[HN Gopher] Apple Joins Blender Development Fund
       ___________________________________________________________________
        
       Apple Joins Blender Development Fund
        
       Author : dagmx
       Score  : 607 points
       Date   : 2021-10-14 14:48 UTC (8 hours ago)
        
 (HTM) web link (www.blender.org)
 (TXT) w3m dump (www.blender.org)
        
       | xvilka wrote:
       | Hopefully, projects like Krita[1] and GIMP[2] would get more
       | funding like Blender as well.
       | 
       | [1] https://krita.org/en/support-us/sponsors/
       | 
       | [2] https://www.gimp.org/news/2021/07/27/support-gimp-
       | developers...
        
         | ognarb wrote:
         | Krita also has a nice funding website: https://fund.krita.org/
         | (forked from the blender one)
        
         | tdrdt wrote:
         | While I agree I think the reason a lot of big companies are
         | funding Blender is because they use it internally as tool. I
         | can imagine Photoshop is used internally at Apple and they will
         | just pay a license for this. So there is no reason they would
         | start funding Krita or Gimp.
        
           | literallyaduck wrote:
           | Imagine if companies who heavily used Photoshop funded GIMP
           | at half the license rate, and companies who used Illustrator
           | funded Inkscape at the same half license rate.
           | 
           | Donating to LibreOffice at half the rate you pay to office
           | 365.
           | 
           | The free alternatives would surpass the paid versions.
        
         | hallarempt wrote:
         | If Apple gave me 120k a year and made a merge request for a
         | Metal backend for Krita, I wouldn't say no to either, being
         | Krita's maintainer.
        
           | philovivero wrote:
           | ^ Can someone get this over to Apple stat? This would be
           | amazing.
        
       | ur-whale wrote:
       | This is great news. IMO, Blender is a greatly under-rated FOSS
       | story, on par with the kernel and firefox.
        
       | defaultname wrote:
       | Apple's software and hardware arcs are coalescing into them going
       | all in on AR/VR. Things like LIDAR, Photogrammetry, spatial
       | mapping, USDZ / PBR and friends all come across as pretty
       | marginal novelties on smartphones, but they are all a part of
       | that strategy, and will make much more sense with a headset.
       | They're coming out of the gate with a robust ecosystem.
       | 
       | Blender is obviously a huge component of the software stack.
        
         | onelovetwo wrote:
         | It also helps blender is a competitor to Epic's Unreal
        
           | schmorptron wrote:
           | Epic doesn't seem to think so, since they majorly funded it
           | just two years ago.
           | 
           | https://www.blender.org/press/epic-games-supports-blender-
           | fo...
           | 
           | The only area I could see this in is in high-end movie
           | production, like they did with The Mandelorian for the
           | digital green screen stuff, but the distinction between real-
           | time and non-real-time rendering seems pretty strong.
        
             | Miraste wrote:
             | Blender does have a real-time engine called Eevee which is
             | pretty powerful, although I don't think the use cases
             | overlap enough to bother Epic.
        
           | Arelius wrote:
           | Sort-of? They both compete in rendering, specifically for
           | ArchVis. But otherwise they complement each other more than
           | they compete. Likely why Epic is also a member of the Blender
           | Development Fund.
        
           | SXX wrote:
           | I guess you confuse Blender 3D editor with Godot game engine.
           | 
           | Blender had built-in game engine, but it's been frozen and
           | removed few years ago.
           | 
           | Also Epic is sponsoring Blender Fund too.
        
             | benjaminjackman wrote:
             | And Epic granted money to Godot:
             | 
             | https://godotengine.org/article/godot-engine-was-awarded-
             | epi...
        
               | Miraste wrote:
               | While it's great that Godot is getting better funding,
               | that's about the worst insult I can think of. Epic is so
               | confident that Godot will never be a serious competitor
               | that they're giving them charity money. We'll see; there
               | was a time when Autodesk viewed Blender as an also-ran
               | too.
        
             | onelovetwo wrote:
             | I was thinking about Godot!
        
           | potatolicious wrote:
           | Wait, how so? Isn't Blender a pretty direct competitor to 3D
           | modeling and rendering tools like Maya and 3dsmax?
           | 
           | AFAIK you can't directly author 3D models in Unreal, if
           | anything Unreal has a dependency on tools like Blender.
           | 
           | There is _some_ competitive overlap, but that seems mostly
           | within the realm of real-time vs. offline render for
           | producing video content?
        
           | dragontamer wrote:
           | That's almost like saying Internet Explorer is a competitor
           | to Microsoft Word because they both share text documents with
           | pictures.
           | 
           | Yeah, Blender and Unreal kinda-sorta do the same thing (3d
           | rendering). But their applications are completely
           | different... and you'd be more likely to see people use both
           | tools together on one project rather than a competition
           | between the tools.
        
             | [deleted]
        
         | jereees wrote:
         | Not to mention the platform wide rollout of spatial audio.
        
           | planb wrote:
           | And the text and object detection in real world scenes that
           | is the most underrated feature in iOS 15
           | 
           | Edit: this tweet I just found shows exactly what I meant:
           | https://twitter.com/juanbuis/status/1448686889158983681?s=21
        
             | chmsky00 wrote:
             | Interesting. I was working on an app that would let users
             | scan logos and return company data; carbon footprint other
             | industrial impact metrics, individual investors, board,
             | C-suite... into a shared repo of oligarchs who have chosen
             | celebrity and visibility by "leading" us with our own data.
             | 
             | I was going to send images to Google to pull objects and
             | text from, but if I could just send text to search for,
             | that would be great.
        
         | novok wrote:
         | I wonder when apple will start taking the 'serious games'
         | segment seriously. Like being able to play nintendo switch
         | quality games on your iPad, AAA games on a laptop or some sort
         | of apple TV++++ device and such.
        
         | dTal wrote:
         | I would bet my life savings that Apple are developing some form
         | of VR - maybe headsets, maybe something more interesting like a
         | lightfield display. They're clearly very interested in this
         | space.
        
           | tonightstoast wrote:
           | I'd say that's a safe bet considering there are 90 job
           | openings when you search "VR" on their careers page. Exciting
           | to see what the future holds.
           | 
           | https://jobs.apple.com/en-
           | us/search?search=VR&sort=relevance...
        
           | fsloth wrote:
           | Well, yes. The current gen AR tech in the IPhone is direct
           | enabler of AR once they get the glasses out (which have been
           | rumored for years).
        
         | Applejinx wrote:
         | I like the sounds of that. I like the prospect of Apple
         | competing with Facebook on AR/VR. It's an area I was quite
         | interested in some years ago, but firstly wasn't well supported
         | on the Mac, and secondly it got bought up by Facebook to a
         | large extent.
         | 
         | I've been wishing for a modern Playstation so I could try the
         | limited bit of Gran Turismo that's VR and uses their headset. I
         | know the Nurburgring fairly well by now but would love to play
         | there 'for real'. Quite an environment to be whizzing through:
         | that and the tricky rally circuits would be real interesting to
         | get more immersion in.
        
         | pradn wrote:
         | I want to share an amazing experience I recently had. I was
         | looking through TV consoles on Crate & Barrel and found one I
         | liked. I was unsure if it'd be too tall for my room (it's an
         | extra 9 inches of height over my current TV stand, which is
         | actually just a coffee table repurposed.) The listing page had
         | a QR code I could scan with my iPhone. I was taken to a page
         | that asked me for camera permissions and I said yes. In a few
         | seconds, it placed a 3D model of the TV console in my room and
         | I was able to get a good idea of how it looked. All so quick
         | and easy - no extra apps to download - and actually useful.
         | Putting Pikachu in my space is fun, but this is actually worth
         | the extra lidar tech in the iPhone Pro.
        
           | amelius wrote:
           | If everybody used VR headsets all the time, you wouldn't even
           | need a TV console in your room. In fact, you wouldn't need
           | much besides a comfy chair.
           | 
           | This whole AR thing is just a transition technology, that
           | will go away with time.
        
