That said, I can't help but feel something is wrong with 3D asset creation in that becoming an expert at Blender or 3DSMax, Maya or literally any other 3D creation software, it's a multi-month if not multi-year project. There are 1000s upon 1000s of options buried all over in nested upon nested options.
Maybe AI will solve this. You ask for or sketch what you want and it does the 3000 steps to create it for you.
There just has to be a better way than what we have now. It (3d asset creation) practially hasn't changed much since ~1995. If you compare 3DSMax 1995 to Blender, with few execptions, you'll find them very recognizable. Yes, there are amazing features that have been added but still. It's quite a slog to get good at, not just artistic good, that's a whole extra level of training, I just mean good at knowing where and how to use the software.
I wish I had an idea for how to make it easier.
It opens instantly on my computer. It's fast. It's lightweight to the point my fans don't even spin up no matter what I do. It's customizable. It does everything I want to do and it never gets in the way of me trying to do my job. Meanwhile Photoshop these days randomly shows fucking popups about features and begs me to use its cloud scam, it's slower than it was 20 years ago without offering significantly better features, and the UI has somehow gotten worse when it was fine before. Blender does everything right. All I want is someone to take Blender's design philosophy and make a 2D image editor for desktop. Or hell, everything. I'm sick of bloat and BS in every damn app these days.
https://blender.stackexchange.com/questions/644/why-does-the...
They improved the UI already, but maybe they could improve it a little bit more. And this is not the only frustration, I constantly have to ask around for little things like that.
Also important to know, but late blender versions don't support old GPU, which is a bit sad: I can't use late blender version on my old thinkpad which only has a graphics chipset.
I just checked Lightwave 3D and Cinema 4D is still getting updated. Just found out Zbush got bought by Cinema 4D. And Foundry decided to wind down development of Modo. A lot of these names were big in late 90s and early 00s. I am wondering if everything is still pretty much the same.
Speaking of 3D Modelling software I am still pissed the whole CGtalk forum got deleted and decades of community knowledge wasn't even backed up or sold.
It's a wonderful project. Even small amounts help. Thanks!
Ah man, been waiting so long for this, finally! The integration with sound to geometry nodes is also great and will be a lot of fun for music videos.
Every day Blender inches closer to Houdini, and I for one am very happy about it :)
Really like the polished changelog notes they've done for quite some time as well, used to be a huge hassle to actually understand what changed and it's a breeze now.
It did take me ~5 years to get comfortable with the majority of Blender's features, but I made decent contributions to a small project before then. Solo stuff is much harder since you have to play the one-man-band by yourself.
a) Having lots of options
b) Making those options discoverable for beginners
is with some kind of nested categorization scheme. Any UI you create to render that will naturally converge onto a high-fan-out tree-like menu.
Workflows from 1995 have basically nothing in common with modern ones, everything is completely different and specialized in a lot of ways.
I wanted to make some models too but when I downloaded Blender and looked at a tutorial to create a cube and I just thought... why is this so complicated? It looks easier now (I was probably looking at doing it close to 20 years ago) but back then it seemed crazy that there was a long tutorial just to create a cube.
I played with a simpler modelling program called Anim8or (https://www.anim8or.com/) and it was quite nice to use though - I could create shapes and drag the vertices and it all seemed quite intuitive.
I don't think this is strictly true, not only are there new approaches to modeling like mudbox and such, but the nature of the assets people are creating is meaningfully different in 2026 than it was in 1995. The polycounts are orders of magnitude higher, the way you texture and shade the models is different, etc.
And then the actual hardware being used to render the finished assets is very different - it's much faster, it has dedicated acceleration for rasterization and ray/path tracing, etc. Fewer compromises are necessary to deliver your 3D assets to the viewer than back in 1995 and it's cheaper to deliver them.
It's true that a lot of the fundamentals haven't changed though. I'm not sure that's a bad thing.
https://www.blender.org/download/releases/5-2/
Hopefully a mod sees this.
So it’s
1) knowing what you even need to do in the first place to make the sphere, or swap the texture, or delete the lights, or etc.
2) where that tool is and how it works
Then later you can get into hotkeys and what your workspace looks like, and you can develop more of a command of things. Just start very goal oriented and pretend you’re staying in an Airbnb in a foreign country - you just need to figure out how the stuff works and where they are.
Hope that helps! Oh yeah and then there’s the typical OS level menus like saving, exporting - you probably natively know how to do that stuff already. So you can also use Blender to convert say glb to fbx and so-on, while making little edits you might need.
Be obsessed with your project so you have to use these things.
Why cant it just spontaneously generate it as soon as the egg and sperm meet?
Take the Same question but replace calf with priest, surgeon, weather forecaster, chartered accountant, musician, chef etc. What is going on in these processes that requires so much time?
That is 1000 proof pure distilled sarcasm.
But nothing feels lousier than coming back after a few months and finding out that you've forgotten how the workflow goes.
