[HN Gopher] Blender 3.2
       ___________________________________________________________________
        
       Blender 3.2
        
       Author : victornomad
       Score  : 373 points
       Date   : 2022-06-08 14:56 UTC (8 hours ago)
        
 (HTM) web link (www.blender.org)
 (TXT) w3m dump (www.blender.org)
        
       | victornomad wrote:
       | There is a release party stream that you can follow here
       | 
       | https://youtu.be/0yGoeMfTY8Y
        
       | runevault wrote:
       | Seeing this announced made me realize it has been a few months
       | since I did anything with blender. I'm not doing much gamedev
       | right now (and even when I am I started using all the assets I
       | bought cheap in various humble bundles/etc for prototyping) but
       | this is giving me the itch to build SOMETHING just to do it.
       | 
       | I am far from a visual artist, but Blender is so satisfying to
       | play with.
        
       | felixthehat wrote:
       | I was reading this article yesterday: 'The best 3D modelling
       | software in 2022'
       | 
       | As a blender studio subscriber & hobbyist, I'm so grateful such
       | incredible software has no barrier to entry, especially for
       | creatives in developing countries.
       | 
       | You can see this reflected in this great video of the worldwide
       | blender community from last years blender conference
       | https://youtu.be/uEjmbsiflMU?list=PLa1F2ddGya_8Wzpajwu1EtiS8...
       | Autodesk Maya $4590 per year       Zbrush $895       Houdini
       | $4495 per year       Cinema 4D $3495       3ds Max $1700 per year
       | Modo $1596       Lightwave $995
       | 
       | https://www.creativebloq.com/features/best-3d-modelling-soft...
        
         | erichocean wrote:
         | For Houdini, you listed the price for the version used by major
         | VFX studios.
         | 
         | Houdini Indie (with no feature limitations) is only $269 per
         | year, and you can also learn Houdini for free too with Houdini
         | Apprentice (again: no feature limitations).
         | 
         | Independent VFX artists earn well under the $100K/year revenue
         | ceiling for Houdini Indie, so $269/year is their actual "cost."
        
         | ohgodplsno wrote:
         | Zbrush and Houdini are still in their own category, untouchable
         | though. Blender is getting close to the sheer pleasure that is
         | sculpting in Zbrush, but there's still quite a ways to go. And
         | Houdini's particle work is unequaled.
        
         | archerx wrote:
         | To be fair you can get 3DS Max or Maya for $250 a year with a
         | hobby licenses. You can get Houdini for free or super low price
         | as well.
        
       | michaelsalim wrote:
       | Blender is amazing. The other day, I needed to create a video of
       | a rotating image so I looked around for potential software to
       | use. Very quick and dirty job.
       | 
       | I didn't want to download anything large like Davinci Resolve. I
       | saw OpenShot but was not sure it can do what I needed easily.
       | It's not even lightweight.
       | 
       | Then someone mentioned that Blender can do video editing. Can you
       | believe that blender is only around 200mb? I downloaded it,
       | followed a quick tutorial on YouTube to figure out keyframes and
       | how to render. 10 minutes after and I'm done.
       | 
       | It's great to see even more features to the video sequencer in
       | this update. Will probably use again for my next video editing
       | needs.
        
         | solarkraft wrote:
         | I use Blender on macOS because it's the simplest video editor.
         | Most importantly it supports webm.
        
         | cowmix wrote:
         | I love Blender but NLE functionality still isn't there yet.
         | Basic things like keeping audio in sync with video breaks all
         | the time. I had to switch to Resolve for my little projects. I
         | will continue to evaluate Blender, but for now it still isn't
         | ready for primetime.
        
           | bavell wrote:
           | Agreed about the NLE. I tried using blender (iirc 2.9) to
           | make a family vacation compilation and it was a lot of work
           | and not very intuitive. I barely do any video editing though
           | so I may just not have had a good workflow. I wasn't able to
           | find very good workflows either, I'm assuming because blender
           | was still awkward for this use case and others usually reach
           | for another tool.
           | 
           | I'm very much looking forward to further improvements and
           | judging from the breakneck pace of features and how much love
           | the project gets, I'm very optimistic about the future!
        
