[HN Gopher] Blender 3.0
___________________________________________________________________
Blender 3.0
Author : marcodiego
Score : 452 points
Date : 2021-12-03 14:40 UTC (8 hours ago)
(HTM) web link (www.blender.org)
(TXT) w3m dump (www.blender.org)
| jokoon wrote:
| Please check freemocap, I guess it exports blender files but I'm
| not sure. I really hope it would enable people to make better
| animation.
| pfist wrote:
| I'm a solo game developer working in Unreal Engine. I typically
| buy environments and props from the Unreal Marketplace and modify
| them to meet my needs. Unreal's built-in modeling tools are
| usually enough for my purposes so I rarely open Blender, but when
| I do, I am so appreciative that this software exists and is free
| to use.
|
| It's incredible how far Blender has come. I remember the days
| when time between significant releases was measured in years, not
| months. The progress they've made in recent years -- particularly
| since Epic Games gave them a $1.2 million Epic MegaGrant -- has
| been impressive, and encouraging to watch.
|
| Thank you to all who fund Blender, and thank you especially to
| the people who make it. You're making a difference in the lives
| of many indie developers.
| moffkalast wrote:
| While there are so many things to dislike about Epic, I guess
| even a broken clock is right twice a day.
| m00x wrote:
| You can't really call them a broken clock for your own
| subjective view. Epic games makes good games and a phenomenal
| game engine that's allowed countless devs to make great games
| with great graphics.
|
| A big plus for me is that they used their massive force to
| sue, and eventually budge Apple of their 30% revenue cut on
| their walled garden, but that's subjective.
| [deleted]
| raxxorrax wrote:
| What is wrong with Blender lately? Everyone in a workaholic
| phase?
|
| Much appreciated of course!
| bottled_poe wrote:
| I guess that's what happens when personal interest is aligned
| with organisational objectives. Rare.
| Kelteseth wrote:
| They are now funded by all major tech companies. So much for
| not being "industry standard" (by so many Maya or 3ds Max
| artists I talked to).
| mroche wrote:
| Receiving a lot of funding from tech companies is not
| synonymous with being widely used within the M&E industry
| (can't speak for other industry verticals). That's on the
| studios and artists, not funders. Being an industry standard
| requires a certain level of
| entrenchment/integration/mindshare that Blender does not have
| yet.
| bogwog wrote:
| > Being an industry standard requires a certain level of
| entrenchment/integration/mindshare that Blender does not
| have yet.
|
| In concrete terms, it means convincing universities to
| train students on your tools. Autodesk has the dollars to
| spend on efforts like that.
| max48 wrote:
| it also mean having high end plugins and integrating well
| with other industry-standard tools. That doesn't matter
| for home/amateurs users because you can't afford these
| tools anyway, but it does for studios.
| dagmx wrote:
| Being funded by tech companies doesn't make it industry
| standard. For one...the tech companies aren't the industry to
| begin with.
|
| It definitely is a strong show of support for Blender, but
| there aren't a lot of studios in the industry using Blender,
| so it's quite far from being anything like a standard yet.
| prox wrote:
| What are your sources? From what I hear, few friends in CG,
| Blender is gaining ground. Don't know if there is an
| official statistic anywhere.
| dagmx wrote:
| My sources are that I am very involved in the 3D industry
| groups.
|
| Blender is gaining ground, yes, but most studios are very
| much Maya based still with Blender used sparingly.
|
| The one major Blender studio (Tangent) has also shuttered
| and were mid moving away from Blender at the time. I
| think the next biggest users of Blender are a division
| within Ubisoft, but it's not the primary DCC for Ubisoft
| in it's entirety either.
|
| Where Blender is gaining most traction is freelance
| artists and people who don't need to work with a
| pipeline. Blender is slowly getting better for Pipeline
| integration, but it really doesn't like to play well yet
| within a studio where you're dealing with many different
| artists working on a shot, in possibly multiple DCCs.
| dagmx wrote:
| This release adds import of USD files which should make
| Blender fit in more nicely in pipelines.
|
| The new asset browser is also another great addition for
| plugging into pipelines.
| archerx wrote:
| I still would rather us 3DS max over blender, it still feels
| like using GIMP after using Photoshop productively for years.
| simianpirate wrote:
| Then use that software if you prefer the UX.
|
| As an anecdote, I installed GIMP for my son 6 years ago,
| who is now going to college to be a graphics designer. He
| did all of his digital artwork in GIMP and Krita, now
| Blender as well, for the whole length of that time.
|
| He now has to use Photoshop for his classes. There are some
| tools in it he is impressed with but overall doesn't care
| for Photoshop at all.
| archerx wrote:
| I want to use blender and I'm sure they would get a lot
| more acceptance if they fix the one thing people have
| been complaining about for YEARS! That's great for your
| son but no credible agency will use GIMP. Krita is
| awesome and I love it and comes the closest to an open
| source alternative to PS, it is much better than GIMP in
| everyway and is actually usable.
|
| Unfortunately the industry doesn't care if he doesn't
| care about photoshop, it cares about it and if he wants
| to be a part of it he should start learning to care
| unless his work is beyond amazing and he will only be
| freelancing then ignore everything I said.
|
| Photoshop is not impressive but it gets the job done
| quickly and smoothly with minimal friction and that's why
| it is number one.
| Hemospectrum wrote:
| Would you mind elaborating on what complaints you mean?
| Blender has had multiple major UI overhauls in the past
| few years, and changed a lot of basic command assignments
| in the process. They even moved selection from the right
| mouse button to the left button. That was the #1
| complaint I used to hear all the time from everyone, and
| it was resolved a couple years ago. So I'm very curious
| what you're referring to, and whether you've used it
| recently.
| mejutoco wrote:
| I agree with GIMP vs Photoshop ui-wise, but in the case of
| Blender IMHO it is the total opposite. Even if it were free
| I find 3DS ui unsufferable.
| markdog12 wrote:
| Check out the improvements that can be done by simply doing the
| sensible thing and using zstd:
| https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Co...
| 999900000999 wrote:
| Thank you Blender!
|
| I'd like them to bring back some more of the game engine
| components.
|
| I use Unity, but seeing what Blender can do, via their demo
| movies, I'd love to see a Blender Game Engine!
| haxiomic wrote:
| Definitely, I'm very interested in blender as a better Unity
|
| There's armory3d which is impressive but it's still early days
| TT-392 wrote:
| There is a project called UPBGE, it is a fork of the old game
| engine and being actively maintained. https://upbge.org/
| 999900000999 wrote:
| Thank you, however as far as I know it's only one dev.
| Blender would probably need to pull this back into the core
| product for it to be useful.
|
| A powerful mature engine with Python, one can dream.
| prox wrote:
| There is a lot of effort to get Godot in that spot. 4.0 is
| going to be really good, especially for 3d.
| 999900000999 wrote:
| How does Godot handle terrain ?
|
| Unity is mainly useful since if you're willing to drop a few
| thousand dollars on assets, plus about 200 hours of your own
| personal time, you can have a shipable game in a month or so.