The big problems are that license cost doesn’t outweigh the pain points. In production I can get support from Autodesk for specific bugs without rediverting my production resources to fixing it.
Blender has no C++ API and even the Python api is not stable version to version. Studios live by maximizing their competitive advantage and that takes the form of extending the DCCs with custom pipelines and high performance plugins. With blender I’d have to maintain a full fork.
Also blender’s ghost UI system is significantly worse than Qt. It also means I can’t share the Qt tools I built for the rest of the apps with blender.
And while Ton was still CEO he heavily told studios he didn’t want their business. He believed blender shouldn’t be part of a pipeline but be the whole pipeline. These were his explicit words in a presentation blender gave at SIGGRAPH.
For background, I was a lead engineer in the film industry and still am quite involved with industry development while also contributing to blenders code base. My partner also works for one of the big animation studios.
I think blender is great and it’s seeing adoption professionally but there’s a lot of fundamental things that need solving before it displaces the current status quo DCCs.
That said, Blender is respected. I think it'll get there but still has to battle through momentum.
I've worked in the animation and currently the VFX realm.
There are still some areas where commercial competitors got edge, but Blender covers a wider base, is the more complete/universal software already. Lot's of people prefer Blender's UI. It's also rapidly developing, the competition is not. I am pretty sure it will become industry standard at some point. Maybe not for the big studios, who invested millions into custom pipelines, but anything up and coming.
Role model FOSS project for sure.
Imagine if they made Gimp good, this would be what blender became in 3D.
They've done it right, with a foundation and it appears to run like clockwork. Feature wise it now rivals with some pretty expensive alternatives.
Open source; can win!
That and the lack of easy portability (say modeling on my Mac and then handing off to a more powerful (or less utilized) desktop for rendering), made the learning curve steep.
I’m a novice and barely got the things done that I wanted to do, but was happy with the output. Maybe I’ll do more in the future, but finding tutorials for beginners for the latest interface was also challenging.
Were the concepts basic? Yup. But watching a 5 minute video on 1.5x speed gets through it pretty quick and covers some edge cases for the topic at hand, which can be surprising even at a basic level.
THEN MOST IMPORTANTLY you need to practice using the keyboard shortcut keys which are pretty essential to feeling like a native in Blender.
After the first X number of videos, if you can predict what is coming.. well, then you are bored and you are ready to step onto the next thing and explore that instead.
(edit: stick to points rather than rave on)
It’s a general beginner tutorial, but blender can be so weird that many skills don’t transfer (like how you move the camera in the viewport).
The tutorial takes you through pretty much everything you need to know to get started with blender. Modeling, texturing, painting, modifiers, compositing, geometry nodes, and rendering. You can skip the parts that seem familiar, since you already know 3DS Max.
Also some extreme ups and downs along the way, almost succumbing at some point(s) and more along the way. It's a miracle it survived, a miracle performed by Ton Roosendaal most likely.
Tiny Eye: Free Procedural eyes
Sanctus Library: Procedural Materials
Auto-Rig Pro: UE asset export
Blob Fusion: similar to zbrush
Flip Fluids: Better fluid sim
Scribble Gen: cobwebs, wires, fire, and cables
FaceIt: iPhone Pro Lidar camera used with UE5 face motion capture (works better than most industry products.)
Also, there are many great courses that save the pain of learning the goofy workflows on your own. =3
I've tried many times to get to grips with Blender but for whatever reason I've found doing the simplest things very tiring. If there's a big, illustrated PDF manual out there for a recent version, I'd love to know of a link to it...or even better yet a conversion guide from C4D (!)
By remaining expensive proprietary tools, they lost the new generations of developers who learned 3D with Blender and Houdini Apprentice and who will naturally continue to use them once they become professionals, so the customer base will keep shrinking.
Basically take whatever you'd do in 3ds Max normally, commit to doing in in Blender and prepare to Google/Ask an LLM "I can do X in 3ds Max 2025, how can I do the same or equivalent in Blender 5.2?" A LOT. Nothing beats practice :)
Yeah but the distance is crossing the atlantic. I saw this as a blender user who glimpsed houdini a bit.
Damn that's a cool program.
Then, in the next release, they move.
Yesterday's Blender experience: for some reason, mouse pans stopped working. Zoom and orbit still worked, but pan didn't. No idea why. Had to quit and restart.
A monthly thing makes no sense; just letting hobbyists dabble until they are in a place to pay used to be a lot more normal. They ought to make the entry for paying a bit less heartburn-inducing, though.
I remember people saying this in 2004.
Blender is widely used in "the industry" (whatever that industry is). What is has really accomplished in terms of "the industry standard" has, from my POV, been preventing a proprietary system from becoming the standard. That's what happened in the DAW space, where ProTools was the industry standard, and it has taken 20 years to get to the point where that hegemony is no longer as solid as it once was (thanks, Ableton!)
There are several different choices for all the things Blender does, but the existence of a FLOSS tool that does them (and does them well) prevents any of the proprietary ones from being "the one".