           | harvie wrote:
           | I had some issues with audio syncing to variable FPS video.
           | Which is mostly used to save some space and battery when
           | taking videos on consumer cameras, but probably something
           | that profesional movie makers do not use at all. Still it
           | would be nice for home video makers if that thing just worked
           | out of the box.
        
             | [deleted]
        
             | reedlaw wrote:
             | This problem is present in Premiere Pro too. The
             | recommended solution is to convert the variable FPS video
             | to constant FPS before using it as a source.
        
         | throw_m239339 wrote:
         | To be honest, the video sequencer needs heavy refactoring. Yes,
         | it can be used, but the UI isn't the best. Text support is very
         | basic, so for titling it's not very useful (text is a general
         | issue with blender). Also unfortunately, one cannot use shaders
         | directly in the video sequencer to create their own filters for
         | instance. Same limitations with the compositor (which isn't GPU
         | accelerated so it is really slow).
         | 
         | But hey, it's free.
        
           | victornomad wrote:
           | They are remaking the compositor now to be GPU accelerated. I
           | saw some videos and looks very impresive!!
        
       | programmarchy wrote:
       | The pace of development on Blender is extremely impressive.
       | Bravo!
        
       | tarr11 wrote:
       | I spent a lot of time during COVID learning Houdini as a
       | hobbyist, because I really liked the concept of procedural
       | modeling and node based development. However, with the continued
       | iterations on Geometry nodes, it feels like a foregone conclusion
       | that Blender will replace Houdini for hobbyist procedural
       | artists. Cycles is a really nice GPU renderer and I don't have to
       | pay a subscription like I do with Redshift.
       | 
       | Houdini still has some strong advantages built over decades such
       | as dynamics and KineFX and is the industry leader for FX. But I
       | wouldn't be surprised if these tools appear in Blender in a
       | future version, though.
        
         | benrjackson wrote:
         | IMO geometry nodes are a bit lacking atm. No loops, no
         | procedural uv unwrapping, no compact maths expressions, bare
         | bones standard node selection in general etc. It feels like
         | they've been concentrating on particle system type use cases at
         | the expense of things like procedural architecture. However,
         | its still a relatively new feature & I'm excited to see where
         | it will be in a couple of years time.
         | 
         | The great thing about blender 2.8+ is that it tends to be good
         | enough in a lot of different areas even if it isn't best in
         | class in any one area. If it can get to that state with
         | geometry nodes that would be massive.
        
       | iod wrote:
       | AMD HIP support on Linux now works without proprietary drivers on
       | RDNA2 cards! My 6700xt is great as all I had to do was just
       | install hip-runtime-amd package on Debian from AMD's ROCm repo1.
       | I am glad they are putting the work into supporting AMD hardware
       | and I no longer have to use opencl and be stuck on older Blender
       | versions.
       | 
       | 1 https://repo.radeon.com/rocm/apt/debian ubuntu main
        
       | [deleted]
        
       | stereocodes wrote:
       | real caustics!! finally we don't have to make a mask with light
       | nodes.
        
       | justinsaccount wrote:
       | There really needs to be a "the architecture of open source
       | applications" type writeup about Blender.
       | 
       | However it is that it is architectured internally seems to have
       | helped it grow over time and not collapse under the weight of 30
       | years of hacks and poor decisions.
        
         | alhirzel wrote:
         | Completely agree, I wonder if it could be proposed and crowd-
         | funded, or perhaps supported by a grant?
         | 
         | Link to AOSA for others' convenience:
         | http://aosabook.org/en/index.html
        
         | akersten wrote:
         | The lack of corporate pressures to just get features out the
         | door and clean them up later (never) I assume is a huge factor.
         | I agree, Blender releases new capabilities at such a rapid clip
         | that there's certainly a solid base on which they're building
         | that we could all learn a few lessons from.
        