|
| Godot looks really neat, but at least with my skill level I
| need a starter kit to get going on most projects. Then again,
| I know Godot's gotten a ton of funding lately so we'll see
| what happens.
| prox wrote:
| There is a dev who specifically works in that area, can't
| think of his name right now, but he works on terrains.
| There is already a free add on for Godot 3.
| follower wrote:
| Perhaps https://github.com/Zylann/godot_heightmap_plugin
| ?
| moron4hire wrote:
| Eeeeh, maybe if you're extremely experienced in Unity you
| can have a shippable game in a month. There's a lot of jank
| in Unity that is non-obvious to inexperienced Unity users.
| I don't even mean inexperienced programmers. Between
| un-/under-documented features, surfing the wave of
| continuing to use "deprecated" features versus their
| incomplete replacements, and the general architectural
| problems baked deep into the core of Unity, it takes a lot
| of Unity-specific expertise to get a good game together.
| 999900000999 wrote:
| It took longer than a month but I have shipped games for
| Unity before. Nothing groundbreaking, but if you want to
| make something simple, Unity is pretty easy. Now if
| you're pushing for a AAA title, are doing something
| really innovative, it might be a bit harder
| DonHopkins wrote:
| I too would love to have a Blender game engine. But removing it
| was the right (though painful) decision. It caused a code
| maintenance nightmare by duplicating and reimplementing a lot
| of other code, and removing it makes adding new things to
| Blender much easier (like Interactive Mode).
|
| Back when I was using 3D Studio Max, I wished it had a fast
| sleek efficient minimal game engine runtime called "3D Studio
| Min", but that never panned out either.
|
| https://blender.stackexchange.com/questions/106972/what-will...
|
| >As for the reasons for removal we can conclude it was an old
| and aging component, it was largely unmaintained, suffered from
| several bugs and limitations, and the Blender Foundation
| probably lacked the energy, motivation and manpower to maintain
| it properly.
|
| >"Adding new things to Blender gets much easier that way. The
| Blender Internal code started in early 90s. Over 25 years old!
| Functionally, EEVEE can (and will) completely replace it." -Ton
| Roosendaal
|
| >It was also very architecturally outdated, lagged severely
| behind the current industry standards and modern technologies
| in many ways, it would be very hard to bring it up to date.
| Modernizing it or introducing new features would end up being
| more work than a full rewrite from scratch. [...]
|
| >What About Forking It?
|
| >UPBGE is a third party fork, whose objective is updating and
| modernizing the BGE with better technologies and features, with
| the end goal of eventually merging it back with main Blender
| development branch.
|
| >I fear its future is uncertain at this point unfortunately.
| While I believe Blender developers won't actively do anything
| to purposefully break Blender trunk codebase compatibility, I
| speculate it will naturally become increasingly hard for UPBGE
| developers to maintain their code working, as features are
| removed and main Blender development deviates further from the
| current design. [...]
|
| >There have been talks about replacing the old game engine with
| a newer better integrated "Interactive Mode". It would be a
| more integral part of Blender, as opposed to a separate
| component with a lot of duplicated code that re-implemented a
| very limited subset of supported features we currently have.
|
| >This is not meant to be a direct replacement of the old BGE,
| nor a discrete game engine in the traditional sense with wide
| publishing capabilities, rather more of an integrated real-time
| "presentation tool" or interaction mode with a physics
| simulation sandbox environment, that runs directly inside
| Blender's viewport on currently supported platforms.
|
| >On 28 May 2018 Ton Roosendaal announced in the Developers
| Mailing list that a portion of the 2.8 Code Quest funds were
| reserved for the development of a new and improved real time
| rendering system or "Interactive Mode" and Benoit Bolsee, a
| developer historically known for his involvement in real time
| side of Blender, accepted a grant to work part time on this for
| one year.
|
| https://lists.blender.org/pipermail/bf-committers/2018-May/0...
|
| https://www.blender.org/2-8/quest/
|
| https://code.blender.org/2013/06/blender-roadmap-2-7-2-8-and...
|
| >I speculate this will probably feature a new node based
| workflow and logic system, real time physics, and integrate
| well with other upcoming features like "Object Nodes" also
| known as "Everything Nodes" in one way or another.
| 999900000999 wrote:
| I'm a big confused, why can't interactive mode become a game
| engine?
|
| Unfortunately blender is GPL, but otherwise I would wonder if
| the Godot team could just use blender's rendering engine
| instead of implementing their own.
|
| I will say blender is exceptionally polished, probably the
| best open source content creation tool ever made. We'll see
| what Godot comes up with next year
| Cloudef wrote:
| The blender's internal datastructures are optimized for
| editing. Game engines use optimized data structures for
| rendering, the conversion is usually done offline. The
| interactive viewport could be bundled with "export as a
| game" option i guess, where the exported version would run
| faster.
| runevault wrote:
| I haven't had much time for Blender lately and need to correct
| that. I also need to look more closely at the changes. I know
| something about an asset manager and a bunch of new nodes in the
| procedural geometry work, but beyond that I'm behind. And sadly
| Steam hasn't gotten the new binaries yet and I am lazy so like
| letting steam manage this one for me.
| greggman3 wrote:
| Blender is one of the open source projects I'm super happy to
| sponsor. Please consider sponsoring it too (and/or any other open
| source projects you really like)
|
| https://fund.blender.org/
| esistgut wrote:
| AMD HIP/ROCm support is there but AMD still hasn't released
| drivers supporting it.
| jjoonathan wrote:
| Funny -- going on a decade ago, Blender had OpenCL support, but
| the AMD drivers were so bad that OpenCL support was only usable
| on NVidia cards. Still not as good as CUDA, though. The more
| things change, the more they stay the same.
| slavik81 wrote:
| There are beta drivers available for testing.
| https://www.amd.com/en/support/kb/release-notes/rn-rad-win-2...
| danboarder wrote:
| I find it amazing what open source and community can create! Here
| is a video of 20 interviews with people around the world on how
| they use Blender now: https://youtu.be/rJ48-SYY1sQ
|
| Also here is a link to their download page as the Blender home
| page seems to be slammed today: https://www.blender.org/download/
| acomjean wrote:
| I remember visiting Mexico from the US at the beginning of the
| current century and walking through a market and seeing bootleg
| DVDs for sale, nestled among the movies copies of AutoCad and
| Maya. Thinking, huh this software is really quite expensive and
| there must be demand for it world wide.
|
| Being excellent, open source and free it pretty much changed
| the 3d software landscape globally.
|
| I found it odd they didn't include that video on the homepage.
| Its pretty great showcase of the tool (I learned its python
| scriptable!)
| happyweasel wrote:
| I would rather say it is amazing what EUR1.7mio of founding per
| year can do to a piece of software that has been lingering
| around for 26 years. https://fund.blender.org/ The support for
| the software is based on the hate of cloud-based subscription
| models of Autodesk et al.
| makapuf wrote:
| Blender has all but lingered in the last 26 years. It gas
| been opensourced, The 2.3 - 2.5 transition (Sintel) was huge,
| the next versions have been super nice, with many important
| upgrades on editor, ui, a new cycles renderer...
| hrnnnnnn wrote:
| The release notes and features highlight reel page is now live!