I have a vague recollection that twenty years ago GIMP paid some designers to come up with a great UI, but once the design was ready, GIMP was like "nah we don't like that" and kept their bad UI.
I do image stuff so rarely that GIMP is fine because it's free. But its UI is so bad. I don't know about now, but I remember a few years ago someone pointed out that GIMP had over a million dollars in a Bitcoin wallet and hadn't touched any of it in like a decade.
As for the numpad you can use the tilde key or alt+drag to switch views. There's also a handy gizmo.
I've been hearing this complaint since Blender 2.48 twenty years ago, where it might've had some merit. But even then you could still pick it up in at most a few weeks with focused study, and the biggest non-intuitive (in terms of adherence to things like OS guidelines etc) and Blender-specific features and workflows remain the same to this day, and the interface overall is remarkably consistent and effective once you get used to it.
The only thing I can see that comes close to doing the same thing in terms of a general/integrative/swiss-army-knife-of 3D content creation suite are to this day Autodesk Maya and 3ds max, and maybe increasingly UE and Unity. I wouldn't exactly say you can just "intuitively" click around in any of those and high-quality results come out by default. Other software may be better at specific things and perhaps offer a more focused UI for some subset of tasks, sure, but at that point you're using the wrong tool sticking with Blender.
But in basically all cases, as soon as you're doing anything moderately complex, you're constantly referring to the manual/LLMs/tutorial videos. This stuff is just difficult, man, and most of the difficulty is even orthogonal to the software itself!
The main reason I never upgraded was that it was FAST, and until Adobe started rolling out AI features around 2020 there were almost no notable additions made to Photoshop other than new versions seemingly getting slower and arguably uglier. To this day I'll still occasionally boot up the old Photoshop 7 if I don't need to use content-aware fill, and I'll marvel at how zippy it feels.
The official manual is more readable than you'd think. It actually switches back and forth between "tutorial" and "reference" style. The intro sections are often in tutorial style and the detailed sub-sections are more reference style. It worked well for me for intros to specific topics. https://docs.blender.org/manual/en/latest/index.html
In terms of nodes and simulation, Houdini is still lightyears ahead of blender. I say this as someone who loves blender and views the programs as complementary. But still, I was shocked at how deep Houdini is.
With that said, learning Houdini is an unrelenting gauntlet. Blender isn’t exactly easy to learn but it’s a walk in the park compared to Houdini. Even something as simple as creating a material and assigning it to an object is an exercise in frustration.
My issue was yes, it's always a YouTube video, and also always for shit I didn't want to do. I don't want to make a donut. I don't want to model a coffee cup, I want to make something else.
It was full of little errors here and there (the human crafted ones are too because the Blender UI changes so often), but since it had gotten me started and "in" the UI I could usually figure it out myself or use a search engine to find what I was looking for.
Indeed, a far way to go. But I also remember discussing the Blender UI/UX with people back in 2.5 days, and we were all like "Yeah, the UI is something else, but it is what it is, maybe some day" and look at it now, it's a night and day difference. I have no doubt in Blender's ability to continue iterating over decades to reach something amazing, they've already proven this clearly :)
Who knows who made this thing, or where it was made. I discovered it, let’s see how it works.
You start twisting knobs and the damn thing turns on! You fly it around a bit, you get a ton of use out of it, maybe you reverse engineer it, fork it, make your own version.
Eventually a corporate knock-off hits the market and you buy one. They solved all the little problems and painted it with clear coat.
But there’s something missing, and I come crawling back to the field - where I keep finding all these interesting machines
It just goes to show you how badly managed Thunderbird is, since Blender is doing so much more with the money. I'm more and more disappointed with Mozilla all the time.
Fore More recent numbers: In 2024[1] (last info I found), Blender had 3.1m € in donations (600k more than the year before) and Thunderbird had around 9m € [2].
I kind of get it, Blender is way more niche than Thunderbird, but imagine what they could do with even more money.
[1] https://download.blender.org/foundation/Blender-Foundation-A... on page 76 [2] https://blog.thunderbird.net/2025/10/state-of-the-bird-2024-... I did the money conversion based on today's exchange rates
Those assumptions are only crazy if you're an Apple user or a laptop user who uses a touchpad to 3d model.
Though people are so eager to be locked into Fusion 360 I will never understand. Especially when Freecad is so much better than it used to be.
So for anyone on the fence about picking up blender and reading this comment above, no it doesn’t require hundreds of dollars of plugins to be useful. Not for every use case.
>it was a friend's license
>didn't pay for a copy of Blender
just for the record, everyone can download, for free, Blender from https://www.blender.org/download/ for Win, MacOS or Linux
Gimp still has a lot of good features that I find myself crawling back for, on bigger projects. But Pinta has that good ol' fashioned Paint.NET feel to it that a lot of people still strive for.
Is that true though? I mean sure, more people use email - but I would guess there are more Blender users than Thunderbird users in the world.
There's plenty of competition for an excellent free email experience. Very little for 3D modeling software.