             | johaugum wrote:
             | >If everybody used VR headsets all the time
             | 
             | You just described Ready Player One, which in some sense is
             | a dystopian nightmare.
        
             | chadcmulligan wrote:
             | > VR headsets all the time
             | 
             | I love VR headsets, but that's not going to happen - for so
             | many reasons - I want to get up and get a coffee, I often
             | read while half watching TV, or sit and chat with the
             | family while watching TV and so on, fold the laundry with
             | the TV on and so on. You can't do anything else when
             | wearing a VR headset.
        
           | nefitty wrote:
           | I feel a weird sense of loss for Google Glass. I feel like
           | the controversies that set it back also set back the entire
           | AR space.
           | 
           | I wonder what life would be like if I could wear a HUD that
           | showed me an AR overlay. It might bubble up an alert to
           | remind me to drink a glass of water to stay on track for the
           | day. A to-do list might slide in from the side if I tap a
           | button near my temple. A friend calls and their animated
           | avatar hangs out in the corner of my sight while I continue
           | doing what I was doing... It feels like these things are very
           | close, but society is struggling to integrate the amassing
           | tech innovations we're encountering.
        
             | pradn wrote:
             | A camera in glasses is always going to be too intrusive I
             | think. Norms may change, but even if there's a clear light
             | indicating that a photo or video is being taken, it's
             | offputting to feel the possibility of a recording happening
             | at any moment. Perhaps the middle-ground is to have glasses
             | with just a HUD, but no camera. You can still get useful
             | info, but without the imposition on other people.
        
       | dagmx wrote:
       | Apple also submitted a patch to port Cycles to run on Metal.
       | 
       | https://developer.blender.org/T92212
        
         | valine wrote:
         | Cycles is good first step if Apple wants to make blender fully
         | functional on Mac. I wonder if they'll ever attempt to port
         | Eevee to metal, that seems like the logical next step if Apple
         | wants to permanently remove OpenGL from macOS.
        
           | outworlder wrote:
           | > that seems like the logical next step if Apple wants to
           | permanently remove OpenGL from macOS
           | 
           | They should just allow third-party OpenGL implementations.
           | OpenGL on OSX is stuck in the past.
           | 
           | It would be great to see Metal die a fiery death too, and
           | Vulkan being adopted. The current situation is just DirectX
           | once again.
        
             | user-the-name wrote:
             | "Allow"? They aren't doing anything to disallow them?
             | 
             | You can use ANGLE if you want, for instance?
             | 
             | I wouldn't recommend using OpenGL for any new software,
             | though, it is hopelessly clunky and outdated for modern
             | applications.
        
           | JAlexoid wrote:
           | "Apple wants to permanently remove OpenGL from macOS" - that
           | would be a poor decision.... although, they really don't care
           | for the pro market in any case.
        
             | striking wrote:
             | They've already deprecated OpenGL. Drivers on macOS are
             | locked at OpenGL 4.1, which is missing a whole lot of nice
             | features. Not because the hardware doesn't support them,
             | but because Apple doesn't want to keep maintaining OpenGL.
             | 
             | And why would they? OpenGL is really unpleasant from a
             | hardware manufacturer's / integrator's / OS author's
             | perspective, it makes app ports for mobile that much harder
             | unless you're using GL ES, and Metal works and many apps
             | have a Metal renderer now. If you find the mere idea of
             | Metal distasteful because it's an API that can't be used on
             | other platforms, you can use Vulkan and MoltenVK to get
             | there.
             | 
             | You're confusing not caring for the pro market with their
             | approach to vertical integration. They care for the pro
             | market, but they're not willing to compromise on ripping
             | out what they consider to be dead weight.
        
               | phkahler wrote:
               | >> And why would they? OpenGL is really unpleasant from a
               | hardware manufacturer's / integrator's / OS author's
               | perspective
               | 
               | That's exactly why they should keep it. Now all those CAD
               | programs that use older OpenGL features have to figure
               | out how to do things that are not supported by Metal.
               | Vulkan initially forgot about this market as well and had
               | to add some things back in.
               | 
               | There is Zink to handle compatibility, but that should
               | have come from the organizations and companied
               | deprecating OpenGL. It should probably be standard on new
               | platforms so they can keep OpenGL at the API level.
        
               | JAlexoid wrote:
               | >You're confusing not caring for the pro market with
               | their approach to vertical integration.
               | 
               | Apple knows exactly what they need to do to keep the pro
               | market on MacOSX, they are not interested in doing that
               | at all. And that simple thing is standardization, not
               | exclusive API. So they don't even have to support
               | OpenGL... just not make it even harder for CAD/CAM makers
               | to port their software/features back to MacOSX.
               | 
               | Lack of a good pro device for years already got a lot of
               | pros off Macs, so companies like Autodesk have less and
               | less value in supporting Mac. And the gap in
               | functionality is already massive! Their vertical
               | integration, aka platform lock-in, is impossible for
               | companies that have majority of their customers on a
               | different platform.(and again - Apple knows that)
               | 
               | You know, I'll just switch to Windows to have my designs
               | automatically validated for code compliance... and I'll
               | just stay with Windows for software development as well.
               | 
               | (I'm a software engineer studying structural engineering)
        
               | samhw wrote:
               | > already got a lot of pros off Macs
               | 
               | What is your quantitative evidence for saying this?
        
               | JAlexoid wrote:
               | Opinion and personal experience.
        
               | hulitu wrote:
               | > And why would they? OpenGL is really unpleasant from a
               | hardware manufacturer's / integrator's / OS author's
               | perspective
               | 
               | That's why it must be deprecated. Why do we need to
               | reinvent the wheel over and over again ? I get it, X
               | sucks and the answer to this is .... wayland. OpenGL
               | sucks and the answer to this is ? DirectX ? Vulkan ? SDL
               | ? Libcaca ? ( sorry i forgot ncurses). Just like an old
               | builder: you have some bricks, use them.
        
               | pjmlp wrote:
               | Carmack, miniGL and Carmacks position regarding OpenGL is
               | what made it relevant in first place.
               | 
               | In 2011, Carmack would have gone with DirectX instead.
               | 
               | https://www.bit-tech.net/news/gaming/pc/carmack-directx-
               | bett...
               | 
               | > The actual innovation in graphics has definitely been
               | driven by Microsoft in the last ten years or so,'
               | explained AMD's GPU worldwide developer relations
               | manager, Richard Huddy. 'OpenGL has largely been tracking
               | that, rather than coming up with new methods. The
               | geometry shader, for example, which came in with Vista
               | and DirectX 10, is wholly Microsoft's invention in the
               | first place.' > > 'It is really just inertia that keeps
               | us on OpenGL at this point,' Carmack told us. He also
               | explained that the developer has no plans to move over to
               | Direct3D, despite its advantages.
               | 
               | ARB, Long Peaks failure, not defining SDKs and leaving to
               | ecosystem to create tools on their own, making into a
               | rite of passage that each graphics programming student
               | needs to create their own SDK from scratch, is anything
               | but appealing.
               | 
               | If ARB/Khronos would standardize networking protocols, we
               | would have only IP, and then each developer would create
               | their own networking stack on top of raw IP.
        
               | rudedogg wrote:
               | I've only dabbled in GPU programming, but I think the
               | issue is more serious than this. It's not really
               | pointless churn.
               | 
               | OpenGL was released 29 years ago, and the way GPUs work
               | now vs then is massive. Apparently developers want low
               | level access, and that is what Vulkan/Metal give them.
               | 
               | As a user I wish Vulkan had a path without so much setup.
               | I'm not sure if that's possible, or maybe it would defeat
               | the purpose. It seems like it would be nice for
               | hobbyists/beginners like me who just want to get a
               | triangle on the screen and play with shaders though.
        
