What is new in Blender 2.64!
BMeshWire frame from faces.
edge/ verts/face sorting.
bevel / inset model
Mouse controlled operators
Short cuts for bevel and inset
CyclesCPU powered Non-Progressive Integrator which give less noise for renders.
Multi threaded BVH building.
More faster (5x to 10x on a dual core and 5x to 25x on an 8-core machine)
Multi threaded image loading.
Render Layers & Passes
motion vector and UV pass.
Light Falloff node, with quadratic/linear/constant falloff and a smoothing factor
Object Info node
Particle Info node
New cameras (fisheye, Equisolid and Equidistant.)
OpenCL image texture
native motion blur
Spot Lamps are now supported
Support for image sequences in image/environment texture node
Border render now works in the viewport, when looking through the camera, same as in F12 render.
Added planar tracking, dope sheet view and tripod solving.
Grease pencil was added to track a data block, so now each individual track might have it's own grease pencil data block.
Rigging / Skinning
align snap to vertices/edges/faces for bones in Pose mode.
Added masking, new brush map modes, input stroke averaging,
Invert Mask Ctrl,Clear Mask AltM,Fill Mask ,Hide Masked
generate a mesh skin from an edge skeleton.
The Skin modifier takes a skeleton made up of vertices and edges as input and generates a polygon skin as output. The output is mostly quads, although some triangles will appear around intersections.
Green screen Keying
There were developed two new nodes which are aimed to make green screen keying easier. First one is Keying Screen which produces gradient plate to deal with uneven colour of green screen and another one is new keying node which allows to create mattes faster.
- Shadow colour now usable in the BGE
- Simplified the shadow panel while "Blender Game" renderer is active
- Added variance shadow maps for the BGE
- Buffered shadows on sun lamps in the BGE (orthographic)
- Lamp textures in the BGE
- Non-power-of-two textures are no longer scaled to powers of two if non-power-of-two textures are supported. This saves time loading non-power-of-two textures.
- DXT compressed DDS textures now stay compressed on the GPU, saving on VRAM. DXT1, DXT3 and DXT5 are supported.
- Character physics type added:
- Add start and end bevel factor for curves
- Frame node gets more usable bounding-box behaviour
- Allow baking external smoke caches
- Support for moving smoke obstacles
The Collada exporter has been improved for better support of export to Game Engines. Various options have been added for full control of the exported data.
- Apply modifiers (selectable preview/render mode)
- Selection Only
- Include Children (of selected objects)
- Include Armatures (of selected objects)
- Only active UV layer
- Include Textures
- Deform Bones Only (exclude rig control bones from export)
- make local copies of exported textures
- Use Object Instances (to avoid duplicate geometry definitions)
- Sort by Object Name (to ensure always the same order of exported data)
- Export for Second Life (very special treatment for Second Life rigs)