Update: Looks like I guessed wrong. I found some approximate user numbers:
Thunderbird has analytics that show around 10 million active daily installations: https://stats.thunderbird.net/
Blender stats are harder to find. They reported 23 million total downloads in 2024, which suggests daily actives significantly lower than 10 million: https://download.blender.org/foundation/Blender-Foundation-A...
Quite potentially some really great stuff, but I’m skeptical that this is actually a great way to kill a good thing. Ideally money isn’t an issue and everyone is paid well, and somehow the organization managers know how to feel out and draw a line on scale/ambitions.
I’m not an animator but I do know that mayas rigging support is second to none; we’re often working on characters with 100+ bones and 200k triangles being driven by said bones. The standards stay standard for a reason when working at that complexity.
A note on that pointer thing, I don't use it much, instinctively going for the pad and as such sort of dismissed it. Until I was trying to use the laptop in moving vehicle where the pad was useless due to bouncing but the pointer, rock solid. I totally get it now. lesson: Touch screens sort of suck anyway but are really terrible in moving/bouncing vehicles.
I had the movie industry in mind, because it demands the largest set of Blender's features. I believe Maya still has/had the edge in animation and particle stuff. Though, AFAIK the main reason is integration and custom tooling built on it, which makes switching to Blender less tempting than sticking up with license fees... which are rather negligible compared to overall operating costs.
I believe, Blender is creeping in with smaller studios, especially anime/cartoon kinda stuff.
I think one of Blender's biggest assets is its wide creative tool set. There is even a useful video editor included. Honestly, it's not far off from being the swiss army knife of digital creative work, a creative operating system. Maybe we get a DAW too at some point :D Anyway, I think that's why Blender will dominate. Anyone starting out got everything they need for "free" (with a consistent UI you only have to learn once), but they still won't outgrow the software professionally either, now. That's totally unique.
Since hacking on a 3D DCC in your spare time may be more than three times as enticing to people than doing the same on an email client?
I'd wager Occam's razor favors this explanation.
Note: Blender might have this too. I haven't tried. But, my impression so far is Blender didn't start this way and trying to add it in after the fact is difficult. Maya stays clean because any UI feature needs to buildable from scripts. By enforcing that rule on themselves, they keep it customizable.
Blender’s UI just makes bad assumptions.
> Though people are so eager to be locked into Fusion 360 I will never understand. Especially when Freecad is so much better than it used to be.
Because Fusion 360 is that much better than even the latest Freecad? Just because Freecad sucks less nowadays doesn't mean that Fusion 360 isn't simply a better product... Freecad 1.0 was too little too late. The only way it could gain traction in the hobby market is if Fusion 360 pulls the plug on its free version (again). And I say all this as a Freecad user.
We spent around $3k conducting a survey of the Blender ecosystem for a game dev project about 2 years ago, and continue to monitor the situation every update. A rather sobering experience in some ways.
Would recommend Poly Haven as the plugin is not required to access their free assets, but it is usually a good idea to support people that make things easier for everyone. =3
OpenScad and FreeCad also works for 3D cad files. However, many people that own 3D printers will never sculpt, re-mesh, or cad up their own objects. =3
I don't remember the last time I used a software package as smooth and clean and tidy as C4D.
And also such a deliberate ploy to try and undercut competition, which sadly has been working unreasonable well. Even after onshape shafted everyone which should have highlighted the obvious risks.
After a video tutorial I always concluded that I had a few really clumsily ways to work around my lack of knowledge. Some workflows really need an expert demonstration, or you won't even know what is possible. (I do pause the videos to look up the docu.)
The issue is Blender has been in perpetual Beta for decades. Every update something breaks, moves, permutes, or goes missing. It is chaos incarnate in some ways. =3
Those aren't really bad assumptions.
I use blender because I also like to do a lot of 3d printed art, and as you mentioned, that sculpt tooling is one of many fantastic tools for that purpose.
Also LLMs know a lot about Blender, making it very easy to describe what I want to do, and then get a walk through of how to do it with Blender.
https://bartoszstyperek.gumroad.com/
LLM are sometimes good at organizing the awful documentation for Blenders ever permuting API, but will not help you get better creatively. If you are interested in geometry nodes, than this channel offers a lot =3
Go look at Blender's default keybinds and tell me what you would change so the numpad wasn't really necessary. If you can simplify their keybinds I'm sure they would love to see your PR.
but still, they were open sourced about 1 year apart. I still think having a bigger user base is a good reason for the difference
It's come an absurdly long way since I first dabbled with it in the early 2000s, and has gone from a niche FOSS tool to something widely used in its field.
Nowadays, Blender is an example of masterful UX for a professional tool. Immediately responsive, information dense UI with keyboard shortcuts for absolutely everything. Actions are composable, like with vim: something like "ex5" will extrude five units on the x axis.
Blender 5.2 LTS showcase reel featuring work by the Blender community.
New features overview by Jonathan Lampel and Wayne Dixon from CGCookie, Cartesian Caramel, Paul Caggegi