|
| https://www.blender.org/download/releases/3-0/
| dang wrote:
| Ok, we'll change the URL to that from
| https://download.blender.org/release/Blender3.0/. Thanks!
| tracerbulletx wrote:
| Blender is an inspiring open source project. Absolutely killing
| it.
| Lwepz wrote:
| Can seasoned Blender users can visualize and compose Geometry
| Node graphs in their minds? It seems to me that it would be
| pretty hard, simply because of their clunky design. In my
| opinion, the only thing missing from Blender's amazing Geo Node
| system is icons, i.e. something compact and symbolic that one can
| store in their mental space as they would a word when composing a
| sentence.
|
| I do also feel like a top down flow is more conductive to
| "process-oriented" or procedural design. I've done my fair share
| of procedural visual scripting with nodal systems such as UE4's
| Blueprints, PopcornFX or Blender's Geometry Nodes and none of
| them feel as "natural" as Houdini's.
|
| It almost feels as though vertical lines occupy less space in my
| mind than horizontal lines do. Perhaps it's because our brains
| are hardwire to deal with lots of top down structured
| environments (plants, tree-trunks, other Sapiens).
| dagmx wrote:
| Vertical node graphs like Houdini, Nuke or Katana tend to work
| for "pass the world" , whereas horizontal ones allow for more
| data specific passing instead.
|
| It's just a difference of approach in what's going from one to
| the other. Houdini for example switches to horizontal data
| passing for VOPs.
|
| I find horizontal data graphs easier to reason about at a
| glance, whereas vertical ones are easier to quickly prototype
| things.
|
| Horizontal is just more explicit about data flow.
| creativenolo wrote:
| Vertical nodes don't easily allow for the port names to be
| displayed.
| dkersten wrote:
| > I do also feel like a top down flow is more conductive to
| "process-oriented" or procedural design. I've done my fair
| share of procedural visual scripting with nodal systems such as
| UE4's Blueprints, PopcornFX or Blender's Geometry Nodes and
| none of them feel as "natural" as Houdini's.
|
| I agree with this. I've never used Houdini, but I have used
| Max/MSP and after using that, always found the horizontal
| visual programming systems very clunky and, as you say, they
| just feel like they take up a lot lot more space. Of course,
| Max's nodes _are_ quite compact in comparison to something like
| Blueprints, but horizontal ones always are because each
| additional input /output makes the node one connection taller,
| while with a vertical layout you tend to fit many connections
| in the available width (of course, connection labels aren't
| clearly visible in that case, but I find that's something you
| get accustomed to).
|
| Personally, I greatly prefer a vertical layout for visual
| programming systems.
| authed wrote:
| Blender is great... I just tried a bunch of free/open apps to do
| boolean operations on complex STL files, and it was the best
| performing one... most completely failed.
| TheDesolate0 wrote:
| sweet sweet 3d modeling!
| open-source-ux wrote:
| I always post this link when Blender is discussed because it's so
| impressive. It shows what a single person can achieve in Blender.
| The visual effects and compositing have been created by Blender
| expert Ian Hubert. The video shows a (grimy) futuristic city
| scene. Green screen footage and the final shots created are shown
| side-by-side:
|
| _VFX Breakdown - Dynamo Dream Teaser_ :
| https://www.youtube.com/watch?v=FFJ_THGj72U
|
| The full short _Dynamo Dream_ was posted a few months ago by
| Hubert on his YouTube channel:
|
| _Episode 1 : Salad Mug - DYNAMO DREAM_ :
| https://www.youtube.com/watch?v=LsGZ_2RuJ2A
| DonHopkins wrote:
| His series of one-minute "Lazy" tutorials are fantastic!
|
| Make Nightmare Men in Blender - Lazy Tutorials
|
| https://www.youtube.com/watch?v=bgfJIZEDY44
|
| Edit: Yes, I subscribe to his Paetron series to -- such awesome
| stuff!
| anotherjesse wrote:
| He has a great Patreon series too
|
| https://www.patreon.com/IanHubert
|
| I just dabble with blender but really enjoy his videos
| showing how he goes about various vfx with blender
| nsxwolf wrote:
| How many years of study and practice would it take to do
| _anything_ shown in that demo reel? I have downloaded Blender
| several times over the last decades, thinking I would watch some
| tutorials and learn something, but always gave up having failed
| to model so much as a solid cube.
| Taywee wrote:
| Do some tutorials, or even a paid course. Just like no DAW will
| replace the need to understand and practice music theory,
| Blender will never replace the need to understand and be able
| to work properly with 3D space.
| [deleted]
| themodelplumber wrote:
| You have to find your path, that's where the subjective energy
| comes from. The thing about a demo reel is that you're
| automatically focusing in on someone else's deep and subjective
| set of interests (or a group of users' various sets). So it's
| often way too objective (in terms of psychological distance) a
| lens through which to be able to see a good starting point for
| one's humble own self.
|
| Personally I eventually found my way in by focusing on lighting
| and procedural textures. I got really good at making decked-out
| spheres. :-) It's still a favorite doodling activity. In the
| process of learning I ended up contributing to Wikipedia
| articles on things like global illumination, and some of my
| texturing images are still up there.
|
| (And to this day I don't find the modeling part that
| interesting. One of my projects was in the 2005 Blender
| showreel I think, it was just a simple project that seemed fun
| and I couldn't wait to have the modeling part complete)
| robertbmenke wrote:
| It is truly amazing that I can download and use a tool with this
| much capability for free. What a time to be alive.
| a1371 wrote:
| I LOVE Blender, like, a kind of love that's embarrassingly too
| much for a software. No to mention that my work or hobbies don't
| often interface with 3D modeling.
|
| So I have been thinking about what makes this project so special.
| I think it's the fact that the community owns it. So you don't
| have to ask for permission to do anything. Mix that with
| inherently creative people who approach the tool and you get:
|
| AI-generated Kanye West rap teaching you how the modifiers work -
| https://www.youtube.com/watch?v=X7Nn5Uilso0
| nnvvhh wrote:
| The video is Biggie, not Kanye!
| dnadler wrote:
| I've been using blender to prototype an addition to my house. It
| was surprisingly easy to pick up and I'm frankly astounded by the
| polish and capabilities of this tool. It's possibly the most
| complete and professional open source project that I have ever
| used.
|
| Not only did I have fun using learning how to use Blender, but
| the model of my home that I built has actually turned out to be
| very useful. The VR support is especially neat, as I can take out
| a wall in my living room and then stand in the new space and see
| if it the changes I made work in (virtual) reality.
|
| Highly recommended for anyone else thinking about doing work on
| your house.
|
| I'm also thinking about using it to design some simple furniture
| that I could build, though haven't looked much into that yet.
| doctoboggan wrote:
| Blender is such an incredible piece of software. It's a great
| example to show people what open source can be.
|
| I have a company where I design custom jewelry with my customers
| fingerprints (https://lulimjewelry.com) and I use blender on the
| backend to automate it.
