[HN Gopher] Blender 3.1 ___________________________________________________________________ Blender 3.1 Author : mkaic Score : 357 points Date : 2022-03-09 17:52 UTC (5 hours ago) (HTM) web link (www.blender.org) (TXT) w3m dump (www.blender.org) | snvzz wrote: | Is it just me, or did the release announcement page get harder to | read, relative to older releases? | cwkoss wrote: | Blender is amazing. It can do so many things. If you want to try | it out, I highly recommend "Blender Guru" on youtube. The "donut | tutorial" is a great overview that orients you to where all of | the most important functions are. | | Took me a ~3 evenings of 3 hours each (included some playful | fiddling outside the scope of just completing the tutorial) and | now I feel like I can generally google for answers to questions | and get by in blender. | | Also 3.0 featured a roughly 8x speed increase in rendering! It's | insanely cool. | mkaic wrote: | I genuinely think Blender is my single favorite piece of software | I've ever used, _especially_ the latest few versions. While it 's | always been a powerful piece of software, the past 3 or 4 major | releases (really everything since 2.8 actually) have just been | nonstop UX improvement _on top_ of ridiculous amounts of | thoughtfully implemented new features. | knolan wrote: | It's a joy to use, I feel I can do anything with it | confidently. | mastax wrote: | The geometry nodes demo in the release video looks extremely | cool! To clarify, that is a node-graph procedurally generated | house with adjustable properties (decay, etc)? I know that's been | a thing for a while (speed tree, etc) but it's really impressive. | cglong wrote: | I came across this film[1] the other day. It was made with | Blender by a college student as their graduation art, and has | single-handedly made me realize just how powerful it is! | | [1]: https://www.youtube.com/watch?v=dSc27JPm3r8 | riidom wrote: | Wow so much not my style of music, and still I loved the whole | thing. Thanks for sharing! :D | karolist wrote: | Blender is shaping up to be the best open source project I've | seen in my 20 years of tech, and I'm comparing this with many | other large ones I've used, like Linux kernel or various distros, | FreeBSD, Kubernetes and so on. They do everything so well, even | the releases, I think it beats the paid competition now or will | soon do in feature parity and ease of use. As of Blender 2.8 the | UI is fantastic. | | This update comes with many geometry node improvements which | continue the trend of making Blender the premium non-destructive | modelling solution. I'm in particular interested in seeing how | 6900 XT and regular M1 (in Mac mini form) will perform under | Metal with 3.1 and macOs 12.3. I was a long time Radeon VII user | on Mac but before 3.0 the stability and performance was just not | there so I've moved my Blender experiments to Windows and Nvidia | which works spectacularly but I'm not fussed about booting win | just for Blender. Sadly I don't think AMD is bringing HIP for | their older, pre-6000 GPUs https://code.blender.org/2021/11/next- | level-support-for-amd-... | Pulcinella wrote: | Something to note about the AMD 6000 GPUs, the Metal API | currently doesn't support the ray tracing acceleration hardware | that they have. | | https://developer.apple.com/forums/thread/690033 | daenz wrote: | 100% agree. I've been using Blender for over 20 years as a | hobbyist and it has consistently been one of my favorite pieces | of software. It's written by creators, for creators, and you | can feel the love and care that they put into it. | | One area I wish they would start to give more attention is | their scripting. I consider myself a Python expert, and the | Python API leaves a lot to be desired at an architectural | level. For example, many operations (bpy.ops) require an | accurate "context" to succeed. This context is essentially | putting the UI in a particular state, as if the user had | clicked specific items and activated certain windows. This | makes the api feel like an afterthought to the traditional UI | interaction, and introduces a number of issues that I won't | bore you with. Suffice to say, you end up writing a lot of | boilerplate to ensure predictable state changes in between | operations. | | If they levelled up the Python API to be more friendly to the | code-oriented generative art crowd, they would be even more | unstoppable! | Etherlord87 wrote: | Another example is how incompatible "bpy" is with Python | idioms: in Python you're supposed to use `is` operator to | compare identity, but since many objects in bpy are short- | lived wrappers of the actual C++ data, you have to use | equality operator `==` instead. Otherwise you may run into | such problems: >>> arm.bones['Bone'] is | arm.bones['Bone'] False | | This is not a bug: https://developer.blender.org/T88914 | | As for operator overrides, you may find this list useful: | | https://blender.stackexchange.com/questions/248274/a-compreh. | .. | UncleEntity wrote: | > For example, many operations (bpy.ops) require an accurate | "context" to succeed. | | The bpy.ops are really just a python shim to be able to call | them from the UI. | | Not a good idea to call them from a script (because of the | reasons you cited) but that hasn't stopped anyone, ever. The | whole of blender is designed around the MVC model and the | operators are the 'control' and are dependent on the 'view' | (aka context) to do their thing. | | All the underlying data structures _should_ be exposed to the | python API (through bpy.data IIRC) so, in theory, one could | do whatever their little heart desires. | | Weird design but once you realize the UI runs everything | through python it mostly makes sense. | daenz wrote: | Definitely, prefer using bpy.data objects whenever you can. | IIRC there were a few things I wanted to do that only | seemed possible through bpy.ops, for example recursively | duplicating a collection. In the UI, this calls | bpy.ops.outliner.collection_duplicate() and requires the | Outliner editor to exist and be active. There are | workarounds, but they aren't pretty. | Etherlord87 wrote: | Another example is changing modifier order - you can do | that only with operators. | UncleEntity wrote: | Back when I was poking at the python API a lot of what I | did was figure out how the operator did it and either | wrap the function it called as a method on the object or | write a simple C function wrapper and expose that to | python. Most things that people needed just needed | someone to spend a little time on. | | I think it was the outliner (the part where you edit the | keyframes?) where the underlying design made the python | API an absolute trainwreck. I spent a bunch of time on | that and it was just bad, the best that could be done was | to expose it and let people who were sufficiently | motivated dig around and figure out how all the pieces | interacted because it wasn't at all obvious. Horrible | design from the python side... | | Anyhoo, sounds like someone just needs to add a | collection.duplicate() or .clone() method -- whichever is | more pythonic. | tapia wrote: | I totally agree with you. I use the python API in Blender to | make some renderings of mechanical connections we are | developing. As a python expert I am always a bit disoriented | by how things should be handled. It would be really great if | the python API could get some love in the future. | karolist wrote: | Glad you brought up scripting! I'm 2 years in my Blender | journey. I remember downloading it before YouTube existed, | took hours to compile the FreeBSD port, launched and got | overwhelmed by the complexity, it ended there. | | My goal with Blender is to animate explainers and | screencasts, how feasible is to have a procedural pipeline | where I could just launch Python scripts changing basic | properties like text, position? Basically I want to generate | animations where I have a bunch of re-useable objects but | change their properties via code, is this something Python | bindings could help me? | tusharsadhwani wrote: | not very related, but you might want to check out manim: | https://github.com/ManimCommunity/manim | daenz wrote: | Funny you should ask! Yes, it can be done. I've built | something like this recently...my goal was to make | programmatic videos of chat conversations. Here's an | example[0]. This was rendered totally headless (no | launching blender UI) and the input file was a json | document that was generated programmatically. I'm in the | process of containerizing it so it can be run serverless in | the cloud, driven by a job queue. | | 0. https://s3.us-west-2.amazonaws.com/arwmoffat.com/hn.mp4 | armagon wrote: | You did that in Blender? Wow. How on earth did you do | that? | daenz wrote: | Each text bubble is duplicated from a rigged template | speech bubble. The rig controls the dimensions of the | bubble based on the size of the text it contains. Drivers | are heavily used on the bones to coordinate them with | other bones and movement. | | Each bubble is parented to a screen object which scrolls | upwards, but the parenting is dynamic, so that it only | engages when the message has been "sent". | | The "typewriter effect" of each bubble is not keyframed | (unsupported) but handled by a frame update callback. The | typing is determined in advance with random jitters to | emulate a person typing. | | Hope that explains it! I have considered sharing the | framework, but I know I will get a lot of requests that | I'm not prepared to handle unless I was receiving | donations. | james_in_the_uk wrote: | Calvary by Scene Group is also good for this type of | animation and can be scripted or load files in from csv / | Google docs. | | Here's an example I made https://vimeo.com/497222609 | karolist wrote: | You've just blown my mind! Wow, this is something I'll | spend my next 3 months before summer definitely. Thanks | for the inspiration and showing the possibilities, the | headless part is just icing on top. | daenz wrote: | Cool! You will love it. If you get really jammed up on a | problem, find my contact info in my profile and I may be | able to unblock you. | wyager wrote: | Besides being context-sensitive, I also recall the API being | weirdly designed w.r.t. mutable variables, global state, and | so on. The kind of stuff you expect to see when someone who | is not primarily a programmer, but is instead an artist or | something, designs an API (which I would guess may be what | happened). | | In the end I was able to get what I wanted (a script which | would spawn a bunch of geometric objects according to a | procedural function, set the scene, and ray trace a frame) | but it took a bunch of weird incantations in a mix of API | idioms. | gloriana wrote: | I wish other software projects would take a similar approach | such as Open AI, making the service and software totally free | to use. | haberman wrote: | The more awesome Blender gets, the more jealous I am that it's | not designed for CAD. | | I keep wondering if FreeCAD will eventually make these kinds of | strides, or if it's better to try getting Blender to do CAD-likes | stuff. I know there is a bit of CAM-like stuff floating around | for Blender. But I'm always afraid that this will come up short | in the long run, due to Blender's fundamentally mesh-based | nature. | phkahler wrote: | The more awesome Blender gets, the more jealous I am that it's | not designed for CAD. | | You may be interested in this: | https://blenderartists.org/t/geometry-sketcher-constraint-so... | | Someone implemented sketching in blender using the geometric | constraint solver borrowed from Solvespace. It is also notable | that the same solver has been used in FreeCADs assembly 3 | workbench. | | For the next Solvespace (3.1) release we have replaced the | homegrown matrix operations in the solver with Eigen. In some | sketches this seems be running 8-10x faster. | rycomb wrote: | I really hope so, but I wouldn't count on it... in my view, | FreeCAD seems to be suffering from certain stagnation -similar | to GIMP's a decade ago. | | The "triangle of uses" of Blender/FreeCAD/OpenSCAD has a weird | void in the middle to fill ...and seeing how Blender keeps | growing, I'd imagine it'd be the first covering most of it. It | may be argued that it's already doing so in many ways, via | plugins and Blender's Python API. | jbay808 wrote: | I keep growing more impressed by FreeCAD. At the moment some of | the most critical usability improvements are still in | development branches though. | karolist wrote: | While it's not really a tool for precision modelling you can | get the objects to real world size by setting the coordinate | space and units to your scale. I've modelled the house I'm | building in Blender, put it on a real scale and size plot of | land oriented against true north. There's even a built in | plugin to model sun position based on time and coordinates, | it's been mind blowing to be able to see how the shades will | change through the windows and how another building will (or | not) block the sun during different months. | | I've tried FreeCAD for precision modelling like house plans but | it was just painful to use, especially compared to AutoCAD | which is super good and the snapping is unlike anything I've | seen, but sadly prohibitively expensive for non professional | use. Their cheapest plan is something like $200/mo. | supermatt wrote: | I'm trying to do something myself but modelling an existing | building. I just get really confused on the "right way" too | use these tools. For example, on a log building do I model | the logs or some flat wall with a texture, etc? | syntheweave wrote: | The best way to proceed is to think in terms of | placeholders. Make the wall simple now; then imagine how | you want to detail it, and proceed with the understanding | that you'll want to replace it at some point, and then it's | just a matter of setting up the organization of your | objects so that that can be done gracefully. If you don't | have a particular requirement like presentation in a game | engine, you don't have to aim for it to be optimized and | can do something like making a detailed sculpt for every | log. If you do have that requirement there's still often a | reason to push off the optimization to a final step, | because it might involve destructive workflows where you | essentially turn your initial detailed asset into a | reference for the optimized one(e.g. baking a normal map). | | As long as you expect everything to be done in two or three | iterations and split out the work appropriately, you won't | be stuck for too long. | MisterBiggs wrote: | As a graduating Engineering student that is about to lose | access to some really powerful and incredibly expensive CAD | software I can't agree enough. I think I just need to say | goodbye to parametric modelling and embrace Blender. | mrtksn wrote: | Hey, does anybody knows what happened with Apple becoming a | Patron? | | Apple is still not listed on the contributors list.