         | cokeandpepsi wrote:
         | the blender development wiki is already really good plus I
         | think there's already a book on working in the blender code
         | base 'core blender development' I think
        
         | yobert wrote:
         | One of their very early decisions was extremely good in my
         | opinion. Each blender file is saved with a complete schema at
         | the start which basically describes a bunch of C structs, and
         | has a marker for byte order. This means that .blend files can
         | be backwards and forwards compatible, and in the most common
         | case of the schema matching your memory layout, can have their
         | data structures copied directly into memory and then only
         | pointer patching is required. It's quite remarkable.
        
           | aliswe wrote:
           | Yeah, agree. Very very handy if you are writing a parser!
        
         | UncleEntity wrote:
         | > However it is that it is architectured internally...
         | 
         | Countless hacks hanging off one giant MVC.
         | 
         | And having a few core devs with veto powers has helped a bunch
         | with it never getting bogged down with bad decisions. I tried
         | to get some iffy stuff tacked on but they (mostly Campbell)
         | would be "umm, what's this good for?" And don't even think
         | about adding a null check to prevent a segfault without getting
         | permission first, like, signed in blood...in triplicate.
        
       | dannytatom wrote:
       | dreaming for the day blender has more support for 2d animation.
       | software like toon boom harmony are way too expensive for
       | hobbyist work and there aren't many alternatives for that paper
       | cutout type of animation.
        
       | royjacobs wrote:
       | It never ceases to amaze me how much improvements Blender is
       | getting all the time. I've never used it much, simply because I
       | got burned in the past by the (legacy) esoteric UI, but it has
       | increasingly become a joy to get started with and just noodle
       | around with.
       | 
       | There are other cool open source tools of course. Blender
       | could've easily remained another one of those hard to use niche
       | applications, but they've definitely managed to transcend that.
        
         | Topgamer7 wrote:
         | Blender was one of those things that I got into when I was in
         | my early teens. This was around version 2.3X.
         | 
         | It has always had a great community, and made amazing
         | development progress.
         | 
         | Version 2.5 was a big ui shift at the time.
         | 
         | These days with 2.8 then 3, they have managed to make some
         | amazing progress, in a much faster turn around time.
         | 
         | I commend Ton's direction and the amazing work by the devs :)
        
         | [deleted]
        
         | whywhywhywhy wrote:
         | Honestly hats off to the Blender dev team for taking their
         | technically impressive but extremely tricky to use software and
         | managing to over just a few years turn it into the one piece of
         | 3D software everyone is suggesting to beginners and the fact
         | it's free isn't even what you mention because the software is
         | just great.
         | 
         | Really showing the great user experience on open source
         | projects is possible and that the benefits are worth it.
        
           | Milner08 wrote:
           | Well damn, I didn't know that it had gotten easier to use but
           | I am so glad to here it! I will definitely be giving it
           | another go.
        
           | GekkePrutser wrote:
           | Oh I had no idea it was improved now. I tried it about 5
           | years ago and couldn't make heads or tails of it. I'll try it
           | again.
        
             | shahar2k wrote:
             | it's improved by quite a bit, I wouldnt call it "intuitive"
             | to an existing 3d user, it just goes against so much pre-
             | existing muscle memory and assumptions from other apps...
             | but so does Z-brush and people love that,
             | 
             | I'm using it more and more these days for little tasks,
             | processing meshes, plug ins here and there, it has a
             | beautiful and easy to use renderer but I dont work in a
             | field where rendering matters.
             | 
             | I dont really want an alternative way to sculpt texture or
             | model, I have several already, and really my industry (film
             | / previz) is moving to rendering in Unreal or Unity (much
             | more unreal) but as a tool Blender is quickly becoming much
             | more impressive.
             | 
             | having tought myself zbrush before it was useful
             | (2.something?) blender feels like it's just gaining that
             | usability now to expose useful features... but there's so
             | much more that can be done.
        
