• Chaos in Color – FLIP Fluids Meets Joker Art

    In our newest showcase, the FLIP Fluids Addon takes on a face that feels familiar – a chaotic canvas inspired by the Joker. Vibrant fluid simulations bring emotional depth and striking transitions, as color flows across skin with cinematic precision.

    Using the Color Attribute in tandem with our Mixing Plugin, we craft mesmerizing blends that dance over the surface. Surface Tension and Sheeting enhance realism, allowing liquid trails to cling and slide in perfect harmony.

    A boosted friction value on the skin lets the fluid settle in haunting detail, while ShaderPLUS gives it a glossy, almost surreal look. Hair collisions? Solved via Geometry Nodes, converted to volumes and optimized meshes. And thanks to flip_color and Dynamic Paint, a vibrant wetmap forms – right where emotion meets simulation.

    FLASH SALE ALERT! From May 30 – June 2, FLIP Fluids is part of the FlippedNormals FLASH SALE – grab it now alongside other top Blender tools at a beautifully chaotic discount.

    #b3d #blender3d #motiondesign #vfx #jokerface #fluidsimulation #blenderaddons #3dart #digitalart #cgivfx #visualeffects #flippednormals #blendercommunity
    #shorts
    #chaos #color #flip #fluids #meets
    🎭 Chaos in Color – FLIP Fluids Meets Joker Art
    In our newest showcase, the FLIP Fluids Addon takes on a face that feels familiar – a chaotic canvas inspired by the Joker. Vibrant fluid simulations bring emotional depth and striking transitions, as color flows across skin with cinematic precision. 🎨 Using the Color Attribute in tandem with our Mixing Plugin, we craft mesmerizing blends that dance over the surface. Surface Tension and Sheeting enhance realism, allowing liquid trails to cling and slide in perfect harmony. 💧 A boosted friction value on the skin lets the fluid settle in haunting detail, while ShaderPLUS gives it a glossy, almost surreal look. Hair collisions? Solved via Geometry Nodes, converted to volumes and optimized meshes. And thanks to flip_color and Dynamic Paint, a vibrant wetmap forms – right where emotion meets simulation. 🛍️ FLASH SALE ALERT! From May 30 – June 2, FLIP Fluids is part of the FlippedNormals FLASH SALE – grab it now alongside other top Blender tools at a beautifully chaotic discount. #b3d #blender3d #motiondesign #vfx #jokerface #fluidsimulation #blenderaddons #3dart #digitalart #cgivfx #visualeffects #flippednormals #blendercommunity #shorts #chaos #color #flip #fluids #meets
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    🎭 Chaos in Color – FLIP Fluids Meets Joker Art
    In our newest showcase, the FLIP Fluids Addon takes on a face that feels familiar – a chaotic canvas inspired by the Joker. Vibrant fluid simulations bring emotional depth and striking transitions, as color flows across skin with cinematic precision. 🎨 Using the Color Attribute in tandem with our Mixing Plugin, we craft mesmerizing blends that dance over the surface. Surface Tension and Sheeting enhance realism, allowing liquid trails to cling and slide in perfect harmony. 💧 A boosted friction value on the skin lets the fluid settle in haunting detail, while ShaderPLUS gives it a glossy, almost surreal look. Hair collisions? Solved via Geometry Nodes, converted to volumes and optimized meshes. And thanks to flip_color and Dynamic Paint, a vibrant wetmap forms – right where emotion meets simulation. 🛍️ FLASH SALE ALERT! From May 30 – June 2, FLIP Fluids is part of the FlippedNormals FLASH SALE – grab it now alongside other top Blender tools at a beautifully chaotic discount. #b3d #blender3d #motiondesign #vfx #jokerface #fluidsimulation #blenderaddons #3dart #digitalart #cgivfx #visualeffects #flippednormals #blendercommunity #shorts
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  • Why does blender need so many Addons

    Blender Addon Links:

    Addons:
    Hard Ops / Boxcutter Ultimate Bundle
    Flip Fluids
    Alpha trees
    true sky
    The Particle Library
    Physical Starlight And Atmosphere
    Geo-Swarm: Advanced Creature Simulations
    50 Ultimate Blender Addons Bundle
    Physical Open Waters
    Rbdlab

    Generators:
    procedural stadium
    Human generator
    Ultimate Generators Bundle
    Destruction toolsl
    Destroyed building generator
    Procedural Traffic

    Materials & Textures
    Material Library Materialiq
    Extreme Pbr Nexus
    Komikaze sylized shaders
    Decal Master –