[0] | | [0] https://fund.blender.org/ | dry_soup wrote: | metal support gets top billing on the release page[1], and I | think it was apple who contributed most of the code for that. | so maybe apple just doesn't like being in a sea of logos with | all the riff raff. | | [1] https://www.blender.org/download/releases/3-1/ | 0xcoffee wrote: | I tried to download their new Benchmark 3.0.0, but site seems to | be hammered. | | Softpedia has a mirror though: | https://www.softpedia.com/get/System/Benchmarks/Blender-Benc... | DoctorOW wrote: | While the site is hammered, I'll point out that you can get | automatic Blender updates through Steam if you're so inclined. | | https://store.steampowered.com/app/365670/Blender/ | nvrspyx wrote: | They're talking about the new Benchmark tool specifically. | I'm not sure if it's included within Blender itself, but it's | not available (at least separately if included with Blender) | on Steam. | DoctorOW wrote: | I assumed it was the same website/CDN for both. Maybe I was | wrong. Still, the Steam thing is a little known tip. | neves wrote: | Is it worth the trouble for an eventual User to learn Blender? | | I don't do animations, but I like to edit some personal videos | with a pinch of VFX. I always read that it is great and powerful, | but has a difficult UI. I always wanted to learn it, but time is | limited. | Mizza wrote: | Make the donut: https://www.youtube.com/watch?v=nIoXOplUvAw | It's kind of a right of passage for Blender newbies. | | I learned (well.. I'm learning) Blender this year and I'm glad | I did. It's very intimidating at first, but you get the hang of | it, and then you can't imagine a world without it. I now even | prefer it to stuff like Photoshop for doing simple graphics | work. | prox wrote: | While you can edit with Blender (and with some very powerful | functions) there is also Kdenlive Video Editor which has been | very good for simpler edits. Depends a bit on what you want to | do. | danielvaughn wrote: | As with anything, what starts out as complex gets easier with | exposure. I'm still at the beginning stages but I've really | enjoyed the journey so far. | tinus_hn wrote: | If you have never learned 3D modeling it's really a lot of fun. | If you start by doing some tutorials you can get started pretty | easily. | karolist wrote: | Definitely worth it. As it's a visual tool you won't learn by | reading about it, nor can you learn Blender knowing everything | about it's features (it would be like getting good at chess by | reading chess rules)... what I mean is you have to learn by | doing many small experiments and using visual guides. | | I recommend doing the Doughnut tutorial by Blender Guru first, | then move to CrossMind Studio, another really great one is | Ducky 3D. Default Cube is great, but some of the stuff is a bit | advanced. Polygon Runway is good but got bored of the same | style. The best for more advanced users I've seen so far is | Polyfjord, just next level stuff, can't recommend that channel | enough. | mkaic wrote: | Polyfjord is fantastic. If you're interested in the | filmmaking/VFX side of things at an intermediate to advanced | level, I can't recommend Ian Hubert enough. His YouTube | channel is legendary but his Patreon is even better, tons and | tons of informal, unscripted videos of just him making stuff | and narrating while he does it. I know that's not everyone's | cup of tea but I personally feel like I've learned most of | what I know about blender from those videos! | karolist wrote: | Thanks for the Hubert recommendation, he is definitely | pushing the boundaries of what can be done and showing it, | but at the level I'm at (occasional user, 2 years in), his | videos to me seemed a bit like the famous "How to draw an | Owl" picture... I didn't know he had Patreon, I'm already a | member of CrossMind Studio and Polyfjord, will definitely | check it out. Thanks again. | mkaic wrote: | yeah his Lazy Tutorials definitely feel a little "draw an | Owl", but his longer form videos on Patreon are much more | laid back and (I feel) accessible. | victornomad wrote: | I think it is. I started few months ago and I really love the | journey so far. | | I dont think Blender itself is that complicated, what is | difficult is | | 1) Find what type of 3d you want do. 2) Do it nicely | | The 3d field is enormous and you and depending what you do you | will follow a specific technique and workflow. | | You don't need to learn everything just with a 1% of Blender | you can do pretty great stuff! | sydthrowaway wrote: | The problem with the pace of development is that its impossible | to learn new interfaces etc in time | | Some of the development funds should go to training materials. | TrevorJ wrote: | There's are LTS versions. You could always just use one of | those and only upgrade when you feel the desire. | victornomad wrote: | To be honest, the basics are always the same. | | I started recently with Blender 3.0 and I can watch without any | problem tutorials made with Blender 2.8 (3.5 years ago). Now | that I'm getting more confident I can even watch tutorials from | older versions and follow them