             | bsenftner wrote:
             | As a career developer 40 years into specializing on 3D
             | graphics and animation, Blender's progress and accumulative
             | feature set is stunning. I realized about 6 months ago
             | Blender had cross a threshold of usability, and in those
             | years of being "difficult to learn and use" the Blender
             | community quietly built out a feature set that rivals, if
             | not exceeds every commercial 3D modeler, animation, node
             | based procedural subsystem, compositing, and scientific
             | visualization product on the market. Due to Blender's deep
             | Python integration, deep learning libraries can be imported
             | and integrated to significant mad computer wizardry.
             | Blender has come of age, and it is going to eat several
             | commercial software publisher's lunch, if they don't wake
             | up.
        
               | prox wrote:
               | I think I read the focus this year is also live action
               | tools / production tools, so lots of things coming that
               | fit a professional environment.
        
             | blooalien wrote:
             | I've been using it since it first went open source, and
             | while it was (and still is to some degree) a _beast_ to
             | learn, it was pretty much _always_ the best 3D software
             | feature for feature compared against other (quite
             | expensive) software I was using  / learning at that time.
             | Over the intervening years it's improved in _every_
             | possible way (except that it 's still extremely complex and
             | powerful, but no getting around that). The thing that
             | helped me learn it then, and still helps now, is that
             | there's a plethora of _excellent_ tutorial videos and
             | websites available (as well as these days many great books
             | and courses), all of which can be easily found with your
             | favorite search engine. For some really great resources,
             | check out Blender Guru, CG Cookie, Blender 4 Noobs, and
             | other such channels (found easily on YouTube and other
             | video hosting websites, and on their own websites as well).
        
             | mkaic wrote:
             | I would highly recommend trying it again -- it's improved
             | drastically in the past 5 years!
        
         | keewee7 wrote:
         | The EU and the Dutch government does not get enough credit for
         | sponsoring Blender until very recently when corporate
         | sponsorships took off.
         | 
         | In the US the commercial competitors would have sued the
         | government for anti-competitive practices if they had sponsored
         | Blender.
        
           | Shadonototra wrote:
        
             | firefoxd wrote:
             | What the parent meant here is that competitors would have
             | sued because Blender is free and open source. Which isn't
             | the case for the companies you listed. More like the makers
             | of Maya, 3dmax, etc.
        
               | DonHopkins wrote:
               | Speaking of monopolies, the makers (or rather buyer) of
               | Maya and 3dsmax is now Autodesk.
               | 
               | They both used to be owned by different companies, and
               | benefited from the competition.
               | 
               | But now they're owned by the same monopolistic giant
               | Autodesk, so they're both entrenched in their captive
               | markets, and have stagnated in comparison to how they
               | used to evolve when there was competition.
               | 
               | Autodesk really hates Blender, and has always spread a
               | lot of FUD about it. For example, Ton has told me that
               | Autodesk's sales people falsely told their customers that
               | Blender's GPL license means that any content you develop
               | in Blender is automatically licensed under the GPL, so
               | you can't use it to make copyrighted artwork, which is
               | bullshit.
               | 
               | There's such a long history of Autodesk spreading FUD
               | about Blender, that when Ton Roosendaal was attacked by a
               | ceiling tile during his talk at the 2014 Blender
               | Conference, he joked that it was Autodesk! ;)
               | 
               | https://www.youtube.com/watch?v=eJwG-qt-sgk
        
             | hackernewds wrote:
             | You could argue all the money printing and zero interest
             | rates gave companies easy capital access. People rail on
             | them for doing share buybacks, however these companies have
             | also went on to capture international markets, and even
             | companies. Block (fka Square) acquiring Afterpay (an Aussie
             | company) comes to mind.
        
               | Shadonototra wrote:
               | It's easy when you can bribe them in peace
               | 
               | https://www.theregister.com/2022/03/25/microsoft_accused_
               | of_...
               | 
               | > Block (fka Square) acquiring Afterpay (an Aussie
               | company) comes to mind.
               | 
               | A powerful weapon indeed
               | 
               | --
               | 
               | it's unfortunate that people prefer to Flag comments
               | rather than downvote when they disagree with someone, it
               | feels like i'm being silenced for bringing counter
               | arguments to the table
               | 
               | American companies receiving government
               | funding/subsidies: https://www.businessinsider.com/elon-
               | musk-list-government-su...
               | 
               | Anti-competitive practices: https://old.reddit.com/r/Andr
               | oid/comments/71rjyx/why_exynos_...
        