               | JAlexoid wrote:
               | And OpenGL changed massively. Going from fixed function
               | to programmable hardware.
               | 
               | I understand that a lot of developers want low level
               | access to hardware - that's great for a lot of
               | applications. But that low level access means that
               | software is tied to hardware... and software is not
               | forward/cross compatible. Which is a VERY big deal for
               | pro market.
               | 
               | Remember when Apple just "forgot" to release a pro grade
               | desktop for years? Do you think those pros just stayed
               | with their outdated hardware?(they didn't, they moved to
               | Windows)
               | 
               | Do you think that there's a good reason for many pro
               | software vendors to jump to Metal, when the majority of
               | their customers are on Windows with Vulkan support?
               | 
               | I mentioned this on another subthread - Apple just needs
               | to offer a cross platform API, to prove that they want
               | pro software to be developed on Macs.
        
               | ynx wrote:
               | > But that low level access means that software is tied
               | to hardware... and software is not forward/cross
               | compatible. Which is a VERY big deal for pro market.
               | 
               | As a game dev - hardware dependence has been a fact of
               | life for a very long time. There are too many useful
               | extensions not included in the base profiles, and enough
               | video cards combinatorically combined with those - that
               | the most tractable path is to actually care about the
               | specific device's capabilities.
               | 
               | The best way forward is to be as detailed as possible
               | than to come up with a new albatross to hang around one's
               | neck for the next 30 years. A thin driver with a fatter
               | app stack is probably more manageable going forward than
               | a very fat driver with a continually aging app stack, so
               | long as appropriate care is paid to forward
               | compatibility.
        
               | JAlexoid wrote:
               | Game devs are free to use whatever API you wish. You
               | create entertainment, not design buildings that have to
               | last decades or industrial systems.
               | 
               | You have the benefit of abandoning your product 3-5 years
               | after it's published, without anyone caring.
        
               | viktorcode wrote:
               | Apple had their answer in form of Metal. Vulkan, DX12
               | came out later.
        
               | JAlexoid wrote:
               | If memory serves - they introduced Metal as a high
               | efficiency low level API for games, not a generic
               | rendering API.
               | 
               | Deprecating opengl was confusing for me.
        
               | user-the-name wrote:
               | No, Metal is a general purpose 3D API, and has always
               | been. Games are just one of the biggest things 3D APIs
               | are used for, but Metal is for all uses.
        
               | nitrogen wrote:
               | Apple could just use the vendor-provided OpenGL (AIUI
               | most of the code is common between Windows and Linux for
               | the major vendors), which e.g. for nvidia still happily
               | supports everything from 1.0 to the present.
        
               | my123 wrote:
               | > Apple could just use the vendor-provided OpenGL
               | 
               | They are their own GPU vendor nowadays.
        
               | mrpippy wrote:
               | On Apple GPUs (including M1 Macs), an OpenGL->Metal layer
               | is used.
        
               | criddell wrote:
               | Are there Metal compatible renderers on non-Apple
               | platforms?
        
             | pjmlp wrote:
             | The pro market that matters has already added Metal support
             | long time ago.
        
           | kitsunesoba wrote:
           | Blender's UI would also need to be ported to Metal, as that's
           | currently OpenGL if I'm not mistaken.
        
             | hallarempt wrote:
             | Everything Blender shows on screen is rendered using
             | OpenGL.
        
         | progbits wrote:
         | I guess some will see this as good news, but further
         | entrenching Metal is just sad in my opinion. So much wasted
         | effort just because they can't admit they lost the standards
         | game and won't move to Vulkan.
         | 
         | The generous interpretation is they just don't want to invest
         | into that if it isn't "broken" but the cynic in me can't help
         | but think at least part of the motivation is being different
         | and maintaining the wall around the garden.
        
           | xenadu02 wrote:
           | I don't know why we have to keep having this discussion but
           | Metal pre-dates Vulkan. It shipped to developers in June
           | 2014. Vulkan didn't ship until Feb 2016.
           | 
           | Metal is the reason Vulkan exists: Apple announced Metal in
           | June 2014 and the first Khronos meeting about a replacement
           | for OpenGL was hosted at Valve in July 2014 so they could
           | rush to announce an "open standard" under development at
           | SIGGRAPH later that year. The only reason it managed to ship
           | a final spec in 2016 was because AMD donated Mantle to boot-
           | strap the process.
           | 
           | When you make your own GPUs and have sufficient scale to get
           | developer adoption owning your own API can let you move much
           | faster than others while avoiding vendor extension hell (that
           | turns into a bespoke API-within-an-API at the extreme end).
           | 
           | Besides which MoltenVK effectively allows Vulkan software to
           | run against Metal anyway. In that sense it's also better for
           | Vulkan because it can ship API updates whenever Khronos feels
           | like it.
        
             | hvis wrote:
             | > Metal is the reason Vulkan exists
             | 
             | That seems to give way too little credit to Mantle. Which
             | was released in 2013 and became the basis for Vulkan.
        
           | lonjil wrote:
           | For Cycles, Vulkan is simply not an option. Metal compute is
           | capable of everything OpenCL is, but is more modern / nicer /
           | whatever, while Vulkan Compute is pretty crap and definitely
           | can't be used as a replacement for OpenCL.
           | 
           | The only cross platform alternative that actually works is
           | OpenCL, but Blender is moving away from OpenCL, mostly
           | because literally every GPU vendor is doing so as well.
        
             | zozbot234 wrote:
             | AIUI, Vulkan Compute is just missing a few math-focused
             | extensions compared to OpenCL. The OpenCL memory model is
             | also more full-featured (i.e. it allows for general
             | pointers) but that can be addressed via other Vulkan
             | extensions.
             | 
             | The more annoying variation between the two is the need to
             | refactor the code from using "kernels" to "compute
             | shaders", but that's just a difference in the underlying
             | programming model.
        
           | Encounter wrote:
           | Metal is by far a much friendlier API than Vulkan. Its
           | approach with opt-in complexity is arguably the correct one.
           | (Ever tried writing a Vulkan "Hello triangle" from scratch?)
           | 
           | It's also gaining some nice features that are usable out of
           | the gate, rather than waiting on Vulkan extension
           | standardization and adoption. It simply makes the most sense
           | for Apple.
        
             | capableweb wrote:
             | > Metal is by far a much friendlier API than Vulkan
             | 
             | Sure, but that was hardly the point of Vulkan in the first
             | place. The point is to have cross-platform 3D grahipcs, but
             | since Apple never gave a shit about anything cross-
             | platform, they chose to write their own stuff.
             | 
             | And if they actually did care, they could have modeled the
             | same API as they have with Metal, but over Vulkan, so the
             | engine is the same but the API is "much friendlier".
             | 
             | It simply makes the most business sense for Apple, but as
             | is tradition, the whole software ecosystem is worse off
             | because of their choices.
        
           | user-the-name wrote:
           | Vulkan isn't a viable alternative for Apple. Apple wants to
           | give developer an easy to use API to encourage them to use it
           | as much as possible. Vulkan does not offer that.
        
         | heartbreak wrote:
         | This is fantastic news. On Big Sur currently, it's very
         | difficult to get GPU rendering working with Blender.
        
       | npteljes wrote:
       | It's very validating to see FOSS become industry standard. It's
       | well deserved, and people also deserve to have legitimate free
       | access.
        
       | elil17 wrote:
       | They may want to use it for TV production as well.
        
       | schleck8 wrote:
       | The patrons are now: -Nvidia -Facebook -AMD -Amazon -Epic -Unity
       | -Apple
       | 
       | ... with Google, Intel, Microsoft and Adobe among the other
       | sponsors.
       | 
       | https://fund.blender.org/
        
       | masalah wrote:
       | Great news, Blender is an amazing piece of software that I always
       | wanted to do more with but never eventually get the time/effort
       | to learn.
        
       | yrgulation wrote:
       | This is great news. Two features i'd love to see implemented are
       | a dedicated retopo view and a sketchup like modelling view. I'd
       | be willing to contribute financially to these two (don't have
       | deep pockets but i'd spend 1k or two to have native support
       | implemented).
        
