Insane blender and vfx news you missed

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Blender on a Wacom tablet actually makes a lot of sense, especially if you already spend most of your time drawing or sculpting with a pen.

Here is Cartesian Caramel showing that workflow, and it makes you think about how much our input devices affect the way we work.

For sculpting and texture painting, a pen can feel more natural because you are making strokes directly with your hand, with pressure sensitivity giving you another level of control.

The part that takes some getting used to is navigating Blender while still having quick access to all the shortcuts you normally use on a keyboard.

I don’t think everyone needs to replace their mouse, but if you already own a tablet, this might be a good reason to try using it for more of your Blender work.

Sometimes a different way of interacting with the same software is enough to make a familiar task feel completely different.

Watch the Wacom demo

Free procedural fracturing could be coming to Blender, and this is something I would really love to see happen.

This developer is showing a tool that they describe as faster and more detailed than Cell Fracture, with the ambition of making it available inside Blender for free.

Cell Fracture has been useful for years, but having more control over how an object breaks would open up a lot of possibilities for destruction work.

The exciting part about a procedural approach is being able to experiment with the result without constantly rebuilding everything from scratch.

Of course, wanting to include a tool in Blender and getting it officially accepted are two different things, so I would treat that part as the goal for now.

But even as a separate free tool, a faster fracturing workflow would be a welcome addition for anyone making collapsing buildings, broken props, or destruction effects.

Watch the fracturing demo

In the battle of workflows, Higgsfield has shared its process for creating animations using Blender and AI tools together.

What interests me about this approach is the possibility of using Blender to establish the shot before handing parts of the process over to AI.

You can make decisions about the composition, the camera, and where everything belongs in a familiar 3D environment.

That gives you a more specific starting point than trying to describe an entire scene through a prompt and hoping the model understands what you mean.

The real test, though, is what happens when you need revisions, because getting one impressive result is only part of making something useful for production.

If you can keep the important details consistent while changing exactly what the client asks for, then this becomes a much more interesting workflow.

Watch the Higgsfield workflow

And if you love handmade art, here is Aniket recreating anime backgrounds in Blender, which brings a very different kind of satisfaction.

There is something special about seeing an image come together layer by layer and understanding the decisions that made it work.

You start appreciating the shapes, the placement of objects, the lighting, and all the little choices that might disappear into the finished picture.

I can see a future where the final render is only one part of what people come to see, while the process becomes a piece of art in its own right.

The breakdown gives you a connection to the artist because you can follow how they thought through the scene and solved its problems.

And honestly, I love that, because sometimes watching someone build a beautiful image is just as enjoyable as looking at the finished result.

Watch the anime background recreation https://www.reddit.com/r/blender/comments/1wmds92/recreating_anime_backgrounds_in_blender/

This mud simulation is absolutely crazy, and what makes it even more impressive is that it runs in real time.

This is FluidNinja LIVE-2 in Unreal Engine, demonstrating viscous fluid effects for mud and blood.

There is an actual fluid solver behind it: the developer describes a two-dimensional fluid model, with changes to the solver producing this thick, viscous behaviour.

So calling it just a shader trick would undersell what is happening, even though it takes a different approach from a full 3D fluid simulation.

Trying to achieve a similar surface effect with a heavy particle simulation could involve a very different performance budget.

That is what makes this so interesting to me: choosing a simulation approach that gives you the detail you need while still responding immediately.

Watch the Reddit demo · Watch the full video https://www.reddit.com/r/UnrealEngine5/comments/1woxpg4/fluidninja_live2_mud_and_blood/

I have featured this feather simulation before, but I still cannot get over the fact that it was made using Geometry Nodes.

Feathers are one of those things that can look fairly simple in a still image, then become incredibly complicated once they need to move together.

You want individual movement, but you also need the whole arrangement to feel connected instead of looking like a collection of unrelated pieces.

That balance is what makes a convincing result so satisfying to watch, especially when there is this much repetition and detail involved.

It also shows why Geometry Nodes is so exciting: a carefully designed system can handle patterns of movement that would be exhausting to manage individually.

I would happily watch an entire breakdown of this setup, because understanding how the behaviour was built would be just as interesting as the animation itself.

Watch the feather animation

If you still think Blender is not ready for Hollywood, Backrooms gives you another reason to reconsider.

Kane Parsons used Blender to develop digital designs for the film’s environments, helping establish spaces that were then translated into physical sets.

That is an interesting reminder that a 3D tool can influence a movie long before the final visual effects are rendered.

A scene you build can help communicate the layout, scale, and atmosphere of a place that an entire production team will eventually bring to life.

For Blender artists, that opens up a broader way of thinking about where our skills can fit into filmmaking.

Take a look at the breakdown, because seeing how those ideas move from a digital scene into a finished production is where this gets really exciting.

Watch the Backrooms post

If your render looks like shit, take a look at this side-by-side showcase by Tori Artworks before you decide to rebuild the entire scene.

It is a good reminder that your final render does not always have to be your final output.

Post-production gives you another opportunity to guide the viewer’s eye, refine the colours, and bring the different parts of an image together.

Even something as simple as adjusting contrast or controlling the brightest areas can change how clearly a shot communicates its subject.

That does not mean compositing will magically fix every problem with modelling or lighting, but it can help you get much more out of the work you have already done.

Sometimes the scene is closer than you think, and what it needs is that final pass to make everything feel intentional.

Watch the post-production comparison

Opus 5.5 came out recently, and the Blender demo shared here raises some interesting questions about where these workflows are heading.

The striking part of the example you are seeing is the idea of having AI build an entire room, including the objects, materials, and lighting needed to bring it together.

For an artist, that could mean getting a starting point much faster, then spending more time refining the composition and deciding what makes the scene interesting.

It could also be useful for repetitive setup work, where you already know what you want and would rather spend your time on something else.

But I can understand why the same demonstration might feel worrying if the tasks being automated are the tasks you currently get paid to do.

Whether this looks exciting or threatening depends a lot on where you sit in the production pipeline, and how much control you still have over the result.

Watch the Opus Blender demo

That said, creating a room full of objects is only one part of making a scene feel alive, and this next example is a good way to bring that conversation back to the artwork itself.

A scene can contain detailed models, believable materials, and technically correct lighting, yet still feel like something is missing.

A lot of that comes down to the relationships between things: what attracts your attention, what suggests a story, and what makes you want to keep watching.

Small imperfections, carefully chosen details, and a clear sense of atmosphere can give a place a personality that is difficult to describe in a checklist.

I would be careful about saying AI will never get there, but generating the contents of a scene does not automatically mean you have made all of those artistic decisions successfully.

For me, that is still the interesting challenge: making something that feels like a place with a life beyond the frame.

Watch the final scene