
A deep-dive into a subtle and hard-to-reproduce crash in Blender caused by TBB (Threading Building Blocks) task group cancellation. When a task group is cancelled, TBB walks a linked list of live task group contexts and follows parent pointers to propagate cancellation. The problem: Embree (used internally by Blender's Cycles renderer) also uses TBB, so building BVH structures creates task_group_context objects that record a parent pointer to the outer parallel_for's on-stack context. With Cycles' 'Persistent Data' option, these BVH objects outlive that stack frame, leaving dangling parent pointers. When an entirely unrelated thumbnail UI task group is later cancelled, TBB's cancellation propagation walks into that stale memory and crashes. The fix was to remove all usages of TBB task group cancellation from Blender entirely, since it was used unnecessarily in most places.
Nguồn: https://aras-p.info/blog/2026/06/28/Joys-of-cancelling-a-TBB-task-group. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Quick Finger Collision là add-on nhẹ cho Blender của Zemalate, giúp điều chỉnh xương ngón tay nhanh chóng bằng cách phát hiện va chạm, ngăn ngừa tình trạng lưới (mesh) bị xuyên thủng. Công cụ này hỗ trợ Blender từ phiên bản 4.0 đến 5.1 và có giao diện đơn giản, sẵn có trên Superhive Market.
Lập trình viên thiết kế game hoặc mô phỏng động tác sẽ tìm hiểu Quick Finger Collision để tối ưu hóa hiệu suất và chính xác khi tạo các hoạt động tay chân trong Unity, Unreal Engine hay các công cụ mô phỏng 3D khác.
Blender 5.2 LTS (currently in beta) introduces a new Thin Wall mode to the Principled BSDF node, addressing long-standing transparency rendering issues. The feature simplifies workflows for translucent materials like paper, leaves, frosted glass, and thin films, replacing the need for Solidify modifiers. A video by SouthernShotty demonstrates how to use Thin Wall, including creating a creepy silhouette effect behind frosted glass.
Environment artist Pauline Ferrand details her 15-week Urban Street project, covering her full workflow from blockout in Blender to final lighting in Unreal Engine. She explains her tileable texture creation process in Substance 3D Designer using a big-to-medium-small detail rule, her use of Vertex Color for plant color variation and wind effects, and how she split assets into wall and prop shaders with RGB masks. The post also covers her SpeedTree vegetation pipeline, ray-traced lighting setup, and a Material Parameter Collection trick to switch between dry and rainy scene variants with just two sliders.
Artist Michał Mroszczak (ultek) shared a Blender train accident animation with a surprising twist — the train gets destroyed instead of the truck. The artist noted motion blur limitations caused some parts to glitch and rotate unexpectedly during simulation. The assets used are from an upcoming sandbox FPS game the artist is developing.
Alma Studio has released a collection of 130+ production-ready hair card assets compatible with Unreal Engine, Unity, Blender, Maya, 3ds Max, and other 3D software. The pre-configured assets are beginner-friendly and suitable for game development, character presentation, animations, and concept art.
Fares Asem has released Stylized River Generator, a Blender 5.1 tool that builds complete stylized river environments from a single curve. It automatically generates water, rocks, trees, flowers, and grass along riverbanks. The water system responds dynamically to the curve's slope — flat areas produce slow flow, steeper sections create waterfalls — and reacts to placed objects by generating foam and turbulence. A tree generator with customizable settings is included, and the tool supports custom assets for style matching.
Artist Ahmad Animation created a 2D/3D animation of the Blender logo using Blender itself. He used Geometry Nodes for the curves and Emission/Color nodes for shading, mixing layers via output passes. Ahmad has been learning Blender for six years and shares tutorials on logo animations and beginner animation on YouTube.
3D artist Delta recreated the sky hole distortion VFX effect from Destiny 2's Monument of Triumph update using Blender. The recreation was praised by Artem Sorokin, the original Bungie VFX artist who created the effect, who shared technical details about the interior implementation involving a virtual skybox, view normals, pole caps, and UV coordinate gradients. This is one of several Destiny 2 VFX recreations Delta has produced in Blender.