次表面散射和景深方面都有了明顯改善。
It does have a slightly harder time with some features, but overall, it's a big step up.
在某些功能上,它確實略顯吃力,但總體而言,它還是向前邁進了一大步。
The blue noise sampling pattern can now be properly distributed when rendering frames across multiple machines.
在多臺機器上渲染幀時,藍色噪點採樣模式現在可以正確分佈。
The OSL shader scripting in Blender got some improvements to better align with the MaterialX standard.
Blender 中的 OSL 著色器腳本有了一些改進,以便更好地與 MaterialX 標準保持一致。
Texture baking using Selected to Active is now significantly faster in some cases thanks to multi-threading the geometry matching.
由於採用了多線程幾何圖形匹配,使用 "選定為活動 "進行紋理烘焙的速度在某些情況下明顯加快。
When it comes to rendering the viewport, the overlays have been completely rewritten.
在渲染視口時,覆蓋層已完全重寫。
You shouldn't be able to tell much difference beyond improved performance, but you might be able to notice that the origins are being drawn on top of edit mode now.
除了性能提高外,你應該看不出有什麼不同,但你可能會注意到,現在起源是在編輯模式的頂部繪製的。
There's better X-ray shading for objects set to display in front.
對於設置為在前方顯示的對象,X 射線陰影效果更好。
Wires in wireframe view and in edit mode are now displayed even when the overlays are off, and curves now use the wire color option in the shading popover.
線框視圖和編輯模式中的導線現在即使在覆蓋層關閉時也會顯示,曲線現在使用陰影彈出窗口中的導線顏色選項。
The Vulkan experimental backend for rendering the viewport and EV, which is off by default because it doesn't yet support all of Blender's features, received a big boost in both stability and performance.
用於渲染視口和 EV 的 Vulkan 實驗性後端在默認情況下是關閉的,因為它還不支持 Blender 的所有功能。
Here you can see that the initial startup time for large scenes has been dramatically improved compared to the current OpenGL backend.
在這裡你可以看到,與當前的 OpenGL 後端相比,大型場景的初始啟動時間得到了顯著改善。
It's also now used for displaying the result of cycles, though the performance there is the same.
現在,它還用於顯示循環結果,儘管性能是一樣的。
Over in the compositor, the glare node has been changed to give artists more control over the result.
在合成器中,眩光節點發生了變化,使藝術家能夠對效果進行更多控制。
New outputs help visualize the glare.
新的輸出有助於將眩光可視化。
The smoothness value helps blend the glare so that the hotspots have a nicer roll-off.
平滑度值有助於混合眩光,使熱點的滾動效果更佳。
You can set a maximum input value now so that one really bright light source doesn't dominate the entire scene.
您現在可以設置一個最大輸入值,這樣一個非常明亮的光源就不會佔據整個場景。
A new strength option combined with the new outputs replaces the previous and weird-to-use mix value.
新的強度選項與新的輸出相結合,取代了以前的怪異混合值。
Also, now you can choose how much of the original input color gets used and define a custom color to tint the output with.
此外,您現在還可以選擇使用多少原始輸入顏色,並定義自定義顏色來為輸出著色。
Lastly, the fog glow and bloom sizes were corrected and are now relative to the image size, so your renders should look more consistent when you bump up or down the resolution.
最後,霧氣輝光和綻放的大小已得到修正,現在與影像大小相對應,是以當您提高或降低分辨率時,您的渲染結果看起來會更加一致。
The wrapping option in the translate node has been changed to repeat and now works like you would expect when overlaying on a larger image.
平移節點中的包裹選項已更改為重複,現在在疊加到更大的影像上時,其效果與您所期望的一樣。
This same option will come to all transform nodes soon but is just on the translate node for now.
同樣的選項很快就會出現在所有轉換節點上,但目前只出現在平移節點上。
You can now specify the quality of denoise nodes.
現在您可以指定去噪節點的品質。
By default, it uses the setting in the render performance panel for faster results when previewing and higher quality when rendered.