       | heldrida wrote:
       | Great news! Always been a fan of Blender Foundation :)
        
       | programmarchy wrote:
       | Would be awesome if Blender got native support for exporting to
       | USDZ.
        
       | [deleted]
        
       | tomxor wrote:
       | html, body {           cursor: default;
       | 
       | whyyy!?
        
       | mathnode wrote:
       | This is great.
       | 
       | Highly unlikely, but maybe Apple could release some gems from the
       | Shake code base into the Blender compositor?
        
         | ink404 wrote:
         | What is the Shake code base?
        
           | ur-whale wrote:
           | > What is the Shake code base?
           | 
           | https://en.wikipedia.org/wiki/Nothing_Real
           | 
           | https://en.wikipedia.org/wiki/Shake_(software)
        
         | ur-whale wrote:
         | > Apple could release some gems from the Shake code base into
         | the Blender compositor
         | 
         | You're assuming they still have a copy of the source code :(
         | 
         | I'd love to see some of the Shake feature set make it into
         | Blender:                   - node-to-code  + code-to-node
         | - 2.5D motion blur for transforms         - general
         | concatenation of image transforms for single pass resampling.
         | - general C-style code expressions available in any text field
         | of the UI and being able to reference any other variable in the
         | entire UI         - ability to call any function from libc /
         | external DSO's directly from any text field in the UI.
         | 
         | etc ...
        
           | mathnode wrote:
           | I'd love to take a look at it. Some bigger studios did buy
           | copies of the source for $50k pet-site. It's probably long
           | gone.
        
         | berkut wrote:
         | Very unlikely they'd use that code directly - would likely be
         | easier to re-implement the features wanted natively in the
         | blender codebase...
         | 
         | On top of that, there were always suspicions that some of the
         | Shake codebase didn't come from perfectly 'legal' origins from
         | an IP perspective in the early days (its API was very similar
         | to something Alias was working on at the time, and became
         | Maya). I've heard rumours that was a reason the people
         | responsible for Shake were never considered for SciTech awards.
        
           | mathnode wrote:
           | That's disappointing to hear. At least The Art and Science of
           | Digital Compositing, I find, is still a good read.
        
       | netol wrote:
       | In the website, Apple lists "Alex Bender" as press contact.
       | Interesting coincidence.
        
       | amelius wrote:
       | The "problem" I have with Blender is that I can use it about once
       | or twice a year, and of course every time I forget how it works
       | (or the UI has been updated to include an even bigger maze of
       | options). It would be great if Blender had an API on which
       | someone could develop a more beginner-friendly UI. (Curious to
       | know if that happens to be the case).
        
         | outworlder wrote:
         | I have the same problem, but I am not sure other software is
         | much better. Say Maya or 3DS Max. Try spending an year away and
         | then come back to them :)
         | 
         | Blender does seem to have a UI that's optimized for power
         | users. It's amazing to see someone that's experienced working
         | with it, seems to be very practical. Maybe there should be a
         | 'beginner' view though, hiding some more 'esoteric' options.
        
         | dorkwood wrote:
         | This guy has made a bunch of custom pie menus, which seems to
         | be the kind of thing you're describing.
         | 
         | https://github.com/HEAVYPOLY/HEAVYPOLY_Blender
        
         | frayesto wrote:
         | I think Blender does have a Python API [1]. I used this
         | somewhat during my graduate school days to do rendering.
         | 
         | [1]: https://docs.blender.org/api/current/index.html
        
       | dsizzle wrote:
       | Kind of funny that the name of the Apple press contact person for
       | this story on Blender is... Bender.
        
         | recentdarkness wrote:
         | First thing that popped into my too
        
         | halfdaft wrote:
         | yeah, noticed that :)
        
         | yardshop wrote:
         | He's got an L in his first name, so a good anagram for him
         | would be: Axe Blender!
        
       | mekster wrote:
       | I'm not a user but I know Blender had existed for quite a while
       | but how is it gaining traction a lot these days suddenly?
       | 
       | Is there something that makes it a first choice for many
       | professional users?
        
         | nightcracker wrote:
         | From what I have read (I don't do 3D modeling myself) Blender
         | has overhauled its UI significantly over the past couple of
         | years to great praise of a lot of people.
        
           | sbuk wrote:
           | This is exactly the reason. Most 3D software has esoteric
           | UIs, but Blender's workflow was _extreme_. Since its initial
           | OSS release (2.4?) the UI has matured and changed
           | significantly for the better. Its far more approachable now,
           | and follows paradigms that every other solution does. It fits
           | nicely in the pipeline alongside tools like Houdini.
        
       | webmobdev wrote:
       | Probably just to make sure that Blender remains available for
       | their platform. If popular programs aren't available for their
       | ARM / macOS platform, it can hurt them. Good for Blender.
        
         | all2 wrote:
         | Another comment in this thread speaks directly to this concern.
         | Though, I would argue the move is likely also part of a larger
         | move back into the "creative market" of designers,
         | cinematography, etc.
        
         | outworlder wrote:
         | > If popular programs aren't available for their ARM
         | 
         | Not a problem. M1 blender benchmarks were already smoking the
         | x86 Macs, despite the fact Blender was running on M1 with
         | Rosetta.
         | 
         | A native build is obviously better of course. But OSX ports are
         | a bigger deal, in general, than the CPU architecture.
        
       | mimsee wrote:
       | > ... Apple has joined the Blender Development Fund as a Patron
       | Member.
       | 
       | To find out what "Patron Member" means, it's 120k or more per
       | year[0]. It's the highest corporate tier Blender has. Nice to see
       | Apple supporting open-source.
       | 
       | [0]: https://fund.blender.org/corporate-memberships/
        
         | ksec wrote:
         | This is especially interesting because Blender is GPLv2. And
         | AFAIK apart from Webkit which for historical reason it is LGPL,
         | all other open source software Apple support are BSD / MIT /
         | Apache.
         | 
         | It is also exceptionally rare Apple donate this amount of money
         | to any open source organisation. To the point I would argue
         | this is very non-Apple. There could be some strategic interest
         | for Blender, although I haven't figure it out what it is.
         | 
         | Edit: Someone mentioned AR/VR. Which could be the case here.
        
           | tdrdt wrote:
           | Well I guess they also donate a ton of money to Adobe each
           | year in the form of licenses.
           | 
           | Companies like Apple also need software. To me this donation
           | to Blender is just a gesture to show they like to use Blender
           | in-company.
        
           | concinds wrote:
           | Yeah, the interests are probably:
           | 
           | 1) Attracting pro creators to MacBooks requires having top-
           | tier Blender support and performance on Mac, so Apple's
           | interest is in making it run as well as possible
           | 
           | 2) some future AR/VR tie-in
           | 
           | This is very un-Apple-like, but I really, really, really,
           | really hope they keep going in this direction. There's zero
           | reason for Apple to keep being this stodgy. Why aren't they
           | doing "cool nerdy things" anymore? Their built-in apps are
           | fine but why don't they try to make an Apple-sanctioned macOS
           | package manager, with Apple repos and third-party repo
           | support? Don't they understand the incalculable goodwill and
           | excitement that would generate? That by doing this, making
           | Safari a top-tier browser with the best standards support,
           | implementing zero-knowledge iCloud encryption, working with
           | Docker to improve performance, improving Xcode stability, and
           | refreshing Pro Mac hardware _minimum_ yearly even just to
           | keep them competitive, as opposed to letting them languish,
           | like the Mac Pro (2019) and MacBook Pro 16 " (2019), they'd
           | more than make up for every bit of illwill they earned with
           | the post-2015 MacBooks and come out ahead of Microsoft with
           | their WSL2 and new Windows Terminal? Apple knows how to be
           | cool to "average people" but they've forgotten how to be cool
           | to nerds, when it used to be effortless for them!
           | 
           | None of this has to do with core strategy. I'm not asking
           | them to open-source macOS here. It's just the basic ability
           | to execute on obvious things that's missing.
           | 
           | For example, in Windows 11 Microsoft really opened up the
           | Microsoft Store, by loosening the eligibility requirements.
           | As a result, it has tone, tons of apps like Creative Cloud,
           | Discord, LibreOffice, VLC, that would never come to the Mac
           | App Store in a million years. _That_ creates pro-user
           | goodwill. So does this Blender news by Apple. I hope Apple
           | realizes how much money they 're leaving on the table,
           | because often they don't seem like they give enough of a
           | fuck.
        
