13 Features That Were Removed From Blender
19 July 2024
As a Blender user since version 2.78, I’ve watched the best free 3D
software evolve—many features got added, and some features got
removed. This article goes over 13 features that older versions of
Blender had that the latest one doesn’t.
1. DupliFrames
In Blender, DupliFrames refer to a technique used in animation where
objects are duplicated and placed along the frames of an animation
sequence. DupliFrames in Blender provide a method to duplicate objects
across frames in an animation, facilitating the creation of repetitive
or patterned animations with ease. DupliFrames were removed in Blender
2.80 because they were incompatible with the new dependency graph.
2. Slow Parent
Also removed in Blender 2.80 because they were incompatible with the
new dependency graph, “Slow Parent” is a feature that allows you to
create a delayed parenting effect between objects. This means that
when an object is set as a child of another object with Slow Parent
enabled, there will be a lag or delay in how the child object follows
the movements of the parent object.
3. RRT View Transform and Film Looks
Blender 2.79 and earlier has a view transform option in the color
manamegement panel called “RRT” which is actually a
type of ACES color transform. These Blender versions
came with a vast array of film emulation LUTs too. RRT and the film
LUTs was removed in Blender’s 2.80 release.
The screenshot was taken in Blender 2.80. The film looks were
obtained by copying the color management data folder from an older
version of Blender into 2.80.
4. Pre-4.1 Auto Amooth Shading Functionality
Prior to Blender 4.1, the “Auto Smooth” shading option was located in
the mesh data tab. What this means is that the Auto Smooth settings
are shared between objects that share the same mesh data. So when you
change the Auto Smooth settings of an instance, its other instances
have their Auto Smooth settings updated automatically. In 4.1, Auto
Smooth was changed to a modifier. Modifiers are not linked between
objects just because they share mesh data. So to change the Auto
Smooth of a set of linked objects, you have to change all of their
modifiers.
Although the new Auto Smooth makes this particular use case more
cumbersome, it introduced benefits such as being able to calculate the
auto-smoothed normals at specific points in objects’ modifier stacks.
5. Blender Internal Render Engine
The Blender Internal rendering engine, often referred to simply as
"Blender Internal" or "Blender Render" (BR), was the original
rendering engine used in Blender prior to version 2.80. It was
designed to handle various rendering tasks such as shading, lighting,
and rendering within the Blender interface itself.
Blender Internal supported various rendering techniques including
Raytracing, Ambient Occlusion, Shadows, Reflections, and Transparency.
Blender Internal had its own material and texture system.
EEVEE, which replaced Blender Internal, has a lot of things its
predecessor didn’t. But it doesn’t have everything Blender Internal
had either. Blender Internal had “halo” rendering, a built-in toon shader,
and options for famous
shading models used in computer graphics:
- Cook–Torrance
- Blinn–Phong
- Oren–Nayar
- Lambert
Whereas in the current Blender, EEVEE has only the GGX and
Multiscatter GGX shading models.
6. Blender Game Engine
The Blender Game Engine (BGE) was a component of Blender that allowed
users to create real-time interactive content, such as games and
simulations, directly within the Blender environment.
One of the distinctive features of the BGE was its visual programming
system called "Logic Bricks." This system allowed users to create game
logic by visually connecting logic bricks representing events,
conditions, and actions. It was designed to be accessible to users
without programming experience.
In addition to Logic Bricks, the BGE supported scripting in Python.
Users could extend and customize game logic and behavior by writing
Python scripts that interacted with Blender's game engine components.
The BGE included support for real-time physics simulation, allowing
users to create interactive environments with realistic physics
interactions such as collisions, gravity, and constraints.
7. Hemisphere Light
In Blender, the Hemisphere Light was a type of light source that
provided ambient lighting and soft shadows, particularly useful for
simulating outdoor scenes or environments where indirect lighting was
important. However, the Hemisphere Light was deprecated and removed
from Blender starting from version 2.80 and onward.
8. Musgrave Texture Node
The Musgrave texture node was replaced by the Noise Texture node,
which includes all the same functionality.
Explanation
9. Sharp Glossy Shader Distribution
The sharp distribution setting of the Glossy BSDF shader was removed
from Blender. It simply gave you a glossy shader with a roughness of
0. Because it is equivalent to that, its disappearance didn’t lose
useful functionality from Blender’s Glossy BSDF shader.
10. Scene Layers
In Blender 2.80 and later versions, scene layers as they existed in
earlier versions (up to 2.79) were replaced with Collections. This
change was part of a broader reorganization and modernization effort
in Blender's interface and workflow.
In Blender versions prior to 2.80, the concept of scene layers
involved organizing objects into up to 20 distinct layers. Each layer
could be independently toggled on or off, allowing for selective
visibility and management of objects within a scene. The layer system
was somewhat limited in flexibility and didn't scale well for complex
scenes or larger projects. It also didn’t support hierarchy, meaning
objects couldn’t be grouped or organized beyond the 20 independent
layers.
11. Single-Sided Normals
In Blender 2.80 onwards, double-sided normals are always-on by
default.
12. NLM Denoiser
NLM was Blender’s non-AI denoiser. The NLM Denoiser was removed after
the release of 2.93 becase AI denoising algorithms generally yield
better results.
13. Old Specular Tint and Sheen Tint Sliders
In Blender 4.0 and newer, Specular Tint and Sheen Tint are
color inputs. They were sliders in earlier versions, which
allowed for easily mixing a tint color between the albedo color and
white. Now, this color mixing needs to be done using Mix Color nodes.