|
| NYTimes maintains a blender docker container and I run it on
| google cloud run to take displacement maps and use them to
| "engrave" my jewelry and output an STL file. The displacement
| maps are generated client side using fabric.js
|
| It's awesome that blender can be run headless in a docker
| container. I've also been looking forward to these new blender
| apps. It seems like you can specify a paired down interface for
| blender so you could have it purpose built for a single task.
| hnaccount141 wrote:
| > NYTimes maintains a blender docker container
|
| Interesting, anybody know what NYTimes uses it for? Can't find
| much information about it.
| dagmx wrote:
| The New York times does various 3D graphics for some of their
| pieces, and has some very cool use of three.js etc..
|
| They have an R&D page that goes into some of their 3D
| endeavours too
| https://rd.nytimes.com/projects/reconstructing-
| journalistic-...
| hnaccount141 wrote:
| Wow, had no idea they had an R&D page. There's some pretty
| cool stuff in there, thanks!
| rytcio wrote:
| Blender is the best open source project around. Major kudos to
| everyone who works on it for making such an excellent tool
| [deleted]
| njharman wrote:
| Yeah, it's been amazing to watch. I was one of the original
| funders back in 2002 to open source it. My career took another
| path and I never did more than mess around with Blender. But
| that, I think $100 (not small amount for me at the time), is
| the best, most proud/happy donation I've ever made.
| TT-392 wrote:
| Oh shit oh shit, so I don't have to use prerelease versions to
| use my new nodes setups anymore soon.
| Tomte wrote:
| The first three parts of the Donut tutorial, updated for Blender
| 3, are here, as well: https://www.youtube.com/watch?v=nIoXOplUvAw
| cwkoss wrote:
| I just started using blender this month - this tutorial series
| is great! The donut tutorial is a fantastic foundation for
| getting into blender. Make a surprisingly good looking render
| of a donut in an evening or two (including your own pausing and
| fiddling)!
|
| I'm interested it for making 3d printing models, so it wasn't
| all relevant to my goals, but it gave me enough familiarity to
| know where things are well enough that I can get by pretty well
| through googling the rest. Lots more tutorial videos to dig
| into, but already feel like I have superpowers.
|
| (I've been applying sculpting and textures to objects I modeled
| in OpenSCAD, super cool to be able to leave the high-tolerance
| surfaces alone and add rounding and interesting detail to
| everything else!)
| follower wrote:
| > (I've been applying sculpting and textures to objects I
| modeled in OpenSCAD, super cool to be able to leave the high-
| tolerance surfaces alone and add rounding and interesting
| detail to everything else!)
|
| Oh, that's a cool approach I don't think I've heard much
| about people using.
| cwkoss wrote:
| Made this soda can holder mug with handle (that probably
| insulates decently with the infill airgaps) for my friend
| who likes memes and drinks way too much diet pepsi
|
| https://imgur.com/a/DEWjDCx
|
| Made a rough coffee mug with an internal diameter less than
| a millimeter greater than a soda can's circumference. Then
| smoothed and added the "Bepis" texture in blender.
|
| In blender, started with some sculpting, then used the
| displacement modifier with a texture of a repeating image
| file and remapped the UV Map spherically with a tilt. It's
| easier than it sounds!
| dymk wrote:
| Blender Guru was my inspiration into Blender as well, but since
| I've seen the at-worst homophobic and at-best tone deaf
| comments he's made in tutorials and on Twitter, I can no longer
| recommend him. Go watch his rant about how he misses using the
| word "fag" like he used to in highschool.
|
| I'm not saying cancel the guy, but I am saying consider seeking
| out an alternative source of tutorials.
|
| https://twunroll.com/article/1347630835235573761
| umvi wrote:
| Mel Gibson has said and done some unsavory things yet I still
| enjoy and recommend Braveheart. Calling for boycotts in order
| to force a behavior change of someone whose speech you
| disagree with is lose/lose in my opinion - you usually don't
| get the desired outcome and everyone is worse off. I say:
| recommend Blender Guru but don't recommend following the guy
| on Twitter. Why is that such a bad option?
| marcellus23 wrote:
| I was expecting much worse but he repeatedly mentions in that
| clip that "of course you should never say it because its
| demeaning", and that its stupid how he has nostalgia for it.
|
| There _was_ a time when that word was used like that by kids,
| I think we can allow people to have nostalgia for their
| childhood as long as they acknowledge how bad it is according
| to 2021 sensibilities.
| stormking wrote:
| Sorry, but no, "nostalgia for your childhood bad behaviour"
| is just dumb.
| marcellus23 wrote:
| People can't exactly control what they have nostalgia
| for.
| dymk wrote:
| That's just not true at all. You feel shame over things
| you did as a child that you now know was wrong.
|
| And even if you don't, you also have control over what
| personal views you go talk about in a Youtube tutorial
| about Blender.
| [deleted]
| dymk wrote:
| And what about how he wishes there was a day where white
| kids could say the "n word" just to get it out of their
| system?
|
| And no, I'm not going to respect some sense of nostalgia
| for the word "fag", because when people were calling me
| that in middle and highschool, it sure wasn't a fun
| experience, and I don't look back on any of that fondly.
| marcellus23 wrote:
| It was pretty clear that was a joke tweet, and also he
| was referring to using the word among his friends, not
| bullying.
| dymk wrote:
| What's the joke?
| unmole wrote:
| The thread you linked to is definitely _problematic_. And I
| 'm not referring to Andrew's tweets but to the person who
| decided to launch a passive aggressive smear campaign.
| Tomte wrote:
| Apart from the question whether he still acts this way; those
| homophobic comments were not in the public view anymore.
|
| Now with your comment and the link they are again.
|
| Congratulations, _you_ have just reproduced homophobia.
| Sometimes it 's better to let the past rest.
| gamblor956 wrote:
| These videos were always in the public view. After all, (as
| of this comment) are still publicly available for anyone to
| view.
|
| Anyone doing a deep dive into this channel would have come
| across these videos on their own.
| dymk wrote:
| Of course they were public to view. He says it in a video
| on his YouTube page, in a tutorial.
|
| You realize it's absurd to say I'm the homophobe for
| pointing out Andrew's homophobic views, which he never
| walked back.
| Tomte wrote:
| You misunderstand "in the view of the public".
|
| How many people saw that today? How many saw your comment
| today and digged into the Twitter thread?
|
| And nobody called you a homophobe.
| dymk wrote:
| Oh, I hope more people see it, so people can have a more
| wholistic idea of who they're supporting when they view
| Andrew's videos.
|
| Andrew has never walked back these comments, and he's
| never said "Actually I was wrong in saying these things".
| Ball's in his court.
| [deleted]
| nikodunk wrote:
| Wow this guy is FUNNY. Thanks for sharing!
| dgritsko wrote:
| I've only done a little bit with Blender as a hobbyist, but
| Andrew's tutorials are what really made it fun for me and
| helped things start to "click". If you've never used Blender
| but wanted to check it out, these are the tutorials you should
| use.
| Tomte wrote:
| They never clicked for me, unfortunately, although I should
| give them another try.
|
| I highly recommend https://academy.cgboost.com/p/resources
|
| Also free of charge, and a very good presenter (if you can
| excuse the German accent).
|
| But most people like the Donut tutorial, that's true.