           | vlovich123 wrote:
           | Apple has never had problems with GPLv2. The problem was
           | always GPLv3 and that's why all their GNU tooling was frozen
           | for a very long time at the last GPLv2 version of those
           | tools.
           | 
           | Apple prefers BSD/MIT/Apache because that's just easier for
           | developers to reason about but GPLv2 code that's a standalone
           | binary is generally not a problem. Besides, Blender is a tool
           | you use to generate non-GPL work product. From the
           | perspective of authoring 3d content, GPL doesn't pose any
           | kind of problem for them, even if they also needed to use
           | Blender as part of an automated toolchain somehow for ARVR.
        
             | UncleEntity wrote:
             | Pretty sure blender switched over to GPLv3 about 12 years
             | or so ago.
             | 
             | Something, something linked libs something...
        
               | my123 wrote:
               | It's GPLv2 or later, with some parts such as Cycles being
               | permissively licensed. (Apache 2)
        
         | PaulDavisThe1st wrote:
         | > Nice to see Apple supporting open-source.
         | 
         | ... in a domain where they have either no products or their own
         | products have clearly failed to obtain traction.
         | 
         | Not going to happen for anything where there's an even
         | reasonably successful Apple product, I think we can be sure of
         | that.
         | 
         | So yes, it is really nice to see Apple supporting Blender but
         | let's not confuse that with open source/libre software in
         | general.
        
           | azinman2 wrote:
           | Damned if you do, damned if you don't.
        
             | PaulDavisThe1st wrote:
             | No damnation involved. Just clarity about what "supporting
             | open source" means in the context of Apple.
        
               | zepto wrote:
               | See: https://news.ycombinator.com/item?id=28866458
        
               | PaulDavisThe1st wrote:
               | You mean a comment that listed several open source
               | projects _started_ by Apple?
        
             | justicezyx wrote:
             | And: Downvoted whatsoever...
             | 
             | Edit: And it indeed is downvoted whatsoever...
        
           | zepto wrote:
           | WebKit, Clang, LLVM
        
             | heavyset_go wrote:
             | WebKit is a fork of KHTML and the source had to be released
             | in order to comply with the LGPL.
        
             | mhh__ wrote:
             | Apples builds of Clang and LLVM are not open source by
             | default.
             | 
             | Edit: No amount of downvoting makes me wrong, they aren't
             | open source. The AppleClang != Clang trunk
        
             | marcellus23 wrote:
             | Swift, FoundationDB, Obj-C, Darwin...
        
               | tombert wrote:
               | CUPS, Cassandra, FreeBSD
               | 
               | I know they didn't start those, but they all have major
               | contributions from Apple.
        
         | prox wrote:
         | It's great positive advert for Apple, and also no money for
         | them. Not even a blip on their balance sheet. If they are going
         | to contribute, that would be interesting.
        
       | agumonkey wrote:
       | Kudos to the creator for pursuing his original vision. Immense
       | success :)
        
       | creamytaco wrote:
       | Blender won, in a few years it will kill every and all
       | competition. It is a great example of open source disrupting
       | markets that have been traditionally entirely dominated by
       | proprietary software.
        
       | cdiamand wrote:
       | It's great to see Blender get the support. The user numbers seem
       | to be arcing upwards.
       | 
       | https://www.blender.org/news/blender-by-the-numbers-2020/
       | 
       | If you've ever had a passing interest in Blender or 3d modeling I
       | recommend checking out the donut tutorial, which is fast becoming
       | the "hello world" of blender -
       | 
       | https://www.youtube.com/watch?v=TPrnSACiTJ4
       | 
       | And check out all the donuts -
       | 
       | https://www.reddit.com/r/BlenderDoughnuts/
        
         | degenerate wrote:
         | Better link ( _includes the tutorial playlist in the sidebar_
         | ):
         | 
         | https://youtu.be/TPrnSACiTJ4?list=RDCMUCOKHwx1VCdgnxwbjyb9Iu...
        
         | Tomte wrote:
         | Another good one by Grant Abbitt:
         | https://www.youtube.com/playlist?list=PLn3ukorJv4vs_eSJUQPxB...
         | 
         | And my favorite tutorial if you don't mind the strong German
         | accent: https://academy.cgboost.com/p/resources
         | 
         | (Also available on YouTube, but on cgboost.com is the updated
         | version for Blender 2.8).
         | 
         | I did the latter some time ago. No artistic talent, cannot find
         | my way around even 2D software, and the result was really
         | respectable. Zach is a really good teacher.
        
         | tenaciousDaniel wrote:
         | I just went through this video earlier this week, and while it
         | assumes a bit of knowledge, the modeling is as simple as
         | possible and I found it to be a very good introduction:
         | 
         | https://www.youtube.com/watch?v=nBdGm_d_8XE
        
         | eddieh wrote:
         | _> If you 've ever had a passing interest in Blender or 3d
         | modeling I recommend checking out the donut tutorial, which is
         | fast becoming the "hello world" of blender -_
         | 
         |  _> https://www.youtube.com/watch?v=TPrnSACiTJ4_
         | 
         | Is there a good written tutorial? I can't sit through video
         | tutorials.
        
           | heartbreak wrote:
           | I went through the donut tutorial on 2x speed. If you're
           | interested in learning modern visual arts (computer graphics,
           | photography, videography, etc.) you're going to have to deal
           | with video tutorials. Make them work for you.
        
             | mkr-hn wrote:
             | This is a polite version of "suck it up" and about as
             | helpful.
        
               | Miraste wrote:
               | There are official written docs
               | (https://docs.blender.org/manual/en/latest/) but they
               | would be difficult to learn from by themselves. There
               | isn't a more helpful answer because the fact is >99% of
               | Blender content is video.
        
               | mkr-hn wrote:
               | Yes, that's the problem. There needs to be more
               | text/image guides as eddieh said. This used to be the
               | norm. Now everything is a video. Worse, existing
               | text/image guides are allowed to rot or removed outright
               | in favor of video. Not everyone learns well from video.
        
               | heartbreak wrote:
               | I'm sorry that the free content isn't in your desired
               | format. I offered a genuine suggestion that helps me use
               | it.
        
               | mkr-hn wrote:
               | Your genuine suggestion was that they do something they
               | plainly said doesn't work for them. Doing something that
               | doesn't work for them at 2x isn't going to help.
        
               | zeroimpl wrote:
               | Maybe it will? They didn't say why they can't sit through
               | the videos, it might be because they are too slow to get
               | to the point?
               | 
               | I don't really see what value your comment is adding. The
               | parents' post was reasonable to me.
        
               | mkr-hn wrote:
               | It was a patronizing lecture. The followup with more
               | patronizing clarified the non-helpful intent.
        
             | homarp wrote:
             | Or convert a video one to a written one.
             | 
             | The conversion should do the trick for you to learn Blender
             | and the next person will find your written one very useful.
        
           | mensetmanusman wrote:
           | I would be interested in this answer. It seems the era of
           | good paper-compatible tutorials may be on the way out in
           | terms of popularity of video and monetization.
        
         | pitaj wrote:
         | Anyone know a good intro tutorial for using Blender as a video
         | editor like Premier?
        