默認情況下,它會使用渲染性能面板中的設置,以便在預覽時獲得更快的效果,在渲染時獲得更高的品質。
Just be aware that the compositing node still uses the CPU for now, so it's going to be much faster to instead use the render denoising when you can.
請注意,合成節點目前仍在使用 CPU,是以在可能的情況下使用渲染去噪會更快。
In the video sequence editor, text strips can now be edited directly in the preview area.
在視頻序列編輯器中,現在可以直接在預覽區編輯文本條。
Just hit tab to edit.
只需點擊 tab 編輯即可。
A bunch of other text strip improvements were added like better alignment, rounded background corners, faster rendering, and reorganized properties.
還添加了大量其他文本條的改進,如更好的對齊方式、圓角背景、更快的渲染速度和重組的屬性。
Retiming keys can now be snapped and be snapped too.
重新定時鍵現在也可以被折斷和折斷。
You can now use shift D to duplicate elements right in the preview area.
現在,你可以使用 shift D 在預覽區域複製元素。
Building proxies for image sequences is now up to 30% faster and has been fixed for HDR content and playback of HDR content is two and a half times faster now.
現在,為影像序列建立代理的速度提高了 30%,並針對 HDR 內容進行了修復,HDR 內容的回放速度提高了兩倍半。
Curves, hue correct, and white balance modifiers are up to two times faster now and many other effects have been sped up as well.
現在,曲線、色調校正和白平衡修改器的速度提高了兩倍,許多其他效果也加快了速度。
The YUV to RGB conversion for imported clips is more accurate now.
導入片段的 YUV 到 RGB 轉換現在更準確了。
Blender now respects the files rotation metadata for those who rotate videos and images with their file browser.
對於使用文件瀏覽器旋轉視頻和影像的用戶,Blender 現在尊重文件旋轉元數據。
Copying strips that have effect strips now also copies the effects instead of just flashing a warning.
複製有效果條的條帶時,現在也會複製效果,而不只是閃爍警告。
There's a lot of miscellaneous stuff in the interface category and it all adds up to Blender looking and feeling better than ever.
界面類別中還有很多雜項,所有這些都讓 Blender 看起來和感覺比以往更好。
The asset browser can now sort by catalog, the previews render faster, and there's a new operator to remove an asset's preview image.
資產瀏覽器現在可以按目錄排序,預覽渲染速度更快,還新增了刪除資產預覽圖片的操作符。
And for you brave souls using a light theme, the text should be easier to read in the asset shelf.
對於使用淺色主題的勇敢者來說,資產架中的文字應該更容易閱讀。
You can now lock the rotation of the 3D viewport if you have it set exactly where you want and you don't want to bump it accidentally.
如果您已將 3D 視口精確設置在您想要的位置,但又不想意外撞到它,現在您可以鎖定 3D 視口的旋轉。
Menu accelerators, just kidding, there's no way I'm using this light theme for the rest of the video.
菜單加速器,開個玩笑,我不可能在視頻的其他部分使用這個淺色主題。
Menu accelerators, which are the little automatically underlined letters in menus which indicate what letters you can press to quickly choose that item, now work with toggles like those in the view menu.
菜單加速器是菜單中自動加下劃線的小字母,表示按下哪些字母可以快速選擇該項目。
Full file names are now shown in tooltips, even if they're really long.
現在,即使文件名很長,也會在工具提示中顯示全文件名。
Transform cursors and the little frame count cursors are now more readable.
變換遊標和小幀數遊標現在更易讀了。
The material icon was flipped horizontally to make it stand out more from the world icon.
材料圖標被水準翻轉,使其與世界圖標更加突出。
Preview icons like those in the material and other lists now show a little loading icon while loading or rendering.
材質和其他列表中的預覽圖標現在會在加載或渲染時顯示一個加載小圖標。
In menus without text, they now show a slight background.
在沒有文字的菜單中,現在會顯示輕微的背景。
Apparently you could already use trackpad gestures to adjust value sliders, just three fingers and slide, but now you can do the same in color pickers.