| wingmanjd wrote:
| A friend of mine just finished his Introduction to Blender
| series on Youtube:
| https://www.youtube.com/watch?v=sjcpPOioHUk
| a1371 wrote:
| Have you tried it after 2.8? The interface is a lot more
| intuitive now.
| gtsop wrote:
| Side note: It is very interesting to see how pro-blender everyone
| is. You know how there is almost always a group of people who
| will say something bad about an open source project (disclaimer:
| not judging the people or their potentially legitimate
| complaints, also I may be part of such groups). With blender,
| it's hard to see such a group. Maybe I am missing it? Maybe
| blender is actually doing incredibly well compared to othee
| projects? Not sure
| jolmg wrote:
| I think I remember seeing people complain about its interface,
| but it's changed so much since then, I don't know if there are
| still people complaining.
| moffkalast wrote:
| Yeah they've done a remarkable job with the 2.80 update, the
| UI is pretty decent now.
|
| Also its competitors are buggy-ass insanely overpriced
| monthly subscription proprietary editors, so no surprise
| there.
|
| There are still things to complain about, like the undo
| speed, CSG modifier unreliability, lack of certain features,
| but none of them are strict deal breakers.
| badsectoracula wrote:
| Well, i do have complains about Blender's new interface: the
| new one feels "off" compared to 2.7x (something i never felt
| with the 2.4x -> 2.5x transition).
|
| But it is minor... and i can still use 2.79 anyway :-P
| franciscop wrote:
| To be fair, Blender is better than 99% of the projects I've
| ever seen, commercial or not. AND they are open source, AND
| they have a great community behind, AND they are also great at
| promotional bits like this page itself, AND they are being
| backed by large companies.
|
| So IMHO it's one of the best executed desktop programs while
| also being in a massively difficult field, and they deserve the
| praise. In many places there are outliers like this; Stripe for
| Documentation, Wikipedia for encyclopedic knowledge, Google for
| search, etc.
|
| The two main criticisms that I've found is that first the
| interface is very confusing (but this has been improved
| constantly in the last 5-10 years!). As a personal opinion, I
| believe this video was a big inflection point (Blender seemed
| stubborn before the video, but this video at the very least
| softened the opinion of Blender):
| https://www.youtube.com/watch?v=UWacQrEcMHk
|
| The second one is that it's not "industry standard", but as
| more and more people are using it for hobbies and indie
| projects, this will def change eventually, so I'm not too
| worried about that as well.
| themodelplumber wrote:
| IMO the Blender project psychology gets this reception in part
| because it works very similar to general "doin' business"
| service psychology. Features requested are built; money
| requested is donated; resources are used for additional
| upgrades; industry-cooperative movements are made; progress is
| tracked, open, and accountable.
|
| If you want a critical take on Blender therefore, for one you
| ought to look outside a community of business-minded devs. Look
| where artists hang out and you'll find a less rational take
| that is based on individual likes and dislikes. Where logic
| doesn't matter so much--it's how you feel. That's where you'll
| get into it. And if you look at other FOSS graphics software
| communities where the project lead is someone who just does
| whatever they want, even better, you'll find a group of users
| who either adapt or leave, and that's quite different from
| Blender's psychological development ecosystem in a lot of ways.
|
| Alternately you could go more-business and go ask a SolidWorks
| user group to tell you how great Blender is. They will probably
| tell you how business is done properly and why the Blender way
| is clueless in various ways.
|
| It so happens I ran an online community for another FOSS 3D
| package for over a decade. We got some people who were anti-
| Blender, and some who were pro-Blender. Often the anti-position
| was based in prefers-underdog reasons, which I understand. Even
| in FOSS there are some clear underdogs and people get upset
| when they like the underdog and continually see another project
| winning attention instead.
|
| We also got some people who were pro-Blender, who thought that
| our community must be anti-Blender, because we were obviously
| "competitors in the space." In fact there was never a
| competitive mindset, it's more that people who lean into that
| business psychology of "here's how you win" think more often in
| terms of competition.
|
| BTW Blender is definitely an awesome project, I've used it
| since 2002 and on various commercial projects in addition to
| hobby stuff.
| marcodiego wrote:
| > it works very similar to general "doin' business" service
| psychology. Features requested are built; money requested is
| donated; resources are used for additional upgrades;
| industry-cooperative movements are made; progress is tracked,
| open, and accountable.
|
| That sounds more like FLOSS done right than most "doin'
| business" available these days. If most "doin' business"
| worked as you describe, FLOSS wouldn't have eat so much
| market from them.
| symlinkk wrote:
| It's because they see Blender as "fighting for open source"
| against 3DS Max and the others. People do the same thing with
| Godot. You used to see it with Firefox before some of the
| recent bad press.
| marcodiego wrote:
| I assign Blender success to first passing the "good enough"
| bar and then focusing on being attractive to beginners. Once
| enough beginners became addicted, there was no turning back
| and Blender slowly started to eat other communities.
| Development then was financed and a virtuous cycle started
| that made Blender the 3d modelling tool with the largest
| community of users ever.
| IshKebab wrote:
| There are definitely still some issues with it (e.g. the VSE is
| still not very good) but they're just so damn good at improving
| it how can you complain? That release video is insanely
| professional. It's probably the best run non-developer open
| source project that there is.
| follower wrote:
| One important aspect of Blender as a project is that the
| technology is developed alongside a specific creative project
| with a specific goal (e.g. "Big Buck Bunny", "Sprite
| Fright").
|
| The technology & the creative development are part of an
| intertwined process.
| badsectoracula wrote:
| My main complaint about Blender that doesn't have to do with
| subjective things like the UI or whatever (which i mentioned
| elsewhere) is how the script APIs break all the time. I used to
| write scripts for it at the past but pretty much everything i
| wrote is now long broken and after the second time that
| happened i just gave up. Now if i want anything i just export
| to one of the formats that come bundled with Blender (most
| often OBJ) since these are the most likely to remain around
| across breakages (3rd party exporter plugins also break often)
| and use adhoc tools to do the processing. It does limit what i
| can do though.
|
| It'd be nice if they made some sort of "stable" API that
| plugins can rely on in the long term, even if they had another
| one that is "better" (whatever their current definition of
| "better" might be).
| danbolt wrote:
| I've noticed that if someones impression of Blender is pre-2.8,
| they see it more akin to GIMP compared to Photoshop. Post 2.8,
| especially with a lot of digital artists I know, are very
| enthusiastic about the tool.
| serverholic wrote:
| Honestly I'm a bit disappointed with their geometry nodes
| project. I went into it expecting a generic visual scripting
| language aimed at generate geometry. That IS what it is to an
| extent, but the design decisions are strange and limiting to say
| the least.
|
| The main issue is that data is only stored in the geometry
| itself, per-vertex. So if you just want a single variable you're
| out of luck. Math operations operate on vertices so you can't
| just multiply two numbers, you have to store a number in each
| vertex, then multiply all vertices by the same value. It's like
| every node is for-loop that loops over vertices.
|
| This limited design is useful for certain things like scattering
| rocks over terrain but not much else.