           | halfdaft wrote:
           | I recommend looking into the Power Sequencer addon [1] that
           | makes editing in Blender's Video Sequence Editor (VSE) a
           | better experience. However, it's still pretty clunky so might
           | be even better to wait for the upcoming VSE overhaul [2]
           | 
           | [1] https://www.blendernation.com/2020/05/17/blender-power-
           | seque... [2] https://developer.blender.org/T78986
        
           | riveducha wrote:
           | I used Blender to edit a bunch of my YouTube videos and can't
           | really recommend it. (Using Kdenlive now and it's OK.)
           | 
           | Blender's VSE is too unlike normal editing programs and the
           | performance is bad as well. It makes your workflow more
           | clunky for no gain unless you're also mixing 3D scenes into
           | your video.
           | 
           | There are ambitious proposals to overhaul the VSE so hope
           | might be on the horizon.
        
           | riidom wrote:
           | I forget where I learned VSE, sadly, but came here to say
           | that Blenders video editor is not so bad, if:
           | 
           | a) You want to assemble only rendered footage. If you have
           | real footage, well the greenscreen node is actually good, but
           | for color grading DaVinci or Premiere are more advanced
           | (though you can get a lot done in Blender here as well if you
           | fiddle with the right nodes compositor).
           | 
           | b) You can accept some limits wrt adding text overlays. There
           | is no simple way of doing that like in P or DV. But: You can
           | trick with preparing some .png's and fade these in and out
           | (which works but limits you on the effects), or add the text
           | during render, but that limits you on flexibility (someone
           | needs a text change in last second, yay!).
           | 
           | But I think you can go with basically any tutorial you find,
           | it is not complicated in general. And a lot of your general
           | blender knowledge transfers to VSE, which is a huge bonus in
           | comparison to learn DaVinci or Premiere (which are monsters,
           | crashy monsters).
        
           | heartbreak wrote:
           | Blender's video editing capability is most useful as a
           | replacement for After Effects. A free tool like Davinci
           | Resolve is a better replacement for Premiere.
        
         | artificialLimbs wrote:
         | I uncomfortably poked at blender a few times over the years
         | until this tut by Imphenzia, which made me comfortable in under
         | 2 hours:
         | 
         | https://www.youtube.com/watch?v=1jHUY3qoBu8
        
           | bingohbangoh wrote:
           | +1 from me as well.
           | 
           | Same channel author's vids on Unity are great too.
        
           | jeffomatic wrote:
           | +1, I'd also recommend doing a low-poly lesson before
           | attempting the donut tutorial. I did Imphenzia's low-poly
           | tutorials after a few false starts with the donut tutorial,
           | and found the low-poly approach to be much better at
           | establishing a foundation for working with geometric
           | primitives.
        
         | 5faulker wrote:
         | It's funny how donut and not circle is becoming the norm.
        
         | Joeboy wrote:
         | Recommend Ian Hubert's "Lazy Tutorials"[1], although they're
         | not really so beginner friendly. More for inspiration and
         | entertainment.
         | 
         | [1]
         | https://www.youtube.com/playlist?list=PL4Dq5VyfewIxxjzS34k2N...
        
           | q_andrew wrote:
           | I'm becoming more and more convinced that Ian Hubert is the
           | patron saint of hobby CGI. Everything he touches turns to
           | gold.
        
           | misnome wrote:
           | This is useful. I used to like, and went through lots of the
           | "Blender Cookie" stuff; even got a paid subscription - but
           | they pivoted to online courses and lots of their individual
           | tutorials and previous work disappeared.
        
           | azalemeth wrote:
           | This might be an odd, or unpopular opinion, but I really wish
           | there were more tutorials written down, in text, with
           | separate images and instructions. I don't like searching
           | YouTube videos for specific steps, but plain HTML
           | documentation is greppable. Blender does have docs -- and
           | they're usually very good, but often out of date. Creatives
           | really shine on YouTube, and make amazing things, but _hardly
           | anyone_ seems to put together a page of instructions. I have
           | memories of using an educational version of Cinema 4D, and
           | one thing that struck me was the quality of the written,
           | html-based documentation that was readable and educational.
           | 
           | I'm delighted Apple is helping blender, I think it's a
           | fantastic amazing project, and I have huge respect for all
           | who work with it and make tutorials. I just want to learn to
           | get better at it, quickly. I've found that I've got an
           | unexpected barrier to entry to get my brain to work with its
           | UI -- probably because I'm conditioned by earlier experiences
           | -- and I don't think that I've been helped by having to watch
           | videos with frequent pausing to see what modifier keys were
           | pressed, with little ability to quickly randomly access the
           | material afterwards.
        
             | mhd wrote:
             | > This might be an odd, or unpopular opinion
             | 
             | Well, that used to be the mainstream opinion until a few
             | years ago, when a lot of computer education switched to
             | videos. I blame DHH ;)
        
               | nuclearnice1 wrote:
               | I blame monetization. You can make more on YouTube.
        
           | riidom wrote:
           | Blender Secrets is also very good.
           | 
           | One-minute tutorials about a tool, a certain specific way to
           | achieve X and alike.
           | 
           | https://www.youtube.com/c/BlenderSecrets
        
         | washadjeffmad wrote:
         | I've been helping add it to University curriculum because it's
         | enabled us to contract and hire really talented and motivated
         | people without the vendor tax of 3ds Max or Maya, and they
         | usually have broader skill sets that we can apply elsewhere.
         | 
         | Not knocking all the amazing people who use other software, but
         | if you want new opportunity, use Blender!
        
           | yreg wrote:
           | We had a class on Blender in high school (mandatory even!)
           | and it was very popular.
           | 
           | A lot of people in our school played with Blender in their
           | free time in the following years.
        
             | cmarschner wrote:
             | Why would a Blender class in high school be mandatory??
        
               | BossingAround wrote:
               | We had a mandatory Java class, why not a 3D modeling
               | class?
        
               | FearlessNebula wrote:
               | Why wouldn't it be? There's far less practical classes
               | that were mandatory
        
               | dagw wrote:
               | I had mandatory drawing classes.
        
               | midasuni wrote:
               | PE, French. I'm sure understanding a bit about computer
               | graphics is at least as useful to the average person as
               | the quadratic formula.
        
           | agumonkey wrote:
           | blender grew beyond words, but I'm still not sure if it does
           | reactive DAG propagation for animated attributes (like Maya).
           | I was a bit shocked to read that you need to setup
           | propagators or controllers (forgot the term tbh) to get a
           | similar effect. Maybe I need to RTFM.
        
             | qwertox wrote:
             | Maya's API around the DAG is unmatched, which absolutely
             | everything in Maya is built around. If Blender would have
             | such a thing, it would become pretty hard to justify paying
             | the price for Maya.
        
               | agumonkey wrote:
               | Give it 10 years. A lot today is revolving around
               | reactive, dataflows and dependency graphs .. it will
               | probably diffuse everywhere.
        
         | felipemnoa wrote:
         | >>If you've ever had a passing interest in Blender or 3d
         | modeling I recommend checking out the donut tutorial, which is
         | fast becoming the "hello world" of blender -
         | 
         | I can attest to this. The donut tutorial is really good. It has
         | all you need to know if you are starting from nothing.
        
       | msci100 wrote:
       | First time I'm hearing about Blender. Seems super cool.
       | 
       | With a python API, would there be some automated way to turn
       | drone footage into 3D environments?
        
         | ragebol wrote:
         | Sure, but it seems you are looking for (monocular) SLAM?
        
           | msci100 wrote:
           | I was thinking more so to add 3d objects to previously
           | recorded drone footage.
           | 
           | Would SLAM be the best option there?
        
             | zachareid wrote:
             | This video is awesome for what it sounds like you're trying
             | to do.
             | 
             | https://www.youtube.com/watch?v=lY8Ol2n4o4A
        
             | avhon1 wrote:
             | SLAM would be to build a 3D model of what you filmed with a
             | drone.
             | 
             | Adding CGI to drone footage doesn't require that, and is
             | absolutely something Blender can do. Look at its
             | motion/camera tracking features.
        