Blender 5.2 LTS splash artwork by Joanna Kobierska, featuring the now-extinct Panthera spelaea
Released July 14th, 2026
Imagine driving your nodes with imported audio files, how does that sound?
The Sample Sound Frequencies node, coupled with the new Sound socket, brings audio-reactive animations and simulations to Geometry Nodes.
Sound files can be loaded directly into the node tree. To hear them during playback, add them to the Video Sequencer as well, and set Playback Sync to “Sync to Audio”.

Sample Sound Frequencies node.
A new node enters the chat: Mesh Bevel.
The long awaited power of detailed procedural control over the edges or vertices.
Quickly add a cloth-like behaviour to any mesh with a new node-based modifier (and a node group as well). Comes with a list of built-in controls for pinning, tearing, controlling stretch and bendiness.
Hair physics work similarly to cloth: the only extra requirement is having a surface object to attach hair to. The set up itself can be automated with the updated Empty hair operator.
Effectors
New node-based dynamics come with a bunch of built-in effectors for effortless gravity and/or surface collision application. In 5.2. LTS, three types of customisable effectors are available:
Apply a Collider modifier to transform any closed mesh into a collision object. Or go further in a fully procedural set up and use the collider effector bundle and pass into the dynamics node.
Built-in gravity setup is available, as well as endless possibilities to build your own custom forces.
Inject fully custom behaviour into simulations using Closure and Custom Effector nodes.
Tag&Filter
Tag-based filtering system for effectors is also here to easily determine which geometries they affect. Each simulated geometry can have multiple tags for the effector to specify which tags it should affect.
Reimagined, node based: Blender 5.2. LTS introduces a brand new procedural approach to physics for hair and cloth simulations.
The power behind experimental node-based physics lies within the new built-in XPBD Solver node.
While built-in assets contain use-case specific declarative systems around it, advanced users can customize the simulations further. Adapt existing node groups by editing constraints as needed or create a new simulation system from scratch.