| pmichaud wrote:
| I think what you wrote here is just straightforwardly not
| correct, eg. you can absolutely set a variable and multiply
| arbitrary numbers in addition to working with vertex data.
| There are also a lot of other ways to store and interact with
| data, eg. textures (either procedural or painted). Maybe you
| should have another look.
| [deleted]
| hrnnnnnn wrote:
| Check out the Nodevember geometry nodes entries this year. You
| can accomplish quite a lot with it as it is. Also, the
| implementation in 3.0 is very different from the one in 2.93.
|
| https://twitter.com/search?q=%23nodevember2021%23geometrynod...
| dljsjr wrote:
| This is the release that rolls out their new rendering engine
| that they've been working on for a while:
| https://www.phoronix.com/scan.php?page=news_item&px=Blender-...
| fulafel wrote:
| Yep, specifically the offline rendering engine (they have a
| real time one too)
| wlesieutre wrote:
| For anyone not familiar, "Cycles X" is the new offline (not
| realtime) renderer, replacing Cycles:
|
| https://code.blender.org/2021/04/cycles-x/
|
| The realtime renderer is EEVEE, slated for big upgrades in
| 3.x:
|
| https://code.blender.org/2021/06/eevees-future/
| greenknight wrote:
| Cycles X, is essentially a rewrite of Cycles. Cycles-X no
| longer exists as it has been merged back into cycles.
|
| Crazy performance gains!
| HideousKojima wrote:
| Also Cycles is raytraced (or is it pathtraced?) while Eevee
| is rasterized.
| selecsosi wrote:
| I have used Blender running headless to generate automated
| slideshow service for a custom gifting song startup I was a part
| of. After some initial hiccups getting it packaged (running a
| 2.78 version while cycles was being rewritten). I can't not speak
| highly enough about the tools and ecosystem that the community
| has assembled. There is no other tool that was suitable for the
| type of dynamic video editing via script control that is also
| open source. Congratulations on the new release team!
| dsign wrote:
| Is it just me or they added antialising/Lanczos resampling to the
| render window?
| beckman466 wrote:
| How different is Blender to 3DS Max and Maya? Anyone have
| experience with both?
| dagmx wrote:
| Depends at what level you're talking about. In the abstract?
| No, most 3D concepts are pretty much standard across all of
| them.
|
| In the nitty gritty, they're all substantially different and
| have very different views of scenes, data representations and
| workflows.
|
| It's easy enough to jump between all three, at least for me,
| but they each have their respective strengths and weaknesses,
| that lend themselves better to different kinds of work.
| throw_m239339 wrote:
| I didn't use 3DS MAX for 15 years so I can't tell you how it is
| now.
|
| Maya is the videogame industry standard for modeling, just like
| ZBrush is the industry standard for sculpting. It is almost
| 100% non destructive-editing and integrate with studios asset
| pipelines perfectly in various ways. It's paid and closed
| source.
|
| Blender is a jack of all trades, master of none. Aside from a
| game engine (removed since 2.8) it has basically all that you
| need to do modelling, sculpting, physics,3D painting, 2D and 3D
| animation, compositing and even some quirky video editor with
| audio. And it's free and open source and it has the largest
| community, by far, since version 2.8.
| beckman466 wrote:
| awesome, thank you
| archerx wrote:
| Have they improved the UI/UX since 2.8x? They said it would be
| much better and it was still driving me up a wall compared to 3DS
| Max. It still felt like going from Photoshop to GIMP. That's the
| only thing holding me back from really adopting blender.
| valine wrote:
| I disagree. The 2.8+ UI is well designed and way snappier than
| 3DS Max.
| archerx wrote:
| It is subjective but 3D max interface is much more intuitive.
| Like when navigating the 3D view ports. UE4 also has a nice
| interface that is similar to blender but feels better.
| cycomanic wrote:
| What does intuitive in the context of a complex app like
| blender or 3d max even mean? You need to seriously learn
| the interface for either one before you can do anything. To
| me this is sort of like saying the interface of a boeing is
| more intuitive than the interface of an airbus, really
| quite meaningless for anyone.
| whateveracct wrote:
| Hah this feels like the same arguments people have about
| Haskell and PLs in general.
|
| People can't help but mistake familiarity for quality.
| agumonkey wrote:
| I think it's a wasteful debate nowadays. Blender used to be
| too peculiar if not crippled but they reduced the gap a
| lot. It's bearable now.. and, they could probably get close
| to most 3D apps UX (i'm speculating but i'd bet a few
| dollars).
| wizzwizz4 wrote:
| > _It is subjective but 3D max interface is much more
| intuitive._
|
| The most intuitive interface is the one you're used to.
| archerx wrote:
| I've used many many different 3D programs from 3DS max,
| milkshape, XSI, Maya, Unreal 2, Unreal 3/UDK, Unreal 4,
| Hammer, Source, Three.js web editor, Zbrush, Houdini, etc
| and none of them have made me as frustrated as using
| blender. So I don't know?
| wizzwizz4 wrote:
| It depends what you're using it for. I like Sketchup and
| Hammer; Blender doesn't remotely resemble those. But
| then, Blender can do things that those most certainly
| can't; they're for different jobs.
| DonHopkins wrote:
| Well has 3D Studio Max improved its UI/UX interface since 1998,
| when I asked Kinetix if they would support pie menus, and they
| replied that while their users had demanded pie menus (aka
| marking menus), they wouldn't implement them because of Alias's
| patent?
|
| I even offered to help Kinetix implement pie menus for Max,
| since I was already writing Max and MaxScript plugins, and
| wanted their help integrating my open source ActiveX/OLE pie
| menus with Max. But Kinetix wasn't interested then, and
| Autodesk still isn't interested in listening to their users or
| improving Max's user interface decades later, apparently.
|
| https://donhopkins.medium.com/automating-the-sims-character-...
|
| After 25 years since it was created, 3D Studio Max STILL
| doesn't have pie menus (while Blender has really great built-in
| pie menus).
|
| Kinetix's 3D Studio Max and Alias's Maya used to be competitive
| and innovative when they were owned by different companies.
|
| But now they are both owned by Autodesk, so they have both
| stagnated and failed to innovate, listen to the demands of
| their users, and improve their user interfaces, the way Blender
| rapidly and continuously does today, and always has.
|
| https://news.ycombinator.com/item?id=26917124
|
| Alias used to spread FUD about pie menus, and now Autodesk and
| their minions spread FUD about Blender, like falsely claiming
| Blender's GPL license means that you can't use it to make
| copyrighted artwork.
|
| https://news.ycombinator.com/item?id=26918150
|
| https://news.ycombinator.com/item?id=26923816
|
| https://www.blender.org/about/license/
|
| As if stagnating and ignoring the demands of your users while
| spreading FUD and innuendo about Blender wasn't bad enough,
| it's rumored that Autodesk even went as far as to mercilessly
| attack Ton Roosendaal with a ceiling tile ;) :
|
| https://www.youtube.com/watch?v=eJwG-qt-sgk
|
| Pie Menu FUD and Misconceptions: Dispelling the fear,
| uncertainty, doubt and misconceptions about pie menus.
