Join Michael Bridges as he explores the new method for enabling bloom in Blender 4.2, detailing the steps to set up emissive materials and use the compositor for stunning effects.
In Blender 4.2, the method for enabling bloom effects has changed significantly. Previously, activating bloom in Eevee was a simple checkbox, while Cycles required a different approach. Now, both techniques have been unified, but it’s not as straightforward as before. I start by demonstrating how to set up an emissive material and adjust its strength.
Then, I walk through the new process of enabling bloom, which involves using the compositor. This includes turning on viewport shading, enabling the compositor setting, and using nodes to add the glare filter set to bloom. I also provide tips for adjusting the brightness to achieve the desired look.
3 Comments
Why is Blender org making some of these things harder? This is not the only one.
why do you have to add shaders for a bloom when its intially a click of a button,you guys are just making the program muh more harder for people tpo follow along with tutorails why do you have to create shaders damn what a longer process just to create a bloom effect
People like you really need to read the blender blog. They reworked EEVEE, as in, completely revamped it, just like Cycles and Cycles X.