    Asset Collections
    Tree And Grass Library Botaniq – Trees
    Archmodels Vol. 260 For Blender
    Industrial Kitbash Greeble Assets
    Destroyed road generator
    #why #does #blender #need #many
    Why does blender need so many Addons
    Blender Addon Links: Addons: Hard Ops / Boxcutter Ultimate Bundle Flip Fluids Alpha trees true sky The Particle Library Physical Starlight And Atmosphere Geo-Swarm: Advanced Creature Simulations 50 Ultimate Blender Addons Bundle Physical Open Waters Rbdlab Generators: procedural stadium Human generator Ultimate Generators Bundle Destruction toolsl Destroyed building generator Procedural Traffic Materials & Textures Material Library Materialiq Extreme Pbr Nexus Komikaze sylized shaders Decal Master – Asset Collections Tree And Grass Library Botaniq – Trees Archmodels Vol. 260 For Blender Industrial Kitbash Greeble Assets Destroyed road generator #why #does #blender #need #many
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    Why does blender need so many Addons
    Blender Addon Links: Addons: Hard Ops / Boxcutter Ultimate Bundle https://blendermarket.com/products/hard-ops--boxcutter-ultimate-bundle?ref=311 Flip Fluids https://superhivemarket.com/products/flipfluids?ref=311 Alpha trees https://blendermarket.com/products/alpha-trees?ref=311 true sky https://blendermarket.com/products/true-sky?ref=311 The Particle Library https://blendermarket.com/products/the-particle-library Physical Starlight And Atmosphere https://blendermarket.com/products/physical-starlight-and-atmosphere?ref=311 Geo-Swarm: Advanced Creature Simulations https://blendermarket.com/products/geo-swarm?ref=311 50 Ultimate Blender Addons Bundle https://blendermarket.com/products/blender-addons-bundle?ref=311 Physical Open Waters https://blendermarket.com/products/physical-open-waters?ref=311 Rbdlab https://blendermarket.com/products/rbdlab?ref=311 Generators: procedural stadium https://blendermarket.com/products/procedural-stadiums?ref=311 Human generator https://blendermarket.com/products/humgen3d?ref=311 Ultimate Generators Bundle https://blendermarket.com/products/bp-geogen-ultimate-generators-bundle?ref=311 Destruction toolsl https://blendermarket.com/products/destruction-tools?ref=311 Destroyed building generator https://blendermarket.com/products/destroyed-building-generator?ref=311 Procedural Traffic https://blendermarket.com/products/procedural-traffic?ref=311 Materials & Textures Material Library Materialiq https://superhivemarket.com/products/materialiq?ref=311 Extreme Pbr Nexus https://superhivemarket.com/products/extreme-pbr-addon-for-blender-279-2?ref=311 Komikaze sylized shaders https://superhivemarket.com/products/komikaze?ref=311 Decal Master – https://blendermarket.com/products/decal-master?ref=311 Asset Collections Tree And Grass Library Botaniq – Trees https://blendermarket.com/products/botaniq-trees?ref=311 Archmodels Vol. 260 For Blender https://blendermarket.com/products/archmodels-vol-260?ref=311 Industrial Kitbash Greeble Assets https://blendermarket.com/products/grunge-factory-decayed-assemblies---industrial-kitbash-greeble-assets?ref=311 Destroyed road generator https://esmiles.gumroad.com/l/paxfx?a=742446579
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  • 10 Easy Ways to Render Faster in Blender

    10 render hacks I learned after 20 years of using Blender.

    Download the Poliigon addon: ;amp;utm_source=youtube&utm_medium=bg

    Join the Blender Guru Discord:

    === Chapter Marks ===
    0:00 Intro
    0:19 Instancing
    1:05 Frustum Culling
    1:55 Light Clamping
    2:23 Simplify Window Glass
    3:01 Persistent Data
    3:42 Noise Threshold
    4:39 Use Smaller Textures
    6:07 Fast GI Approximation
    6:53 Switch to GPU
    7:44 Simplify Geometry