|
| https://donhopkins.medium.com/pie-menu-fud-and-misconception...
|
| >Huge Problem: Software Patents and FUD
|
| >There is a sad history of people using software patents to
| make misleading claims about obvious techniques that they
| didn't originate, and constructing flawed straw man definitions
| of ersatz pie menus to contrast with their own inventions, to
| mislead the patent examiners into granting patents.
|
| >There is a financial and institutional incentive to be lazy
| about researching and less than honest in reporting and
| describing prior art, in the hopes that it will slip by the
| patent examiners, which it very often does.
|
| >Patent Abuse Example: US Patent US5689667A: Methods and system
| of controlling menus with radial and linear portions
|
| >Unfortunately a bad patent that covered an obvious technique,
| and also made some incorrect misleading claims, was abused by
| Alias marketing in Bill Buxton's name to baselessly threaten
| and discouraged others from using pie or marking menus, by
| exaggerating its scope and obfuscating its specificity. It's my
| strong opinion that the particular technique that it covered
| (overflow items) was quit obvious.
|
| >Gordon Kurtenbach and I discussed pie and marking menus in
| 1990 before he wrote his paper and filed the patent, and at
| that time he made it clear that he understood pie menus
| supported mouse ahead display suppression, and that pie menus
| enjoyed the same benefits as marking menus have in easing the
| transition from novice to expert user:
|
| >"The the cool thing is that expert can mouse ahead like you've
| talked about but they get an ink trail so they have a better
| idea what they've selected without even bothering to wait for
| the menu to come up."
|
| >However that contradicts what the paper and the patent
| implies, and it's misled other people into incorrectly
| believing that pie menus don't support what I call "mouse ahead
| display preemption" (or "suppression", a harsher word), and
| that the patent covers much more than it actually does.
|
| >When Gordon applied for the patent on in 1995, which his
| employment contract with SGI required him to do, the patent had
| at least two misleading statements, and the "overflow"
| technique claim was obvious, which should have prevented it
| from being granted or invalidated it.
|
| >Another piece of mistaken but published misinformation about
| the differences of "typical pie menus" and marking menus is
| that "typical pie menus" pop up submenus after the cursor has
| moved a certain distance from the menu center, without clicking
| the mouse button. However, I have never seen nor implemented
| such badly designed pie menus in the real world.
|
| >"Typical pie menus" (such as those in The Sims, played by
| hundreds of millions of people) have always selected leaf and
| submenu items by triggering on a button press or release (or
| pen or finger tap or release). They also typically support
| mouse-ahead. Pie menus can seamlessly support both quick press-
| drag-release gestures, as well as the more leisurely click-
| move-click gestures.
|
| >The patent US5689667A "Methods and system of controlling menus
| with radial and linear portions" also makes the mistake of
| claiming that that pie menu selection is based on pointing at
| the items like linear menus (or PIXIE), instead of the
| direction of cursor motion, which Kurtenbach and Buxton know
| very well is simply not the case with "typical pie menus".
|
| Flight of the PIXIE: This video is derived from a film that
| demonstrates an early graphical user interface in use. The film
| was made in 1969 to accompany a paper entitled "PIXIE: a new
| approach to graphical man-machine communication" presented at
| the 1969 CAD Conference held in Southampton:
|
| https://www.youtube.com/watch?v=jDrqR9XssJI
|
| >"Radial menus include two types: pie menus and marking menus.
| Pie menus are typically used in item selection using the
| location principles of linear menus as discussed above. Marking
| menus operate on the principle of the direction of cursor or
| pointer motion as being the basis for item selection." -US
| Patent US5689667A
|
| >Unfortunately they were able to successfully deceive the
| patent reviewers, even though the patent references the Dr.
| Dobb's Journal article which clearly describes how pie menu
| selection and mouse ahead work, contradicting the incorrect
| claims in the patent. It's sad that this kind of deception and
| patent trolling is all too common in the industry, and it
| causes so many problems.
|
| >Even today, long after the patent has expired, Autodesk
| marketing brochures continue to spread FUD to scare other
| people away from using marking menus, by bragging that
| "Patented marking menus let you use context-sensitive gestures
| to select commands."
|
| >The Long Tail Consequences of Bad Patents and FUD
|
| >I attended the computer game developer's conference in the
| late 90's, while I was working at Maxis on The Sims. Since we
| were using 3D Studio Max, I stopped by the Kinetix booth on the
| trade show floor, and asked them for some advice integrating my
| existing ActiveX pie menus into their 3D editing tool.
|
| ActiveX Pie Menus: Demo of the free ActiveX Pie Menu Control,
| developed and demonstrated by Don Hopkins:
|
| https://www.youtube.com/watch?v=nnC8x9x3Xag
|
| >They told me that Alias had "marking menus" which were like
| pie menus, and that Kinetix's customers had been requesting
| that feature, but since Alias had patented marking menus, they
| were afraid to use pie menus or anything resembling them for
| fear of being sued for patent infringement.
|
| >I told them that sounded like bullshit since there was plenty
| of prior art, so Alias couldn't get a legitimate patent on
| "marking menus".
|
| >The guy from Kinetix told me that if I didn't believe him, I
| should walk across the aisle and ask the people at the Alias
| booth. So I did.
|
| >When I asked one of the Alias sales people if their "marking
| menus" were patented, he immediately blurted out "of course
| they are!" So I showed him the ActiveX pie menus on my laptop,
| and told him that I needed to get in touch with their legal
| department because they had patented something that I had been
| working on for many years, and had used in several published
| products, including The Sims, and I didn't want them to sue me
| or EA for patent infringement.
|
| The Sims, Pie Menus, Edith Editing, and SimAntics Visual
| Programming Demo. This is a demonstration of the pie menus,
| architectural editing tools, and Edith visual programming tools
| that I developed for The Sims with Will Wright at Maxis and
| Electronic Arts:
|
| https://www.youtube.com/watch?v=-exdu4ETscs
|
| >When I tried to pin down the Alias marketing representative
| about what exactly it was that Alias had patented, he started
| weaseling and changing his story several times. He finally told
| me that Bill Buxton was the one who invented marking menus,
| that he was the one behind the patent, that he was the senior
| user interface researcher at SGI/Alias, and that I should talk
| to him. He never mentioned Gordon Kurtenbach, only Bill Buxton.
|
| >So I called Bill Buxton at Alias, who stonewalled and claimed
| that there was no patent on marking menus (which turned out to
| be false, because he was just being coy for legal reasons). He
| said he felt insulted that I would think he would patent
| something that we both knew very well was covered by prior art.
|
| >I told him that companies try to get bad patents all the time,
| and that I did not mean to insult him by simply repeating to
| him the misinformation that his marketing people were spreading
| around the computer industry, in his name. I told him that
| should not shoot the messenger, and he should reel in his
| marketing department and tell them to stop spreading FUD in his
| name, which he refused.
|
| >I tried to explain how Alias's FUD had adversely affected the
| user interface design of 3D Studio Max, who refused to
| implement pie menus in spite of user requests for them. But he
| did not care about 3D Studio Max, since Kinetix was his
| competition. I asked him whose side he was on, the user's or
| the patent lawyer's?