without a problem. | | And btw, you don't need to learn every new feature. Blender is | a incredible versatile and ginormous software and you only need | to learn what you need for your specific workflow. I can maybe | know 1% of Blender and I'm superhappy with what I'm doing | nowadays! | yjftsjthsd-h wrote: | Then use the LTS versions? | mkaic wrote: | In my experience, I actually find the community does a pretty | darn good job of keeping up with the training side of things. | There are several dozen YouTube channels that just make Blender | tutorials 24/7 for a living, and every time a new update is | dropped, tons of new beginner tutorials for the new features | get made. | slimsag wrote: | I don't understand this? Blender has world-class training | material provided for free. | | Between the stuff they themselves offer[0] and the literally | thousands of training videos on YouTube.. what do you think is | missing? | | [0] https://www.blender.org/support/tutorials | 0xcde4c3db wrote: | Blender being well-documented is a relatively recent | phenomenon, so I wouldn't be shocked if a lot of people | simply don't realize that things have changed. Back in its | early days it was infamous for having an impenetrable UI and | practically no documentation (unless you bought what amounted | to the official strategy guide, which was decent enough on | its own terms but still wasn't a proper manual). | UncleEntity wrote: | Spent many an hour digging through the source code to | figure out what a particular button did... | mkaic wrote: | Agree with this. Blender has some of the best training | material available, _especially_ compared to its competition, | _because_ it 's free and open source, so anyone can use it | and, importantly, anyone can make tutorials for it! | koshergweilo wrote: | Have they changed much about the UI in this update? Seems like | it's mostly about performance improvements and procedural | generation this update. | mkaic wrote: | They added a really nice quality of life change in the node | editor! Now you can drag a noodle out from a node into empty | space, release, and get the Add Node menu automatically | popping up, which is something the community's been wanting | for _ages_. It 's how it works in basically every other | modern node-based editor, so it's nice to see Blender keeping | up. | lastdong wrote: | Blender 3.1 changes in 5min (part of the this topic linked | page) https://youtu.be/BCi0QRM1ADY | skrillhouse wrote: | Major kudos to the Blender team for the phenomenal work they've | been doing. I only started learning Blender a little over a year | ago, and the amount of progress that's been made in that short | amount of time is incredible. In a time when I'm often frustrated | with the abundance of low quality and user-hostile software, | Blender has been inspirational in demonstrating that it's still | possible to develop high quality, powerful applications (and | offer it for free nonetheless!) | pmoriarty wrote: | I tried learning Blender again recently... it just seems so | overcomplicated. | karolist wrote: | Are you familiar with any other 3D modelling software? If not | it's not entirely fair to say Blender is overcomplicated, 3D | modelling itself is a complicated field and Blender is like a | swissknife, you can learn only the features you intend to use. | Hard surface modelling, basic scene setup, lightning and you're | already at a level where you can enjoy the process. Want more? | Procedural, non-destructive modelling, sculpting, VFX, | compositing, it even has a video editor built in (though most | people just use Davinci Resolve instead). I think Blender is as | complicated as you choose it to be, like Math, Physics or any | other non trivial field. | mandmandam wrote: | Did you do the donut tutorial? | runevault wrote: | There are a few good options, this def being one of them. | Grant Abbitt being another. | | Blender is software that feels complicated at first because, | fundamentally it is doing a complicated thing. But once you | start to understand it you cut through all the things that | you don't need to worry about because 90% of the time you | will be in VERY specific contexts (hard modeling, sculpting, | painting, etc) and not worrying about large swaths of the | features. But to do everything it needs to do all of those | things have to exist. | | Being able to learn how to context switch and take advantage | of the different workspaces helps a TON. Gotta get used to it | though, and it is a big lift. I started messing with Blender | off and on a year or so ago and while I'm no master, once I | get in my groove I feel like I can move pretty quickly. | Arcanum-XIII wrote: | I guess it depends on your motivation. When I was dabbling with | 3D in 2000, all the major player at the time were way worse but | I did manage because I was motivated. 