       | syntaxing wrote:
       | I really hope this means GPU support on macOS for blender is
       | coming soon!
        
       | cmarschner wrote:
       | I've spent countless hours learning Blender over the past few
       | months (being completely oblivious of other 3D software to that
       | point), mostly through many excellent Youtube videos like from
       | BlenderGuru, and I think it is the most wicket piece of software
       | I have tried to learn in decades. It makes learning the
       | fundamentals of vi a piece of cake. It has hundreds of features,
       | dozens of property dialogs, and most of all it requires a very
       | peculiar interaction style that is very different from 2D editors
       | like the ones found in Office/Google docs. The difference is
       | similar to switching from a notepad/Word paradigm of being in
       | edit mode by default to switching to the command mode in vim.
       | 
       | The most important learnings so far have been:
       | 
       | - Instead of creating objects from scratch, the paradigm is to
       | modify shapes, starting from a number of primitives. That's why
       | you get the "default cube" when you start it. An important
       | operation is extrude, which copies the selected parts of a mesh
       | and connects the copies to their original. So if you want to draw
       | a curve, you place a default curve and then use an operation like
       | extrude or subdivide to add new points.
       | 
       | - There is a heavy interaction between mouse and keyboard.
       | Depending on the task, it is vital to learn the keyboard
       | shortcuts by heart. Those are often single keystrokes - e.g. tab
       | for switching between object and mesh edit mode, 1/2/3 for
       | switching between vertex/edge/face selection mode, g for moving
       | the selected item, x/y/z to lock to an axis, x for delete, f for
       | filling edges or faces into the mesh, e for extrude etc. while
       | all of this is also possible to do with the mouse, there is a 10x
       | productivity boost from learning the 10, 20 keystrokes that are
       | used all the time.
       | 
       | - It is highly extensible through plugins, mostly written in
       | Python, though, unfortunately, lower layer operations are only
       | exposed in C++. All of the youtube videos use one of the many
       | screencasting plugins, which display the recent mouse buttons or
       | key presses
       | 
       | - it is a good idea to use a numpad, mainly to switch between
       | different views
       | 
       | The benefit: even with minimal manipulations in the lighting
       | settings and the materials of the created objects, the renderer
       | can already create raytraces that are absolutely jaw-dropping.
       | 
       | But: Even after several months I still often ask myself "how do I
       | tell it the computer". I feel like I have barely scratched the
       | surface of what the tool can do. Rendering pipelines? Sculpting
       | mode? Probably 2022.
       | 
       | Curious about the hottest tips from the HN users :-)
        
         | UncleEntity wrote:
         | > It is highly extensible through plugins, mostly written in
         | Python, though, unfortunately, lower layer operations are only
         | exposed in C++.
         | 
         | Other than cycles all the plugins are written in python--there
         | is a C++ api generated at the same time as the python one but
         | afaict only cycles uses it. Haven't done any blender stuff in
         | quite a while so I could be (hope I'm) wrong.
         | 
         | Though, with a little gumption, it isn't all that hard to
         | expose the underlying functionality to python if nobody has
         | gotten around to it yet. Most of my contributions were of that
         | nature (honestly there were some big gaps and a lot of low
         | lying fruit back then).
         | 
         | Interesting(?) side note: the original pie menu script was
         | written because my laptop didn't have a numpad and changing
         | views is a PITA without one. People ran with it and it became
         | really popular so they built pie menus into blender proper.
        
         | quelsolaar wrote:
         | Once you start learning 3D applications you realize most other
         | UIs are toys in compassion. 3D tools are designed for
         | professionals, who take the time necessary to learn how to be
         | productive.
        
         | runevault wrote:
         | Sculpting mode is worth learning. Grant Abbitt has some great
         | tutorials on that front. Though if you dive too far into that
         | you may wanna look at getting a Wacom tablet or similar.
         | Actually Grant has a lot of good tutorials in general on
         | Blender.
        
       | astlouis44 wrote:
       | Apple is getting more serious about 3D and the gaming market,
       | which isn't surprising considering the market size.
        
         | zitterbewegung wrote:
         | More and more devices from Apple are getting LiDAR sensors so
         | it makes sense to support it.
         | 
         | Apple also is taking open source more seriously .
        
           | JAlexoid wrote:
           | Still waiting for FOSS version of Facetime ;)
        
             | wlesieutre wrote:
             | You can thank software patents for that
             | https://appleinsider.com/articles/21/01/08/apple-denied-
             | new-...
        
             | FreezingKeeper wrote:
             | https://appleinsider.com/articles/10/06/07/apple_announces_
             | o... for those that don't get the reference
        
         | ravenstine wrote:
         | It definitely makes sense.
         | 
         | Recently I had a need for a CAD program and rediscovered how
         | insanely expensive commercial 3D software is for the average
         | person.
         | 
         | Sure, many companies now offer monthly subscriptions, but even
         | those subscriptions are ginormous for the amount of relative
         | value returned. Like, do I really want to pay $220 a month for
         | AutoCAD when I only need to design a part for a non-commercial
         | personal project every so often? I'm sure even a lot of small
         | companies secretly pirate such software, especially if they are
         | relying on something like Solidworks. I really don't know how
         | anyone affords that package.
         | 
         | And yes, there are sometimes free student editions of these
         | packages, but unlike 15 years ago it's tough to get a hold of
         | them without an email from an academic institution the company
         | has verified.
         | 
         | In my case, I was looking at AutoCAD because FreeCAD is...
         | well, pretty terrible as a n00b. From what I can tell it works
         | very differently in many ways from standard CAD applications.
         | It's good for converting between formats, but it's not at all
         | intuitive and seemingly minor actions with nothing but a _cube_
         | in the workspace can cause it to go into a tizzy and completely
         | freeze.
         | 
         | EDIT: Ultimately I ended up using OpenSCAD.
         | 
         | Commercial 3D software isn't even necessarily better, though. I
         | know I yakked on about CAD, but I have a sort of background in
         | Animation and used Autodesk Maya for many years, which would be
         | the closest direct competitor to Blender. Dear lord, what a
         | _disaster_ of a software package. Granted, I haven 't used it
         | since the 2018 edition, but it's astoundingly bad in many
         | areas. The main reason it's so widely used is that it's
         | established and is capable of just about anything. The downside
         | is that, like AutoCAD, the slightest breeze can make it crash
         | unexpectedly. Anyone smart will save their scenes in ASCII
         | format because who knows, something might go wrong during the
         | saving process that makes your scene unable to open when you
         | reboot Maya, and looking through the text-version of your scene
         | may be the only way to fix or recover anything. That's not even
         | all of it. And Maya is also very expensive. Unless you are a
         | student, the only way to use Maya on a hobbyist level is to
         | pirate it.
         | 
         | Having switched entirely to Blender, although there's things
         | about it that I still find unintuitive, it's a breath of fresh
         | air having come from Maya. Unlike Maya, it's rare that anything
         | I do will cause Blender to freeze or crash. The default
         | viewport rendering not only looks better than Maya's "viewport
         | 2.0" but just seems snappier.
         | 
         | What I don't like about Blender is that it tries to do too much
         | IMO. Does Blender _really_ need a video editor and to clutter
         | up the UI with references to it? Not specifically related, but
         | what 's with the way that modifiers work? It's kind of like
         | Maya's "history" except it's both better and worse. Unlike
         | Maya, you can actually change the order of how modifiers are
         | applied. But modifiers are really only good for specific
         | things. In Maya, the history of an object is far more
         | generalized.
         | 
         | But overall, I want to see Blender succeed and maybe, just
         | maybe knock things like Maya down a peg, even if it takes
         | another 20 years.
        
           | JAlexoid wrote:
           | I know Blender as a 3D animation creation tool, so you get
           | legacy features.
        
           | cultofmetatron wrote:
           | unfortunate because blender isn't really optimal for cad. Its
           | a mesh based modeler which makes it great for animation and
           | demonstrations but solid level modeling thats suppose to
           | simulate real things isn't its intention.
        
