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Blender 5.0 Beta!

Blender 5.0 Beta runs until 5 November 2025, bringing ACES 2.0, node and compositor updates, HDR colour support, and stricter compatibility rules.

Beta Timeline and Scope

According to the official Blender 5.0 release notes, the version entered public beta in October 2025 and will remain in beta until 5 November 2025. Development continues under the branch blender-v5.0-release, which has entered bug-fix and performance-tuning mode. The final stable release is scheduled for 11 November 2025, following the standard two-week freeze window.

The beta covers virtually every subsystem in Blender, including Animation & Rigging, Assets, Colour Management, Compositor, Core, Cycles, EEVEE & Viewport, Geometry Nodes, Grease Pencil, Modelling & UV, Motion Tracking, Physics, Pipeline & I/O, Python API, Rendering, Sculpt/Paint/Texture, UI, Video Sequencer, and Virtual Reality.

https://developer.blender.org/docs/release_notes/5.0/images/junkshop_pq.png
Viewing this image requires a HDR capable monitor and browser

Colour Management & HDR Workflow

Blender 5.0 Beta introduces native support for ACES 1.3 and ACES 2.0, offering modernised handling of scene-referred colour spaces. The upgrade aligns Blender’s colour management with industry standards for VFX and compositing pipelines. HDR display output now works under Wayland + Vulkan configurations on Linux, offering Rec.2100 PQ and HLG output paths. A new “Convert to Display” compositor node supports consistent mapping between working and display colour spaces. OpenEXR output also receives updates: multi-part files and embedded colour metadata are now supported, making interchange with Nuke, Fusion, and other parts in the pipeline more predictable.

https://developer.blender.org/docs/release_notes/5.0/images/new_matcaps.png
New MatCap Selection

Cycles, EEVEE & Rendering

Cycles gains several notable changes. Thin-film iridescence adds physical realism to materials such as soap bubbles or metallic coatings. The Random Walk SSS model now supports multi-bounce scattering, eliminating black seams at contact points.

A new volumetrics algorithm yields fewer artefacts and cleaner lighting for fog, smoke, and other dense simulations. The “Experimental” toggle in Render Settings has been removed, as formerly experimental options like Adaptive Subdivision are now production-ready. EEVEE also benefits from stability and performance improvements, while the viewport continues to consolidate Vulkan-based groundwork for future rendering backends.

https://developer.blender.org/docs/release_notes/5.0/images/bundle_nodes_in_geometry_nodes.png
New Bundle Nodes

Geometry Nodes and Pipeline Upgrades

The Geometry Nodes system continues its steady expansion. Blender 5.0 introduces Bundles and Closures, with similar data abstractions being integrated into Shader Nodes. Node workflows gain new structural features such as Repeat Zones and a Switch Menu node for conditional logic. Curve geometry drawing now supports a “Cylinder” mode, producing thicker 3D curves instead of flat ribbons—a small but visible upgrade for procedural modelling and motion-graphics work. Pipeline & I/O modules gain support for better data consistency, including expanded data-block naming and compression improvements.

https://developer.blender.org/docs/release_notes/5.0/images/geometry_nodes_volume_nodes.png
All new volume grid related nodes.

Compositor, Assets & Interface Updates

The Compositor now includes access to the Asset Shelf, bringing it in line with other editors. This enables reuse of common node groups directly from the shelf. The User Interface gains numerous small refinements, improving discoverability and uniformity across editors. In Assets, the catalog system continues to stabilise, while Video Sequencer receives minor performance and interface updates for smoother timeline handling.

Compatibility and Deprecated Features

Blender 5.0 enforces stricter compatibility and hardware rules to modernise the codebase:

  • Maximum Data-Block name length increased to 255 bytes.
  • Runtime-defined property access (an unsupported feature) has been removed.
  • Big endian platform support is dropped.
  • LZMA and LZO-compressed point caches are no longer supported.
  • Intel Mac support is removed; Apple Silicon is now required for macOS builds.
  • Pre-2.50 animation data is no longer compatible.
  • CUDA minimum compute capability raised to sm_50 (≈ GeForce 900 series).
  • Blendfile compression is now enabled by default upon saving.

These changes may affect legacy add-ons, render farms, or archived project files. Studios should test migration paths carefully and update toolchains before adopting 5.0 in production.

In Beta: Test, Don’t Deploy

Verdict

As always, beta software is best treated as unstable. Some new features, particularly HDR display and Vulkan viewport modes, depend on specific hardware and driver setups. Artists and TDs should test features on cloned project files, not live productions. And after a recent feedback, that is highlighted. (Honestly, Mike, my dude, what were you thinking?!?!?!!?) The Blender Foundation encourages users to report regressions and UI inconsistencies via developer.blender.org.

Blender 5.0 Beta is a broad, technically ambitious release. Its expanded node systems, ACES 2.0 colour handling, and revised rendering core represent tangible steps toward a more production-grade platform. The compatibility break with older Macs and data formats, though inconvenient, clears the way for a leaner and faster codebase.

Studios should watch the November release closely but keep current projects on 4.2 or earlier until the stable 5.0 build proves itself in real-world conditions.