    ===Follow me🫰===

    X:
    Instagram:
    ArtStation:
    LinkedIn: www.linkedin.com/in/andrew-price-17678911
    This Week in 3D Newsletter:
    #easy #ways #render #faster #blender
    10 Easy Ways to Render Faster in Blender
    10 render hacks I learned after 20 years of using Blender. Download the Poliigon addon: ;amp;utm_source=youtube&utm_medium=bg Join the Blender Guru Discord: === Chapter Marks ✂️=== 0:00 Intro 0:19 Instancing 1:05 Frustum Culling 1:55 Light Clamping 2:23 Simplify Window Glass 3:01 Persistent Data 3:42 Noise Threshold 4:39 Use Smaller Textures 6:07 Fast GI Approximation 6:53 Switch to GPU 7:44 Simplify Geometry ===Follow me🫰=== X: Instagram: ArtStation: LinkedIn: www.linkedin.com/in/andrew-price-17678911 This Week in 3D Newsletter: #easy #ways #render #faster #blender
    WWW.YOUTUBE.COM
    10 Easy Ways to Render Faster in Blender
    10 render hacks I learned after 20 years of using Blender. Download the Poliigon addon: https://www.poliigon.com/blender?utm_campaign=renderhacks&amp ;amp;utm_source=youtube&utm_medium=bg Join the Blender Guru Discord: https://blenderguru.com/discord === Chapter Marks ✂️=== 0:00 Intro 0:19 Instancing 1:05 Frustum Culling 1:55 Light Clamping 2:23 Simplify Window Glass 3:01 Persistent Data 3:42 Noise Threshold 4:39 Use Smaller Textures 6:07 Fast GI Approximation 6:53 Switch to GPU 7:44 Simplify Geometry ===Follow me🫰=== X: https://x.com/andrewpprice Instagram: http://instagram.com/andrewpprice ArtStation: http://artstation.com/artist/andrewprice LinkedIn: www.linkedin.com/in/andrew-price-17678911 This Week in 3D Newsletter: https://www.blenderguru.com/thisweekin3d
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  • Drawing Using Creative Flow in Blender #b3d

    Modelling by drawing lines using the Creative Flow add-on in Blender.

    Shops:
    blendermarket.com/creators/blenderguppy
    gumroad.com/blenderguppy

    Patreon:
    patreon.com/blenderguppy

    #b3d #conceptart #blender3d #blenderaddon #blendermarket
    #drawing #using #creative #flow #blender
    Drawing Using Creative Flow in Blender #b3d
    Modelling by drawing lines using the Creative Flow add-on in Blender. Shops: blendermarket.com/creators/blenderguppy gumroad.com/blenderguppy Patreon: patreon.com/blenderguppy #b3d #conceptart #blender3d #blenderaddon #blendermarket #drawing #using #creative #flow #blender
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    Drawing Using Creative Flow in Blender #b3d
    Modelling by drawing lines using the Creative Flow add-on in Blender. Shops: blendermarket.com/creators/blenderguppy gumroad.com/blenderguppy Patreon: patreon.com/blenderguppy #b3d #conceptart #blender3d #blenderaddon #blendermarket
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  • Blender 4.5 LTS Beta Is Here!

    Blender 4.5 is here, and this note comes with some impressive new features and improvements.
    Explore Blender 4.5:
    See More: /
    Get Premium Blender Addons:
    See More Projects: /

    Learn to Animate in Blender:
    Get Character Creator 4 -
    Get Iclone 8.5 -
    🪮 FiberShop - Realtime Hair Tool:
    Big Ref Database:
    ----------------------------------------------------------------------------------------------------------------
    Join Weekly Newsletter:
    Patreon:
    Discord:
    Twitter:
    ----------------------------------------------------------------------------------------------------------------

    █ █ Blender Premium Tutorials █ █
    Blender Tutorials #1:
    Blender Tutorials #2:
    Learn HardSurface In Blender:
    3D Cars Building, Rigging & Animation:
    Cinematic Car Animation Course:
    🚴🏻 Alive! - Animation Course:
    🧑🏻‍🎨 Human - Realistic Portrait Creation:
    ----------------------------------------------------------------------------------------------------------------

    #asknk #b3d #blender3d #free3Dresources #freetextures #freematerials #freefriday #premium #b3d #blender3d #free #addons #blenderaddons #new #3dnews #release #update

    00:00 Intro
    01:05 Splash
    01:29 User Interface
    04:57 Node Updates
    06:26 Geo Node Updates
    08:55 Compositor Updates
    10:25 Compatibility Updates
    11:14 Eevee Updates
    13:00 Cycles Update
    13:40 Modeling & UV Updates
    14:09 Animation & Rigging
    15:24 Sculpt, Light & Texture
    15:57 Sequencer
    16:06 Pipeline Update
    16:16 Physics / Core / Python API
    17:07 New Projects