             | ravenstine wrote:
             | I kinda realized after the fact that what I wrote made it
             | seem like I'm using Blender for CAD. (though it would be
             | nice if it had some more CAD capabilities) CAD just happens
             | to suffer the same pricing issue general 3D packages like
             | Maya do. Both are expensive as hell for non-professionals.
             | 
             | I use Blender these days mainly for direct manipulation of
             | meshes in ways that a parametric CAD program won't let you.
             | If I was doing character animation again, I'd probably
             | still use Blender for that. General modeling, Blender is
             | very good. I just hope the UI continues to improve and not
             | obscure so many things behind various icons.
        
         | rrrrrrrrrrrrr wrote:
         | Wasn't there a headline were it said apple made more on games
         | than Nintendo, Sony, blizzard etc. together. Apple is already
         | on top of the gaming market.
        
           | JAlexoid wrote:
           | I doubt that Apple arcade makes them that much money.
           | 
           | Counting the App Store service fee of 30% as "game revenue"
           | is disingenuous, as then we could count every single Windows
           | license sale and every single dollar of revenue from hosting
           | game servers as "making money from games".
        
             | ksec wrote:
             | >Counting the App Store service fee of 30% as "game
             | revenue" is disingenuous,
             | 
             | It was total revenue from App Store derived from Gaming
             | Apps. I dont see how that is disingenuous. Just like Sony
             | makes a cut from games on PS5.
        
               | JAlexoid wrote:
               | > I dont see how that is disingenuous.
               | 
               | When Apple has a total 0 input in making and marketing of
               | said game and just charges for services - that's not
               | revenue from games.
               | 
               | And if you want to put a bar that low - Google makes
               | billions from ads for games, YouTube play alongs and
               | other services purchased by game makers. Let's also no
               | forget Starbucks revenues from all the game devs, that
               | definitely counts as game revenue.
               | 
               | > Just like Sony makes a cut from games on PS5.
               | 
               | You do realize that all PS5 games get input and support
               | from Sony, do you?
        
               | gamacodre wrote:
               | Ofttimes Sony's "input" isn't much more than "your
               | licensing message needs to stay on-screen for another 0.5
               | seconds to pass acceptance test X.X". Maybe they're doing
               | more for non-AAA devs these days?
               | 
               | They did help us out when we ran into issues with the dev
               | tooling, but then so does Apple.
               | 
               | Source: I was lead engine dev on a couple of mid-cycle
               | PS2 games.
        
               | ksec wrote:
               | Apple _dictate_ what is inside their App Store. Along
               | with tools that partly support the Game Development. i.e
               | Development of Metal and their Custom GPU ( At least that
               | is the way Apple likes to formalise their argument in
               | court ) . In reality there is no different between the
               | role of Apple and Sony when viewed from a business
               | perspective. No matter how big or small their input into
               | Games. They take their Cut on Games purchase. So either
               | Sony is not counted as one, and if they do the similar
               | revenue counting could also be used for Apple.
        
               | JAlexoid wrote:
               | Right... "Business perspective". Come back when Apple
               | spends marketing resources on literally every single game
               | that is published to App Store.
               | 
               | (Also - if you downvote, then don't bother replying)
        
               | Talanes wrote:
               | >Apple dictate what is inside their App Store.
               | 
               | Walmart dictates what gets put on their shelves. Should
               | we throw them into this contest too?
        
         | easton wrote:
         | I wonder if they'll ever add support for Vulkan to macOS/iOS
         | then. If Valve can move the Steam Deck, then there could be a
         | gigantic boost in the available library of games (since all of
         | the big games on Steam will want to target Proton).
         | 
         | Architecture makes that still icky, but MoltenVK running Proton
         | (so DirectX to Vulkan to Metal) makes Fallout 4 and Titanfall
         | run playable on M1 (with some graphics glitches). If there was
         | real funding behind it they'd have a winner on their hands.
        
           | mhh__ wrote:
           | Apple could literally print money if they put M1 into a steam
           | deck.
        
         | fsloth wrote:
         | I doubt about the gaming market. Plausible. But their upcoming
         | AR tech needs 3D content and lots of it. Might include gaming
         | as well but there are more uses than strictly "game games" for
         | game like software and content.
        
       | ryanwhitney wrote:
       | This is awesome. While far from a Mac app in terms of UI norms,
       | I've found blender to feel more at home on a Mac than expensive
       | heavy hitters like Cinema 4D which still fails to render text and
       | icons at a native resolution out of the box. I'm a very light 3D
       | user, but I've been really impressed with it.
        
         | heartbreak wrote:
         | Cinema 4D R25 (released at the end of last month) finally
         | overhauled the user interface. It looks much better (and much
         | more like Blender) on macOS now.
        
       | illwrks wrote:
       | Blender is a fantastic piece of software. I've dabbled with it
       | for years but the 3.83 version and higher with the improved UI
       | has made it better.
       | 
       | That coupled with some 3d printing marketplaces have made for
       | some interesting experiments!
        
       | drawkbox wrote:
       | Glad to see Apple supporting more open 3d tools.
       | 
       | Apple was huge in getting open standards funded at Khronos for
       | OpenGL ES, WebGL and more. These investments led to lots of great
       | things and innovations.
       | 
       | The market for 3d tools is one of the most fixed markets out
       | there and the tools are expensive, that has caused
       | interoperability issues and standards being more proprietary. For
       | instance, COLLADA wasn't great but it was one standard they
       | pretty much broke in favor of FBX, which is probably better but
       | also less open/standard.
       | 
       | Hopefully these investments can help change that in the 3d tools
       | market a bit. Even getting your hands on Maya, 3ds Max, ZBrush,
       | Houdini, Cinema4D, etc was difficult until recently. Blender
       | might have made the pricing on those more competitive as well as
       | Unity/Unreal opening up more on pricing.
       | 
       | Blender is opening up 3d tools for all and that is a good thing.
       | The app used to be a usability complexity problem but is getting
       | very competitive in usability and less complex on entry. Tools
       | are like games, they should be easy to approach and more advanced
       | on the backend/detail to master for advanced users, simplicity
       | should always be the goal for tools.
        
       | justinclift wrote:
       | Wonder if this will lead to a functional iOS port of Blender?
       | 
       | Pretty much the whole reason I went with a MS Surface tablet
       | instead of an iPad of some sort, was the lack of Blender.
        
         | WORMS_EAT_WORMS wrote:
         | Probably more augmented reality tools
        
         | SXX wrote:
         | Not unless Apple open up their locked-in platform. Blender
         | licensed under GPLv2 or later and fortunately it's completely
         | impossible to change source code license.
        
           | masalah wrote:
           | Could you please elaborate how does Blender's license prevent
           | them from having an ios port?
        
             | SXX wrote:
             | Appstore rules are incompatible with GPL. There a lot of
             | past discussions on this topic:
             | 
             | https://www.fsf.org/blogs/licensing/more-about-the-app-
             | store...
        
               | my123 wrote:
               | Note that this is no longer true under the App Store
               | agreements today, which allow using a custom license.
               | 
               | https://www.apple.com/legal/internet-
               | services/itunes/us/term...
               | 
               | > Any App that you acquire is governed by the Licensed
               | Application End User License Agreement ("Standard EULA")
               | set forth below, unless Apple or the App Provider
               | provides an overriding custom license agreement ("Custom
               | EULA").
        
               | masalah wrote:
               | Thanks for linking this
        
         | singhrac wrote:
         | Would be pretty wild to have a full Blender running on my M1
         | iPad Pro, though I imagine touch controls are somewhat tricky
         | (maybe pen only?).
        
           | bee_rider wrote:
           | The UI is pretty flexible -- each panel can be resized and
           | the elements of a panel can be blown up/shrunken. It does
           | it's best to reflow things sanely... with varying levels of
           | success.
        
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