           | pkaye wrote:
           | > In the US the commercial competitors would have sued the
           | government for anti-competitive practices if they had
           | sponsored Blender.
           | 
           | Can you give an example of where this happened?
        
             | aliswe wrote:
             | Maybe they are talking about SpeedTax etc?
        
             | thatwasunusual wrote:
             | Heard of Google? The latest, and biggest one, is probably
             | when 3K+ companies sued the Trump administration over the
             | Chinese tariffs.[0]
             | 
             | [0] https://www.reuters.com/article/usa-china-tariffs-
             | idUSKCN26H...
        
             | remuskaos wrote:
             | This sadly happened in Germany, actually. We have a state
             | sponsored weather forecast service, who also released a
             | free Android (and possibly IOS) app. They were successfully
             | sued by a for-profit commercial weather app (that even uses
             | the publicly available data from the state sponsored
             | service).
             | 
             | Now the state sponsored app is required by law to not be
             | free. Last I checked it costs about two Euros.
        
         | agumonkey wrote:
         | Something about the project is very interesting indeed. It
         | grows at a regular pace for non trivial ideas. And it seems all
         | joyful and light.
        
         | raxxorraxor wrote:
         | I have trouble keeping up with the updates lately. To be
         | honest, compared to quite a few CAD programs common in
         | mechanical engineering, Blender doesn't have to hide here.
         | Quite the contrary indeed.
        
       | andybak wrote:
       | I know the potential audience is most likely a _lot_ smaller than
       | Blender but we 're really struggling to grow the volunteer
       | community around Open Brush (the open source fork of Google's
       | Tilt Brush).
       | 
       | I was expecting it to grow organically but it's actually gone
       | quiet recently - despite continuingly healthly download and usage
       | numbers.
       | 
       | If anyone has any suggestions that don't involve me spending all
       | my time on community building or PR then I'd love to hear them.
       | 
       | https://openbrush.app/
       | 
       | https://github.com/icosa-gallery/open-brush/
        
         | app4soft wrote:
         | > _C# 84.5%_
         | 
         | Sadly, .NET/Mono apps not so good for Linux.
        
           | andybak wrote:
           | We ran fine on Linux until recently. We still do under
           | Valve's emulation layer but there's no working native OpenXR
           | runtime I seem to recall.
           | 
           | C# isn't the problem. Unity takes care of that.
        
         | echelon wrote:
         | That's unfortunate, because this is such a killer app for VR-
         | based creation.
         | 
         | I expect advanced 3D workflows of the future to look less like
         | Blender and Unreal Engine and more like Tilt Brush.
         | 
         | Full degree of motion of both hands is so liberating. Plus it's
         | fully immersive. When VR UIs improve around knolling and
         | contextual tooling, this will become more obvious to people.
        
           | andybak wrote:
           | I agree to a large extent. Although not all interactions have
           | been cracked for VR and there are things I'd still prefer to
           | do in pancake mode with a keyboard and mouse.
           | 
           | But anything spatial - most definitely. On the whole trying
           | to arrange things fluidly in 3D space via a 2D monitor is
           | like typing with gloves on.
        
         | cookiecaper wrote:
         | I bought a Quest2 last July, right around time that Google was
         | killing their Icosa-type-thing.
         | 
         | OpenBrush was imo one of the best apps for it and I wanted to
         | start playing around with the code, but had some friction even
         | getting a build started and eventually lost interest.
         | 
         | I don't really remember the technical details anymore around
         | OpenBrush itself, but just getting the Oculus dev env set up to
         | the half-assed extent I did, it's risky, dubious, and feels
         | bad. I never know which agreement I might accidentally click
         | that'll allow Zuckerberg to Quest2 into my house backwards, or
         | whatever.
         | 
         | I installed several SideQuest builds, of course, but after I
         | couldn't get a working distributable with built-in Icosa even
         | all the way into September, I got annoyed and I haven't started
         | or looked at it since.
         | 
         | I guess this is probably a lot less helpful than I thought it
         | would be when I started typing. Sorry!
        