    #SupportsArtist
    #blender #lts #beta #here
    Blender 4.5 LTS Beta Is Here!
    Blender 4.5 is here, and this note comes with some impressive new features and improvements. 🌐 Explore Blender 4.5: 🔗 See More: / ✨ Get Premium Blender Addons: ✨ See More Projects: / 🎓 Learn to Animate in Blender: 👨‍👩‍👧‍👦 Get Character Creator 4 - 🦿 Get Iclone 8.5 - 🪮 FiberShop - Realtime Hair Tool: 📂 Big Ref Database: ---------------------------------------------------------------------------------------------------------------- ✉️ Join Weekly Newsletter: ❤️Patreon: 🔔Discord: 🐣Twitter: ---------------------------------------------------------------------------------------------------------------- █ █ Blender Premium Tutorials █ █ 🎓🥇Blender Tutorials #1: 🎓🥈Blender Tutorials #2: 🎓🔨 Learn HardSurface In Blender: 🎓🚙 3D Cars Building, Rigging & Animation: 🎓 🚘Cinematic Car Animation Course: 🎓🚴🏻 Alive! - Animation Course: 🎓🧑🏻‍🎨 Human - Realistic Portrait Creation: ---------------------------------------------------------------------------------------------------------------- #asknk #b3d #blender3d #free3Dresources #freetextures #freematerials #freefriday #premium #b3d #blender3d #free #addons #blenderaddons #new #3dnews #release #update 00:00 Intro 01:05 Splash 01:29 User Interface 04:57 Node Updates 06:26 Geo Node Updates 08:55 Compositor Updates 10:25 Compatibility Updates 11:14 Eevee Updates 13:00 Cycles Update 13:40 Modeling & UV Updates 14:09 Animation & Rigging 15:24 Sculpt, Light & Texture 15:57 Sequencer 16:06 Pipeline Update 16:16 Physics / Core / Python API 17:07 New Projects #SupportsArtist #blender #lts #beta #here
    WWW.YOUTUBE.COM
    Blender 4.5 LTS Beta Is Here!
    Blender 4.5 is here, and this note comes with some impressive new features and improvements. 🌐 Explore Blender 4.5: https://www.blender.org 🔗 See More: https://developer.blender.org/docs/release_notes/ ✨ Get Premium Blender Addons: https://superhivemarket.com/?ref=110 ✨ See More Projects: https://studio.blender.org/welcome/ 🎓 Learn to Animate in Blender: https://bit.ly/3A1NWac 👨‍👩‍👧‍👦 Get Character Creator 4 - https://bit.ly/3b16Wcw 🦿 Get Iclone 8.5 - https://bit.ly/38QDfbb 🪮 FiberShop - Realtime Hair Tool: https://tinyurl.com/2hd2t5v 📂 Big Ref Database: https://bit.ly/3PLtaQ8 ---------------------------------------------------------------------------------------------------------------- ✉️ Join Weekly Newsletter: https://bit.ly/3lpfvSm ❤️Patreon: https://www.patreon.com/asknk 🔔Discord: https://discord.gg/G2kmTjUFGm 🐣Twitter: https://bit.ly/3a0tADG ---------------------------------------------------------------------------------------------------------------- █ █ Blender Premium Tutorials █ █ 🎓🥇Blender Tutorials #1: https://bit.ly/3nbfTEu 🎓🥈Blender Tutorials #2: https://tinyurl.com/yeyrkreh 🎓🔨 Learn HardSurface In Blender: https://bit.ly/3E5nP2T 🎓🚙 3D Cars Building, Rigging & Animation: https://bit.ly/4h5HXEq 🎓 🚘Cinematic Car Animation Course: https://bit.ly/3ORFccG 🎓🚴🏻 Alive! - Animation Course: https://bit.ly/3AEFvyA 🎓🧑🏻‍🎨 Human - Realistic Portrait Creation: https://bit.ly/2XvMT1j ---------------------------------------------------------------------------------------------------------------- #asknk #b3d #blender3d #free3Dresources #freetextures #freematerials #freefriday #premium #b3d #blender3d #free #addons #blenderaddons #new #3dnews #release #update 00:00 Intro 01:05 Splash 01:29 User Interface 04:57 Node Updates 06:26 Geo Node Updates 08:55 Compositor Updates 10:25 Compatibility Updates 11:14 Eevee Updates 13:00 Cycles Update 13:40 Modeling & UV Updates 14:09 Animation & Rigging 15:24 Sculpt, Light & Texture 15:57 Sequencer 16:06 Pipeline Update 16:16 Physics / Core / Python API 17:07 New Projects #SupportsArtist
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  • You're saying all this time it was just... Camera Alignment? // Blender Tutorial

    Head to to save 10% off your first purchase of a website or domain using code CGMATTER
    Project Files
    Patreon
    My Addon of Addons

    #blender #blender3d #blenderanimation #cgi
    #you039re #saying #all #this #time
    You're saying all this time it was just... Camera Alignment? // Blender Tutorial
    Head to to save 10% off your first purchase of a website or domain using code CGMATTER ⭐Project Files⭐ ➟ 🧸Patreon🧸➟ 🧞My Addon of Addons🧞 ➟ #blender #blender3d #blenderanimation #cgi #you039re #saying #all #this #time
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    You're saying all this time it was just... Camera Alignment? // Blender Tutorial
    Head to https://squarespace.com/cgmatter to save 10% off your first purchase of a website or domain using code CGMATTER ⭐Project Files⭐ ➟ https://www.cgmatter.com/align 🧸Patreon🧸➟ https://www.pateron.com/cg_matter 🧞My Addon of Addons🧞 ➟ https://superhivemarket.com/products/genie #blender #blender3d #blenderanimation #cgi
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  • Dev snapshot: Godot 4.5 dev 5

