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Import FBX (binary and ASCII: meshes, hierarchy, materials and diffuse
textures), 3MF (including slicer packages that keep each object in its own
part), PLY (text and binary) and OFF, beside glTF, OBJ and STL.
File ▸ Import adds a scene file to the open document as one undo step;
Open still replaces it. The AI connector gains import_file to match.
Sculpting: ten more brushes (Clay Strips, Crease, Flatten, Scrape, Fill,
Pinch, Layer, Snake Hook, Mask, Face Set); a mask that every brush respects;
face sets that can be hidden, isolated and shown again; falloff shapes,
spacing, a stabiliser, front-faces-only, auto-smooth, Y/Z and radial
symmetry, alpha stamps and pen pressure; Voxel Remesh (Ctrl+R) and dynamic
topology.
Shader nodes: Noise, Voronoi, Checker and Wave textures (bands or rings,
for wood and marble). They read the surface's position in its object, so
they need no UV unwrap and move with the object.
Image Texture node: Box (triplanar) projection, which lays an image on
from the object's three axes with a blend between them — a tiling texture
on a mesh with no UVs, without stretching.
Bump node: turns a height — a noise, a wave, an image's channel — into a
tilt of the surface, and can sit on top of a normal map.
Color Ramp node (up to eight stops; linear, constant or eased), and
Texture Coordinate and Mapping nodes: a texture can be read by UV, by the
object's position or its normal, and moved, turned and scaled.
The path-traced render runs each material's node graph — the same code
the viewport draws with — so procedural textures, projected images, normal
maps and bumps appear in the final render, not only in the viewport.
The path-traced render shows each face's own material on an object whose
faces wear several; it used the first slot's for the whole object.
Rigid bodies: a gravity factor of their own (Physics tab), so one body can
float, fall slowly or rise while the rest of the scene falls.
Bevel: with an even number of segments, the corner where three bevelled
edges meet is filled with quads rather than a fan of triangles.
Fixed
The Physics tab changes the active object only. It used to apply all of its
settings to every selected object, so adjusting it with a rigid body
selected beside an object without one turned the rigid body off.
Bake to Keyframes says on hover that it turns the baked rigid bodies into
keys and stops them being rigid bodies.
Orthographic view (Numpad 5) and the viewport lens stay as set; both went
straight back on the next frame.
The camera view (Numpad 0) follows its camera as it moves or plays an
animation, and lets go when you move the view yourself.
Cmd+V pastes a picture or files into the AI chat on a Mac.
A sculpt stroke after changing the mask, hidden parts or face sets, with
nothing else changed, used the old ones.