|
| >He claimed to be on the side of the users, since he is such a
| well known user interface researcher, but I believe he has sold
| out to big corporations like Alias, SGI, Microsoft and Autodesk
| by abusing the patent system for profit, and is in the thrall
| of corporate lawyers, so he wasn't being honest. Users beware!
| marcodiego wrote:
| Not an user, but judging from comments, you're part of a small
| set that still repeats comments like this after 2.8.
| archerx wrote:
| What has changed since 2.8 in the UI? When I used 2.8 there
| were still a lot of pain points with the interface that kept
| me doing the heavy lifting in 3DS max. It was a cloth sim
| project and I was using blender to export the files into GLTF
| and even that was a bit frustrating.
| bogwog wrote:
| It sounds like you need to spend some more time reading the
| manuals and less time complaining online.
| ldehaan wrote:
| Yay, this is gonna be sweeeet. I have a render going now on 2.9
| and it's so cool. I've been using blender for years and years
| now, just for fun and in the winters I use it to keep my room
| warm and my renders 4k baby.
| bibelo wrote:
| Show me what you got
| dang wrote:
| Recent and related:
|
| _Blender 3.x roadmap_ -
| https://news.ycombinator.com/item?id=29024572 - Oct 2021 (114
| comments)
| webwielder2 wrote:
| Is Blender substantially different/better than, say, Cinema 4D?
| Or are people more excited about it because it's free/open
| source?
| dagmx wrote:
| A mix of both. It does do somethings much better (like the 2D
| drawing etc) and viewport quality, but lags in others (like
| pipelinability, renderer integrations, materials etc...). The
| free part is a big draw of course.
| Mizza wrote:
| Are there release notes? Blender usually does a really nice
| release notes page showing off the new features.
| Tomte wrote:
| This is what happens with long-awaited Linux distribution or
| web browser releases, as well: final binaries are uploaded, so
| they can propagate to the mirrors, and someone posts it
| "prematurely".
|
| (I don't mind, I like this kind of heads-up.)
|
| Release notes will be there when the release is officially
| announced and linked from Blender's home page.
| KennyBlanken wrote:
| The link is literally to a release notes page with two demo
| reels and a description of the new features
| marcodiego wrote:
| https://wiki.blender.org/wiki/Reference/Release_Notes/3.0
| Mizza wrote:
| Cheers, thanks. Really looking forward to using the Asset
| Browser and Geometry Nodes.
| boppo1 wrote:
| I'm new to programming and always hear that it's a good idea to
| contribute to active open source projects you care about to show
| what you know.
|
| I think Blender is a project I'd be really excited to contribute
| to. Are there any tasks that might be worthwhile for a beginner?
| Or am I aiming out of my league?
| follower wrote:
| FWIW I would encourage you to start by seeing if you can find
| an answer to your first question.
|
| As a general tip over recent years there has been a growth in
| "standard" ways that a project can communicate
| tasks/bugs/issues that are particularly well suited for people
| to start their involvement with a Free/Open Source project by
| highlighting ways someone can get involved as new contributor.
| trynewideas wrote:
| If you want to see a different angle of what Blender is capable
| of, see Worthikids' channel, where almost every 2D cel-style and
| Rankin/Bass stop-motion style animation is made with Blender, and
| at least some (maybe all?) videos are also cut with Blender's
| video editing tools. https://youtube.com/c/Worthikids
| dimgl wrote:
| In addition, there's an incredible 3D character creator named
| FlyCat who makes some absolutely insane timelapses.
| https://www.youtube.com/channel/UCnXU0MjnApXHZkf3uGYbLSA
| uptownfunk wrote:
| Is there work in AI/ML that is working to try and do this?
| Watching one of FlyCat's timelapses, I have no idea how you
| would go about that but it's incredible to dream of the
| possibility.
| ur-whale wrote:
| Wow, just wow.
|
| This is simply amazing.
|
| If you want to learn digital sculpting and proper meshing
| (manually unfortunately, but still), this is a fantastic
| resource.
|
| Thanks for the link.
| ghostly_s wrote:
| I just scrolled through several pages of these videos and I'm
| only seeing one animation style?
| whateveracct wrote:
| "Captain Yajima" and "Dried Up Old Bones" are the claymation
| ones.
| TOMDM wrote:
| Actually I believe the Captain Yajima one is made in
| blender.
|
| EDIT: Not sure why I'm being downvoted for this, I can't
| find any comment from the creator, but it's widely talked
| about in the CG community how impressive it is how they
| managed to mimic the stop motion style so closely.
|
| Even little details like occasionally showing fake strings
| to make them seem like puppets.
|
| https://twitter.com/catsuka/status/1389289376031588352?lang
| =...
| whateveracct wrote:
| I meant that they're both faux-claymation-in-Blender :)
| krlx wrote:
| In the same vein, there is also dedouze
| https://youtube.com/c/Dedouze who is doing amazing things with
| Blender.
| isabelk wrote:
| https://www.youtube.com/c/GrantAbbitt has been another
| incredible resource for my recent dive into learning Blender.
| tombert wrote:
| I remember seeing their videos mimicking Rankin/Bass and (at
| least initially) did not believe that they were done in
| Blender. They looked so much like the actual stop motion that
| it just didn't seem right.
|
| After a minute or two I would _occasionally_ find something
| that looked "CG-ish", but I wouldn't have found anything if I
| weren't looking.
|
| It's amazing how good Blender has gotten.
| trynewideas wrote:
| His Patreon sometimes includes behind the scenes posts or
| clips that make it even more fascinating. He really does
| hand-animate a lot of pieces as if they were real objects in
| order to get that effect. Fun state of mind to get into.
| moyix wrote:
| Yep. My wife has been using Blender purely for video editing
| (no 3D modeling) for more than 10 years now. Apparently it's a
| bit weird to get used to, but very powerful.
| ZoomZoomZoom wrote:
| Why are there no torrents offered? The server is clearly under
| load.
|
| If anyone already has the files and cares to share the magnet,
| I'll gladly help with seeding.
| redrobein wrote:
| Steam is another way to get it if you have it installed.
| razster wrote:
| Thank you, I completely forgot it was on Steam.
| Thoreandan wrote:
| Related: Shout out to Blender's Open Movie Project
| https://www.blender.org/about/studio/
| https://en.wikipedia.org/wiki/Blender_Foundation
| vadansky wrote:
| I'm noticing a lot of interesting extensions coming out for
| Blender, especially in the Retogo and skinning area which was
| always a headache. I guess being able to code in Python instead
| of MaxScript or MEL (althought it looks like Maya does support
| python now?) gives you a healthier ecosystem.
| Marcan wrote:
| Maya has been supporting Python for a long long time, it even
| supports Python 3 now. There is no more need to use MELscript
| to develop tools for it anymore, even though some commands are
| run using the MELscript wrapper in Python, but even then it's
| very rare.
|
| Pretty much all the tools I've developed in the past couple of
| years for AAA games have been almost exclusively made with
| Python.
|
| One of them we even developed tools to be DCC agnostic, which
| means that they could run both in Maya and 3ds Max flawlessly.
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