What the community is creating with node-based physics
Blender 5.0 introduced the concept of bundles, which can now be attached to geometry to carry arbitrary data across modifier and object boundaries.
Use new Get Geometry Bundle and Set Geometry bundle nodes to unlock new workflows and possibilities.

Set and Get Geometry Bundle nodes.
Lists
Attributes
Strings
String and String to ValueBaseinput.Empty Objects
Curves
Node Tools
Performance
Other
None.On scenes with many image textures, the new Texture Cache significantly reduces memory usage and startup time by automatically generating smaller, optimized texture files that load only the tiles and resolutions needed for rendering.
Texture Cache Off
Texture Cache On
Attic
Bistro
Junkshop
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1000
2000
3000
4000
5000
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Memory usage
Unit: MB

One toggle, loads of memory savings.
Under Performance → Texture Cache, enable Auto Generate or click Generate. A corresponding .tx file will be generated for each image and automatically updated whenever the image file is modified.
Memory savings and performance improvements are highly scene-dependent. Using Texture Cache comes at the cost of a small rendering performance impact and increased disk space usage.

Render physically accurate thin materials such as paper, leaves, and window sheets with the new Thin Wall mode in the Principled BSDF node.
When Thin Wall is enabled, the surface is treated as a slab with its layers mirrored around the base, and the thickness is assumed to be zero.
Render by Christopher 3D.
This new mode provides a more accurate approximation of thin transparent and translucent materials, combining reflection and transmission for thin glass surfaces, and diffuse and translucent scattering for thin subsurface materials.



Blender 5.2 LTS is a major release for EEVEE, addressing long-standing usability issues from the transition to the EEVEE Next project architecture.
The new Backface option under Screen Tracing controls how rays that intersect the back faces of visible geometry are handled.
When enabled, intersections with back faces are treated as valid hits instead of misses.
This can reduce light leaking when using screen-space global illumination, and lets you fine-tune the appearance of global illumination. It affects both Screen Space GI and Fast GI Approximation.

Both front and back faces contribute to global illumination (slider at 1.0)

Only front faces affect global illumination (slider at 0.0)

Use it for compatibility with old renders.
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Dozens of new parametric materials, compositing effects, HDR world backgrounds, Geometry Nodes setups, and many more assets have been added to the Essentials library.
The best part? Blender isn’t any larger. These new assets are hosted online, ready for download whenever you need them.

Watch this demo on customizing online assets by Simon from Blender Studio
Need more? Host your own or add your favorite creator’s online asset libraries.
Smart indexing makes browsing thousands of assets a breeze.
Keep your assets up to date with a single click.

Add your own online repository in the new Asset Libraries preferences section.

Do more in the Compositor with six new socket types supported: Matrix, Rotation, String, Object, Font, and Integer Vector.
Plus 35 new nodes all-around, from string manipulation to , many of which will already be familiar to Geometry Nodes users.
Whether you’re after a realistic filmic finish or a hand-painted watercolor or oil painting style, the new compositing assets provide a quick starting point for a wide range of looks.
Additionally, you’ll find new utility node groups that can be used as building blocks or incorporated into your own setups.
Compositor gizmos now support auto keying.
Transforming a gizmo will automatically insert keyframes, providing a direct way to animate compositing setups from the backdrop or the Image Editor, which now supports gizmos too!
As for the viewer gizmo, it now follows the image display offset, so handles stay aligned with the backdrop as you pan and zoom.
Performance & Quality
Changes
Additions

The LTS in Blender 5.2 LTS stands for “long-term support”, meaning it will get fixes for up to two years, until July 2028.
Welcome the new Grease Pencil Delaunay fill algorithm. It creates exact geometry from boundary strokes, with automatic gap detection, inverse filling, zoom-independent results, and much faster performance.
Dots and Squares line materials now feature Placement settings to control the distribution of shapes along a stroke.
Strokes are now generated at render time instead of as extra geometry, significantly improving performance compared to subdividing strokes with the modifier.