    Replicube
    A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By:
    Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node
    The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract
    Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    #dev #snapshot #godot
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now #dev #snapshot #godot
    GODOTENGINE.ORG
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC (Bluesky, Twitter). You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept (see our recent XR blogpost highlighting the latest Godot XR Game Jam), but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users (GH-67777). Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there (over 20× decrease in load times in the TPS demo)!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player (GH-103584).Animation: Add animation filtering to animation editor (GH-103130).Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling (GH-102360).Core: Add --scene command line argument (GH-105302).Core: Overhaul resource duplication (GH-100673).Core: Use Grisu2 algorithm in String::num_scientific to fix serializing (GH-98750).Editor: Add “Quick Load” button to EditorResourcePicker (GH-104490).Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions (GH-96611).Editor: Add named EditorScripts to the command palette (GH-99318).GUI: Add file sort to FileDialog (GH-105723).I18n: Add translation preview in editor (GH-96921).Import: Add Channel Remap settings to ResourceImporterTexture (GH-99676).Physics: Improve performance with non-monitoring areas when using Jolt Physics (GH-106490).Porting: Android: Add export option for custom theme attributes (GH-106724).Porting: Android: Add support for 16 KB page sizes, update to NDK r28b (GH-106358).Porting: Android: Remove the gradle_build/compress_native_libraries export option (GH-106359).Porting: Web: Use actual PThread pool size for get_default_thread_pool_size() (GH-104458).Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot (GH-59595).Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) (GH-93142).Rendering: FTI - Optimize SceneTree traversal (GH-106244).Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executables (both the editor and export templates) have been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click (GH-106373). Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
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  • QuickDraw Add-On Weights Can Make Your Dumbbells Heavier, But They Scare Me

    We may earn a commission from links on this page.Purchasing a full set of individual dumbbell pairs between five and 60 pounds can cost well over not to mention how much space you'd have to dedicate to storing them. That's why I'm a huge fan of adjustable dumbbells like the REP QuickDraws or Nüobells, which I reviewed here and here, respectively. If you know you want to be able to up to 60 pounds at five-pound increments, effectively combining 30 weights into one compact set, then adjustables like the REP QuickDraws are how you can save significant money and space in your home gym equipment setup. But let's say your strength progresses beyond your adjustable dumbbells' capacity. First of all: Nice work. Secondly: What do you do now? I've seen users on Reddit directly asking "what's stopping me from adding more plates to keep going heavier?" Adding extra weight plates seems like a logical solution, as opposed to spending all that money on an entirely new set for just a few pounds beyond the recommended capacity. So, let's take a look at what is stopping you—and what's not. Here's what you should know about using add-on weights to your adjustable dumbbells, from what is officially considered unsafe to why it gets impractical even aside from that. How to add weight to your adjustable dumbbellsFirst off, not all adjustable dumbbells allow for this type of modification. Selector pin systemsgenerally don't allow for unofficial weight additions due to their enclosed design. Dial systemshave security features specifically preventing modifications outside the cradle. Then you have spin-lock dumbbells, like the QuickDraws, which allow for customization and additional weight outside the cradle. For this reason, I'll be speaking to the REP QuickDraws specifically, as opposed to Nüobells or Powerblocks.Still, adding weight beyond the manufacturer's specifications will almost certainly void your warranty. REP Fitness designed these dumbbells for specific weight ranges and cannot guarantee safety beyond those limits. I spoke with a REP representativewho informed me, "internal testing was not conducted beyond the 60 pound maximum, so REP cannot guarantee the safety of additional weight beyond that."Outside of your warranty, there are safety concerns. The handles, locking mechanisms, and materials are engineered for specific maximum loads. Exceeding these limits risks equipment failure and potential injury. Even if the dumbbells can technically handle the additional plates, the result might be bulky and awkward, affecting your form and increasing injury risk.All that being said, it still is entirely feasible to bend the rules and take your 60-pound dumbbells up to 70 pounds. Assuming you play it safe and only add a few plates to each side, here's what you should know:Only add compatible plates: The QuickDraw system uses standard plate dimensions that can be supplemented with additional compatible plates.Manual addition required: You'll need to add these plates manually outside the cradle system, as the selection mechanism only works within the advertised weight range. This pretty much negates the whole "quick draw" appeal.Secure them properly: Ensure the additional plates are secured with the locking mechanism to prevent dangerous slippage during exercises.Manual tracking required: The dial indicator becomes inaccurate once you exceed the designed range. You'll need to manually calculate and track the added weight.Can youadd more weight to REP QuickDraw Dumbbells?The short answer: Yes, technically you can add additional weight plates to REP QuickDraw dumbbells beyond their advertised maximum. The long answer: Just because something is possible doesn't mean you should make a habit of it. Sure, it's fully above-board to order add-on weights in five-pound increments. However, going beyond 60 pounds isn't sanctioned by REP. For this reason, I naturally had my boyfriend test my DIY super-QuickDraws creation. In the image below, you can see how I manually added weights outside of the cradle. With the spin-locks, you can keep adding weights outside the cradle without any resistance. Just slide the weights on and flip the lock switch.I snapped a picture of it in its lopsided form, so you can see just how far outside the cradle the five-pound add-ons will go—and how precarious it starts to look right off the bat.