顯然,你已經可以使用觸控板手勢來調整數值滑塊,只需三根手指並滑動即可,現在你也可以在顏色選擇器中這樣做了。
Lots more operators got improved status bar hotkey hints.
更多操作員的狀態欄熱鍵提示得到了改進。
Also in the status bar, there's a new info pop-up when hiding objects.
在狀態欄中,隱藏對象時還會彈出一個新的資訊窗口。
Viewport render animation now shows a progress bar.
視口渲染動畫現在會顯示進度條。
The backspace hotkey for resetting properties to their defaults did not work with every property and that's been fixed for a bunch of them.
用於將屬性重置為默認值的退格熱鍵並非對所有屬性都有效,其中一些屬性的退格熱鍵已得到修復。
In the image and movie clip editors, the current frame indicator now matches the other animation editors a bit better.
在影像和影片剪輯編輯器中,當前幀指示器現在能更好地匹配其他動畫編輯器。
Adjusting and splitting editors now has a really nice snapping effect.
調整和拆分編輯器現在有了非常不錯的搶拍效果。
Over in the node editors, the sidebar can now be made transparent like in the 3D view, which means your nodes no longer jump around when toggling it open and closed.
在節點編輯器中,側邊欄現在可以像在 3D 視圖中一樣透明,這意味著在打開和關閉側邊欄時,節點不再跳動。
Panels and node groups can now be nested and that's reflected in the geometry nodes modifiers.
面板和節點組現在可以嵌套,這反映在幾何節點修改器中。
Also the border highlight in the panels has been fixed and any inputs that don't affect the output are now grayed out.
此外,面板中的邊框高亮也得到了修復,任何不影響輸出的輸入現在都會變灰。
You can also now drag and drop colors into the node editor.
現在還可以將顏色拖放到節點編輯器中。
Over in the outliner, you could already use shift click to affect all children or use control click to solo for collections, but it didn't work with the enable disable checkbox.
在大綱器中,您已經可以使用 shift 單擊來影響所有子代,或使用 control 單擊來單獨查看集合,但這對啟用禁用複選框不起作用。
Now it does.
現在有了。
The active collection name is now a bit brighter than the other collections.
現在,活動系列名稱比其他系列更亮一些。
The sample color operator in texture paint mode, which has the hotkey shift X, got a new hotkey shift control X to sample the merged color.
紋理繪製模式中的取樣顏色操作符(熱鍵 shift X)有了新的熱鍵 shift control X,可以對合並後的顏色進行取樣。
Tooltips can now show while animation is playing and got another round of polish.
工具提示現在可以在動畫播放時顯示,並得到了新一輪的打磨。
And DOF 3D mouse input has been improved.
改進了 DOF 3D 滑鼠輸入。
On Windows, you can now copy file paths into the image editor so that you can use the file browser's copy command.
在 Windows 系統中,現在可以將文件路徑複製到影像編輯器中,以便使用文件瀏覽器的複製命令。
On Mac, you can search for hotkeys using the native key names like command.
在 Mac 上,可以使用命令等在地鍵名搜索熱鍵。
Also, blend files now have previews in Finder, App Exposé and Spotlight.
此外,混合文件現在可以在 Finder、App Exposé 和 Spotlight 中預覽。
On both Mac and Windows, title bars now use the theme header color and can blend right in.
在 Mac 和 Windows 上,標題欄現在都使用主題標題顏色,並可直接融入其中。
And lastly, a big win for Python devs, in the add-on preferences, there's now a button that takes you right to the add-ons folder.
最後,Python 開發人員的一大收穫是,在附加組件偏好設置中,現在有一個按鈕可以直接進入附加組件文件夾。
Speaking of Python, there are always a number of changes to the Python API that developers need to be aware of after a release.
說到 Python,在 Python API 發佈之後,開發人員總是需要注意一些變化。
And Blender 4.4 is no exception.