20 year later, I can't | even animate basic things like a ball :D | | Still, give you some clear goal about what you want. Blender | can do nearly everything related to 3D, compositing and even | some special effect. And then search a YouTube tutorial on this | subject -- it probably exist! | ur-whale wrote: | > it just seems so overcomplicated. | | Sure, it's not Sketchup, and there is a little bit of a steep | learning curve at the beginning (it used to be much, much | worse). | | However, unlike Sketchup, the freaking _depth_ of the software | is nothing short of amazing. | | That investment you make at the beginning is really, really | worth it. | | Also: there is literally a ton of tutorials on YouTube to get | started with Blender, and it is rather easy to learn the basics | nowadays by doing a bit of monkey see monkey do with Blender | open on one monitor and the tutorial vid on the other. | Taywee wrote: | Blender is so cool. I really need to put in the time to actually | learn geometry nodes; they seem crazy powerful. | mkaic wrote: | Metal backend is currently only M1 compatible, which is a shame, | but still super exciting that they added it at all. Really great | to see Apple contributing to the project, plus I think they | mentioned they plan to make the Cycles Metal backend compatible | with older Macs in the future. Might be able to finally make use | of those Radeon cards in older high-specced Macs! | | EDIT: Looks like I missed that it's also already compatible with | AMD cards in older Macs, they just have to have the latest OS | installed! | oDot wrote: | Says it's compatible with AMD GPUs as well | mkaic wrote: | Oh, missed that! Still requiring the newest OS though which | is understandable but unfortunate. | Pulcinella wrote: | To be fair, the original announcement about upcoming Metal | support did state that the support for Apple GPUs was the | first priority, with AMD GPU support at a later date, so | it's nice to see both supported right out of the gate. | emadabdulrahim wrote: | Can't wait to try it tonight on my M1 Max and compare rendering | speed with v3! | stevenpetryk wrote: | Make sure you have macOS Monterrey 12.3 beta (the Metal backend | requires 12.3 or above). | Arcanum-XIII wrote: | Works fine for me on my M1 with 12.2.1. | mkaic wrote: | Let us know how that goes! I'm getting an M1 Max MBP sometime | in the next two weeks and already know the very first thing I | install on it after booting is gonna be Blender. It's a rite of | passage for any new computer I acquire! | cevn wrote: | The computer is an absolute beast, it compiles faster than my | old desktop intel cpu and I just have M1 Pro or something.. | barrenko wrote: | One of the most marvelous hobbies. | mkaic wrote: | There are few things more exciting about getting a new | computer than getting to test how fast Blender runs on it! | mrguyorama wrote: | As a Windows user with an AMD 5700XT, a $400 GPU, I'm still | locked out of the wonderful world of accelerated Blender. AMD has | been straight up negligent in their software support for a long | time. It sucks that you basically have to buy a super power | hungry, super expensive GPU from a company that refuses to do | anything open source if you want to be able to do anything but | play games on your GPU. | [deleted] | zamadatix wrote: | Prior to Blender 3.0 OpenCL should have worked. 3.0 and later | the HIP backend should be working on your setup, though it's | not officially validated for the 5700 XT, here are some numbers | from a 5500 XT prior to 3.0 GA | https://wiki.blender.org/wiki/User:ThomasDinges/AMDBenchmark... | Etherlord87 wrote: | > It sucks that you basically have to buy a super power hungry, | super expensive GPU from a company that refuses to do anything | open source if you want to be able to do anything but play | games on your GPU. | | I have a lot of fun in Blender for two years now, using Nvidia | GTX 970 - it's quite old by now, and definitely cheaper than | $400. | | As someone who has seen a lot of bug reports, Blender has | problems with AMD, Mac, and newest Nvidia (RTX) cards. | bedros wrote: | the user interface with drag, drop, search looks very slick, | anyone knows what part of blender code does that, or any python | lib I can used for a UI like that | mkaic wrote: | Blender's pace of development is blistering and never fails to | impress me. The community is also super inspiring, and the | founder of Blender, Ton Roosendaal, is a really cool person as | well. I'm super hyped for the future of this software. | prox wrote: | Godot also seems to be modeling itself in the same style as | Blender. Years ago I was very vocal about the opportunities of | an easy to use open source game engine. Godot 4 is well on its | way to be very accessible and getting high end functions. | | I wish GIMP and other projects were like this. | slimsag wrote: | That GPU-based subdivision surfaces being ~10X faster is a | welcome improvement! Subdivision surfaces have always been so | slow, those are some incredible gains! | mkaic wrote: | Always really exciting to see a number like 10X anywhere in | release notes, it's like Christmas! ___________________________________________________________________ (page generated 2022-03-09 23:00 UTC)