    Behold, my DIY super-QuickDraws creation.
    Credit: Meredith Dietz

    As we steadily increased the weight from 65, to 70, to 85 pounds, he noted growing concerns with how much the dumbbells could handle while still feeling safe. The all-steel design gives these guys a premium feel during standard use. But when you go beyond the sanctioned weight capacity, there's a sense that the dumbbells wouldn't bend or snag, but simply snap. And again, you'll need to manually keep track of how much weight you're adding, since the individual plates are not labeled, and you're exceeding the labels of the cradle. That mental math might not be a deterrent for you, but it's something to note.The bottom lineIn most cases, the hassle and safety concerns outweigh the benefits. The primary advantage of the QuickDraws—quick, convenient weight changes—is totally undermined when manually adding plates.Investing in a higher-capacity adjustable dumbbell setor supplementing with specific heavier fixed dumbbells for certain exercises might be safer and more practical. For serious lifters approaching the upper limits of their adjustable dumbbells, I'd recommend supplementing with individual heavier dumbbells.
    #quickdraw #addon #weights #can #make
    QuickDraw Add-On Weights Can Make Your Dumbbells Heavier, But They Scare Me
    We may earn a commission from links on this page.Purchasing a full set of individual dumbbell pairs between five and 60 pounds can cost well over not to mention how much space you'd have to dedicate to storing them. That's why I'm a huge fan of adjustable dumbbells like the REP QuickDraws or Nüobells, which I reviewed here and here, respectively. If you know you want to be able to up to 60 pounds at five-pound increments, effectively combining 30 weights into one compact set, then adjustables like the REP QuickDraws are how you can save significant money and space in your home gym equipment setup. But let's say your strength progresses beyond your adjustable dumbbells' capacity. First of all: Nice work. Secondly: What do you do now? I've seen users on Reddit directly asking "what's stopping me from adding more plates to keep going heavier?" Adding extra weight plates seems like a logical solution, as opposed to spending all that money on an entirely new set for just a few pounds beyond the recommended capacity. So, let's take a look at what is stopping you—and what's not. Here's what you should know about using add-on weights to your adjustable dumbbells, from what is officially considered unsafe to why it gets impractical even aside from that. How to add weight to your adjustable dumbbellsFirst off, not all adjustable dumbbells allow for this type of modification. Selector pin systemsgenerally don't allow for unofficial weight additions due to their enclosed design. Dial systemshave security features specifically preventing modifications outside the cradle. Then you have spin-lock dumbbells, like the QuickDraws, which allow for customization and additional weight outside the cradle. For this reason, I'll be speaking to the REP QuickDraws specifically, as opposed to Nüobells or Powerblocks.Still, adding weight beyond the manufacturer's specifications will almost certainly void your warranty. REP Fitness designed these dumbbells for specific weight ranges and cannot guarantee safety beyond those limits. I spoke with a REP representativewho informed me, "internal testing was not conducted beyond the 60 pound maximum, so REP cannot guarantee the safety of additional weight beyond that."Outside of your warranty, there are safety concerns. The handles, locking mechanisms, and materials are engineered for specific maximum loads. Exceeding these limits risks equipment failure and potential injury. Even if the dumbbells can technically handle the additional plates, the result might be bulky and awkward, affecting your form and increasing injury risk.All that being said, it still is entirely feasible to bend the rules and take your 60-pound dumbbells up to 70 pounds. Assuming you play it safe and only add a few plates to each side, here's what you should know:Only add compatible plates: The QuickDraw system uses standard plate dimensions that can be supplemented with additional compatible plates.Manual addition required: You'll need to add these plates manually outside the cradle system, as the selection mechanism only works within the advertised weight range. This pretty much negates the whole "quick draw" appeal.Secure them properly: Ensure the additional plates are secured with the locking mechanism to prevent dangerous slippage during exercises.Manual tracking required: The dial indicator becomes inaccurate once you exceed the designed range. You'll need to manually calculate and track the added weight.Can youadd more weight to REP QuickDraw Dumbbells?The short answer: Yes, technically you can add additional weight plates to REP QuickDraw dumbbells beyond their advertised maximum. The long answer: Just because something is possible doesn't mean you should make a habit of it. Sure, it's fully above-board to order add-on weights in five-pound increments. However, going beyond 60 pounds isn't sanctioned by REP. For this reason, I naturally had my boyfriend test my DIY super-QuickDraws creation. In the image below, you can see how I manually added weights outside of the cradle. With the spin-locks, you can keep adding weights outside the cradle without any resistance. Just slide the weights on and flip the lock switch.I snapped a picture of it in its lopsided form, so you can see just how far outside the cradle the five-pound add-ons will go—and how precarious it starts to look right off the bat. Behold, my DIY super-QuickDraws creation. Credit: Meredith Dietz As we steadily increased the weight from 65, to 70, to 85 pounds, he noted growing concerns with how much the dumbbells could handle while still feeling safe. The all-steel design gives these guys a premium feel during standard use. But when you go beyond the sanctioned weight capacity, there's a sense that the dumbbells wouldn't bend or snag, but simply snap. And again, you'll need to manually keep track of how much weight you're adding, since the individual plates are not labeled, and you're exceeding the labels of the cradle. That mental math might not be a deterrent for you, but it's something to note.The bottom lineIn most cases, the hassle and safety concerns outweigh the benefits. The primary advantage of the QuickDraws—quick, convenient weight changes—is totally undermined when manually adding plates.Investing in a higher-capacity adjustable dumbbell setor supplementing with specific heavier fixed dumbbells for certain exercises might be safer and more practical. For serious lifters approaching the upper limits of their adjustable dumbbells, I'd recommend supplementing with individual heavier dumbbells. #quickdraw #addon #weights #can #make