Don’t forget to enable the Online Essentials Asset library: which includes 19 new Grease Pencil brushes by Blender Studio artists and Daniel Martínez Lara.
Bundled brush assets got refreshed thumbnails as well as new material controls for Dots, plus settings updates for Airbrush, Ink Pen Rough and Pencil soft brushes.
Introducing Playback Loop modes!
Graph Editor
Playback
screen.animation_pause operator that always pauses playback.Pose Library
Workflow & Rigging
Fixes
EXPAND
YOUR BLENDER
The Blender Extensions platform keeps growing, with over 1100 free add-ons and themes to customize your workflows.
You can also share your own add-ons and themes!

Three operators from the LoopTools add-on now built-in Blender 5.2 LTS.
To Circle, Space Edge Loops Evenly and Flatten operators from the popular Loop Tools add-on are now available as native operators.
Rewritten from scratch in C++ for improved performance, while also fixing several corner-case issues.

Blender splash artwork source files are available for you to play with!

Splash artwork by Joanna Kobierska, based on a model by Ken Barthelmey.
STACK, STYLE, SCOPE
The Video Sequencer mastering kit gets real in 5.2 LTS: share compositor effects as modifier assets, style titles and toggle modifiers per preview or render. All of that and more plus grading with HDR scopes.

A new Compositor effect strip runs compositor node trees directly on the timeline with zero, one, or two inputs, plus an effect fader on the input group.
Strip modifiers now expose inputs in the panel, driven by the node group interface like Geometry Nodes. Save compositor node trees as Strip Modifier assets to add them from the Add Modifier menu later. In the modifier extras menu, you can hide the node group selector so shared assets feel like built-in modifiers.
Last but not least: modifiers and effects can now run on the GPU, a real solution needed for heavier graphs and large blurs.
Text strips now support style presets.
Font, outline, shadows, layout, all settings in the Style panel are stored.
Three presets come built-in:
Subtitle: classic movie subtitles.
Main Title: big, centered text.
Corner Title: smaller titles in the bottom-left corner.




Strip modifiers now have a preview visibility toggle just like object modifiers, so you can cut heavy processing from playback without touching the final export.
This also means that cached frames are kept in memory after rendering, making the next preview faster with the same result.
DETAILS MATTER
Long-term support comes with a long list of small UI improvements that make a huge difference for those who blend on daily basis.

Need portrait instead of landscape? Right-click Resolution X or Resolution Y and use new Swap Dimensions operator to quickly flip render dimensions.
Turn on Scroll to Active in the Outliner to keep focus on the active object.
Elements inside collapsed Collections, and children of collapsed parents, are ignored in order to keep your Outliner tidy.
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Fit more on your sidebar!
Compact mode turns the sidebar tabs into squares fitting the first two letters of the name, first two letters of each word, or even an icon.
Similar to bl_category for the panel name, define bl_icon and the ID of your icon.
Additionally, you can now click-drag to switch the active tab, and the sidebar is always visible even with a single tab.
General
Tree View
Widgets and Icons
Node Editor
Other Editors
Preferences and Platforms
Jump straight into your 3D scene with Location Scouting!
Block camera vantage points and assess camera properties in VR with full 3D environment immersion.


The VR Controller default bindings deadzone threshold was adjusted to provide a smoother user experience.
Alembic
OpenUSD
STL
glTF: New in Import/Export
EXT_meshopt_compression and KHR_meshopt_compression.KHR_materials_iridescence and KHR_materials_dispersion.Core
Motion Tracking
Python API
modifier["..."] keys. Scripts that set Geometry Nodes values the old way require updates.bpy.data.all_ids iterator to loop over all data-blocks at once.bpy.data.file_path_foreach to expand UDIM tiles, image/volume sequences, and cache files (including Cycles texture cache).gpu.init() to use the GPU in background mode (--background ).MeshAutomaskingSettings on Paint and Brush.mathutils types (Vector, Matrix, Color, Euler) now support slice step (e.g. vector[begin:end:step]).bpy.data.libraries.load() now exposes linked library blend-file paths.Window.screenshot method to access screenshot pixel data without saving to disk.UILayout.link and UILayout.textbox for styled link buttons and multi-line text in panels.WindowManager, with session-wide unique IDs.layer.layer_masks.add and layer.layer_masks.remove to add/remove layer masks.fill_id and hide_stroke properties to strokes in the high-level python API.Plus hundreds of bug fixes, code cleanups and refactors.
See the full list of changes.