Blender 4.4 也不例外。
Developers can read about each specific change in the release notes, but one that I want to highlight that's good news for everybody is that you can now use the VFX libraries that Blender uses from within Blender itself.
開發人員可以在發佈說明中閱讀每項具體變更,但我想強調的是,對所有人來說都是好消息的一點是,現在你可以在 Blender 本身中使用 Blender 使用的 VFX 庫。
So Python devs now have really easy access to everything in Open Image IO, OpenVDB, OpenColorIO, MaterialX and more.
是以,Python 開發人員現在可以非常輕鬆地訪問 Open Image IO、OpenVDB、OpenColorIO、MaterialX 等軟件中的所有內容。
So even if you're not a developer, this means more powerful add-ons could be heading your way.
是以,即使你不是開發人員,這也意味著更強大的附加組件可能會向你走來。
When it comes to importing and exporting, videos can now be rendered using the H.265 HEVC codec, which is better for both quality and compression.
在導入和導出方面,視頻現在可以使用 H.265 HEVC 編解碼器呈現,這種編解碼器的品質和壓縮效果都更好。
And rendered videos are now explicitly set to the BT.709 color space so they automatically display properly in more apps.
現在,渲染的視頻已明確設置為 BT.709 色彩空間,是以它們能在更多應用中自動正常顯示。
The render audio operator can now render to the AAC format.
渲染音頻操作員現在可以將音頻渲染為 AAC 格式。
And when using the Matryoshka or OGG format, it can use the Opus audio codec.
在使用 Matryoshka 或 OGG 格式時,它可以使用 Opus 音頻編解碼器。
EXR images that use the DWAA or DWAB compression codec now have a quality setting.
使用 DWAA 或 DWAB 壓縮編解碼器的 EXR 影像現在有了品質設置。
Autosave and quit.blend files are now always saved with compression.
自動保存和 quit.blend 文件現在總是以壓縮方式保存。
USD can now export animated volumes.
美元現在可以導出動畫卷。
Material displacement now works with the USD preview surface.
材質位移現在可與 USD 預覽曲面一起使用。
Importing USD point instancers now respects animated attributes.
導入 USD 點實例器時現在尊重動畫屬性。
The experimental instancing option now works for object hierarchies and non-mesh objects.
實驗性實例化選項現在可用於對象層次結構和非網格對象。
Python hooks were added so developers can easily call custom functions on imported prims, materials, and textures.
添加了 Python 鉤子,這樣開發人員就可以輕鬆調用導入的原始物件、材質和紋理的自定義函數。
The import options merge parent transform and apply unit conversion scale were added.
添加了合併父變換和應用組織、部門轉換比例的導入選項。
And the export options merge parent transform units and meters per unit were added as well.
此外,還增加了合併父變換組織、部門和每組織、部門米數的導出選項。
In USD and Alembic, mesh edge and vertex creases now map more accurately to Blender's subdivision surfaces.
在 USD 和 Alembic 中,網格邊緣和頂點摺痕現在可以更準確地映射到 Blender 的細分曲面。
GLTF in Blender received a significant number of fixes as well as support for managing the new slotted actions on import and export.
Blender 中的 GLTF 得到了大量修復,並支持在導入和導出時管理新的插槽動作。
And with that, that's everything that's new in Blender 4.4.
以上就是 Blender 4.4 中的所有新功能。
As always, there are also hundreds of bug fixes that we don't have time to mention here.
與往常一樣,還有數以百計的錯誤修復,我們沒有時間在此一一列舉。
And a lot of the time for this release went to fixing bugs.
這次發佈的很多時間都用在了修復錯誤上。
So this is a great first release of 2025 and worth upgrading to.
是以,這是 2025 年的第一個版本,值得升級。
You can get it today from blender.org and don't forget to support the development fund while you're there.
您今天就可以從 blender.org 獲得它,同時別忘了支持開發基金。
Thanks so much for watching.
感謝您的收看。
Have a great rest of your day and happy blending.
祝您度過愉快的一天,祝您混合愉快。