    LIFEHACKER.COM
    QuickDraw Add-On Weights Can Make Your Dumbbells Heavier, But They Scare Me
    We may earn a commission from links on this page.Purchasing a full set of individual dumbbell pairs between five and 60 pounds can cost well over $1,500, not to mention how much space you'd have to dedicate to storing them. That's why I'm a huge fan of adjustable dumbbells like the REP QuickDraws or Nüobells, which I reviewed here and here, respectively. If you know you want to be able to up to 60 pounds at five-pound increments, effectively combining 30 weights into one compact set, then adjustables like the REP QuickDraws are how you can save significant money and space in your home gym equipment setup. But let's say your strength progresses beyond your adjustable dumbbells' capacity. First of all: Nice work. Secondly: What do you do now? I've seen users on Reddit directly asking "what's stopping me from adding more plates to keep going heavier?" Adding extra weight plates seems like a logical solution, as opposed to spending all that money on an entirely new set for just a few pounds beyond the recommended capacity. So, let's take a look at what is stopping you—and what's not. Here's what you should know about using add-on weights to your adjustable dumbbells, from what is officially considered unsafe to why it gets impractical even aside from that. How to add weight to your adjustable dumbbellsFirst off, not all adjustable dumbbells allow for this type of modification. Selector pin systems (like PowerBlocks) generally don't allow for unofficial weight additions due to their enclosed design. Dial systems (like my favorite, the Nüobells) have security features specifically preventing modifications outside the cradle. Then you have spin-lock dumbbells, like the QuickDraws, which allow for customization and additional weight outside the cradle. For this reason, I'll be speaking to the REP QuickDraws specifically, as opposed to Nüobells or Powerblocks.Still, adding weight beyond the manufacturer's specifications will almost certainly void your warranty. REP Fitness designed these dumbbells for specific weight ranges and cannot guarantee safety beyond those limits. I spoke with a REP representative (REP-resentative?) who informed me, "internal testing was not conducted beyond the 60 pound maximum, so REP cannot guarantee the safety of additional weight beyond that."Outside of your warranty, there are safety concerns. The handles, locking mechanisms, and materials are engineered for specific maximum loads. Exceeding these limits risks equipment failure and potential injury. Even if the dumbbells can technically handle the additional plates, the result might be bulky and awkward, affecting your form and increasing injury risk.All that being said, it still is entirely feasible to bend the rules and take your 60-pound dumbbells up to 70 pounds. Assuming you play it safe and only add a few plates to each side, here's what you should know:Only add compatible plates: The QuickDraw system uses standard plate dimensions that can be supplemented with additional compatible plates.Manual addition required: You'll need to add these plates manually outside the cradle system, as the selection mechanism only works within the advertised weight range. This pretty much negates the whole "quick draw" appeal.Secure them properly: Ensure the additional plates are secured with the locking mechanism to prevent dangerous slippage during exercises.Manual tracking required: The dial indicator becomes inaccurate once you exceed the designed range. You'll need to manually calculate and track the added weight.Can you (and should you) add more weight to REP QuickDraw Dumbbells?The short answer: Yes, technically you can add additional weight plates to REP QuickDraw dumbbells beyond their advertised maximum. The long answer: Just because something is possible doesn't mean you should make a habit of it. Sure, it's fully above-board to order add-on weights in five-pound increments (which, side-note, I love so much more than a 10-pound jump). However, going beyond 60 pounds isn't sanctioned by REP. For this reason, I naturally had my boyfriend test my DIY super-QuickDraws creation. In the image below, you can see how I manually added weights outside of the cradle. With the spin-locks, you can keep adding weights outside the cradle without any resistance. Just slide the weights on and flip the lock switch.I snapped a picture of it in its lopsided form, so you can see just how far outside the cradle the five-pound add-ons will go—and how precarious it starts to look right off the bat. Behold, my DIY super-QuickDraws creation. Credit: Meredith Dietz As we steadily increased the weight from 65, to 70, to 85 pounds, he noted growing concerns with how much the dumbbells could handle while still feeling safe. The all-steel design gives these guys a premium feel during standard use. But when you go beyond the sanctioned weight capacity, there's a sense that the dumbbells wouldn't bend or snag, but simply snap. And again, you'll need to manually keep track of how much weight you're adding, since the individual plates are not labeled, and you're exceeding the labels of the cradle. That mental math might not be a deterrent for you, but it's something to note.The bottom lineIn most cases, the hassle and safety concerns outweigh the benefits. The primary advantage of the QuickDraws—quick, convenient weight changes—is totally undermined when manually adding plates.Investing in a higher-capacity adjustable dumbbell set (like 80- to 90-pound models) or supplementing with specific heavier fixed dumbbells for certain exercises might be safer and more practical. For serious lifters approaching the upper limits of their adjustable dumbbells, I'd recommend supplementing with individual heavier dumbbells.
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    TrueWorld for BlenderFind Out More: /...

