Because companies have asked for it like Ubisoft. They value the stability of their tools more than new features when making projects that will span over years of development time. For most users it will not make a big difference, but for these companies it does matter, even if they miss out on a lot of feature improvements until they decide to jump to the latest LTS/Blender release.
Still, it’s too soon to release a LTS, imo…
These companies are the reason why Blender’s core team is close to 20 developers rather than just 3 or 4.
A project funded purely from desire for the “common good” may give more flexibility to do your own thing with releases, but it won’t give you the incredible pace of development.
I’m aware of all of that… But imho, v2.83 is not the right version to start the LTS…
Nice to see that he created two options to satisfy both you and I here. Felt like it would be a bit tedious having to unsubdivide one level at a time every time instead of everything in one go, so I am happy that is still there. 
Now we just miss the ability to switch levels again in Sculpt Mode, Delete Lower, and automatic Apply Base before we have pretty much ZBrush SubDivs in terms of functionality. Exciting times ahead! 
Edit: One thing I think will be a concern in the near future is the UI design for MultiRes. With the amount of new features in the form of new buttons, it could use a bit of a redesign to make it more readable. Right now it is completely stacked with buttons and it is only going to get worse once we have Delete Lower, Smooth Subdivide, and Flat Subdivide which are planned for MultiRes.
What is this LTS you speak of? ![]()
Also, I wonder if he will add a linear/smooth UVs option?
The rebuild subdivisions is also a very useful decimate tool as he showed in earlier clips, so I would assume unsubdivide is using the same algorithm and isn’t just for quad meshes?
Thanks. So, this is the ‘industry pro’ version of Blender.
Something that is definitely neccessary to draw more attention from big studio pipelines with their eye on Blender.
Isn’t that what the Sharp and Smooth and Keep Corners options are for? At least that’s how I understood it when Brecht discussed keeping those in on DevTalk.
It might be the same Unsubdivide algorithm in the Decimate modifier, but that one is built for quad topology last I checked. Frankly we need destructive versions of the other decimate options from the modifier inside Sculpt Mode. Especially the decimate triangles option with targetted vertex counts would be fantastic for optimising sculpts for retopology and Dyntopo.
Edit: This is what the manual says.
Further Options
UV Smooth
How to handle UVs during subdivision.
Smooth, keep corners
UV islands are smoothed, but their boundary remain sharp.
Sharp
UV remain unchanged.
Yes, sounds about right. This is from Opensubdiv. I didn’t realise Multires was based on OSD cat-clark.
Please, please, please don’t let us wait till 2.90 Alpha to start using the new MultiRes features!

Not that long a wait. Master becomes 2.83 on the 15th and open for new features…
Edit: becomes 2.90
The new features are nice, but the multires still needs some serious performance improvements, I guess… currently it’s still quite laggy compared to a “raw” mesh… ![]()
I think the companies that want an LTS release are only interested in getting as stable release as they can, the are not chasing features. So the key determining factor here is what does the bug tracker look like at the moment?
The companies that want an LTS release have others apps to fill in where Blender falls short.
Are these latest Multires changes in the daily builds? How long until 2.83 release? I’d like to use Multires even if it’s bare minimum working feature.
Very nice indeed. I really hope the same algorithm will be implemented in the Decimate modifier’s Un-Subdivide mode as well.
Nota bene: I’m using the Modifier List add-on, in case you’re wondering. ![]()
Will this be in 2.83?