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    🌍 TrueWorld for Blender [Limited Time Offer]
    🌍 TrueWorld for Blender [Limited Time Offer] Find Out More: https://superhivemarket.com/products/... The TrueWORLD Bundle includes all the essential tools you need to create stunning, high-performance environments in Blender. From procedural terrains and volumetric skies to detailed scatter systems and legacy content, every asset is designed to work seamlessly together. Design with real-world accuracy 👉 https://superhivemarket.com/products/... #b3d #BlenderAddon #TerrainGenerator #blender3d #blender #animation#VFXTools #EnvironmentDesign #TrueWorld (Feed generated with FetchRSS)
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  • *Breakdown Maker* – Animate your Blender projects like a pro

    *Breakdown Maker* – Animate your Blender projects like a pro
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    Want to show off your modeling or FX process step-by-step? Breakdown Maker automates stunning reveal animations—great for portfolios, client work, or social posts.

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    🎞️ *Breakdown Maker* – Animate your Blender projects like a pro
    🎞️ *Breakdown Maker* – Animate your Blender projects like a pro 🕹️ Find Out More Here: /... Want to show off your modeling or FX process step-by-step? Breakdown Maker automates stunning reveal animations—great for portfolios, client work, or social posts. 🧩 Use cases: modeling breakdowns, motion design, behind-the-scenes reels, tutorials ⚙️ Easily animate parts by collection, object, or modifier 🎬 Supports various effects like: build-ups, fly-ins, dissolves & custom effects ✅ Works in Cycles & Eevee 📜 Royalty-free license for personal & commercial use Make your work speak for itself 👉 /... #b3d #Blender3d #Addon #blender #AnimationTools #3DShowcase #BreakdownMaker #Motion #Design #breakdown #maker #animate #your #blender
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    🎞️ *Breakdown Maker* – Animate your Blender projects like a pro 🕹️ Find Out More Here: https://superhivemarket.com/products/... Want to show off your modeling or FX process step-by-step? Breakdown Maker automates stunning reveal animations—great for portfolios, client work, or social posts. 🧩 Use cases: modeling breakdowns, motion design, behind-the-scenes reels, tutorials ⚙️ Easily animate parts by collection, object, or modifier 🎬 Supports various effects like: build-ups, fly-ins, dissolves & custom effects ✅ Works in Cycles & Eevee 📜 Royalty-free license for personal & commercial use Make your work speak for itself 👉 https://superhivemarket.com/products/... #b3d #Blender3d #Addon #blender #AnimationTools #3DShowcase #BreakdownMaker #Motion #Design (Feed generated with FetchRSS)
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