         | HellsMaddy wrote:
         | Consider detaching your GitHub repo as a fork of tilt-brush.
         | 
         | Whenever I come across a fork on GH, my first assumption is
         | that the fork is aiming to be merged back into the main repo in
         | the future, and my second assumption is that the maintainers of
         | the fork have less of an interest in the project than the
         | original project's maintainers. It's a signal of lower quality
         | IMO. You should keep mention of the original project in your
         | docs, but I personally don't think it's necessary to keep the
         | repo as a fork.
         | 
         | You can use the GitHub virtual assistant to request this:
         | https://support.github.com/request/fork
         | 
         | I am pretty sure that issues, PRs, stars, and everything
         | _should_ be preserved, but don't take my word for it.
        
           | andybak wrote:
           | That's a really interesting idea. There would be costs - We'd
           | potentially be less discoverable for people forking the
           | original. I'd have another place to check for interest
           | potential forks (and therefore contributors).
           | 
           | I'll give it some thought.
        
         | danuker wrote:
         | I suspect it's because the Metaverse was a flash in the pan.
         | 
         | https://pageviews.wmcloud.org/?project=en.wikipedia.org&star...
         | 
         | AR/VR is a headache. VR goggles are proprietary and locked-
         | down, laggy, and make you dizzy. Your eyes try to adjust FoV
         | when there is no adjustment needed.
        
           | andybak wrote:
           | How is that relevant to anything?
           | 
           | This is an art program for (mainly) individual users and
           | predates the metaverse hype by multiple years.
           | 
           | I dislike the metaverse hype as much as you but I love
           | content creation tools. There's no need to use any mention of
           | VR to rag on that.
           | 
           | I also mentioned our usage numbers are very good so your
           | point doesn't even really make sense.
        
             | danuker wrote:
             | I modified my comment; indeed the hype was somewhat
             | unrelated, but I think the reason it didn't catch on was
             | the poor experience of current headsets.
        
               | andybak wrote:
               | Lack of users isn't the problem. VR growth is fairly
               | healthy and niche applications especially so.
               | 
               | I don't want to get sidetracked into a general "defending
               | VR" thing because that got still about 5 years ago.
               | 
               | I was hoping to get people thoughts on how to build a dev
               | community around an already popular content creation app.
        
           | commandar wrote:
           | > laggy, and make you dizzy.
           | 
           | This is largely a function of both frame rate and IPD.
           | 
           | The latter is one of the reasons why I feel Meta has done an
           | absolutely huge disservice to VR adoption by making the
           | Oculus series fixed IPD. They claim to be able to software
           | compensate, but my experience is that IPD on a headset being
           | even just a millimeter or two physically off makes the
           | difference between a comfortable VR experience and one that
           | leaves me with a headache after the fact.
           | 
           | The fact that they reduced screen refresh rates on the Oculus
           | S and the original Quest didn't help at all either.
           | 
           | I've had an Index since shortly after they became available
           | and can use it hours at a time without any sort of discomfort
           | provided my GPU is able to serve up enough frame rate for a
           | particular title. Available GPU power is holding back VR
           | currently more than anything, IMO.
        
             | zlsa wrote:
             | Antecdotal:
             | 
             | Oculus Go and Rift S were the only fixed IPD headsets they
             | produced, and I was able to use the Go comfortably with my
             | abnormally wide IPD (69-70mm.) Quest 2 has 3 digital
             | settings for IPD, and that also works fine for me at the
             | widest setting.
             | 
             | (And both of the other consumer-release Oculus headsets
             | (Rift CV1, Quest 1) had analog variable IPD.)
        
               | commandar wrote:
               | Didn't realize they'd added it back to the Quest series.
               | It was a mistake in the first place on the Rift S, good
               | that they reversed course.
               | 
               | I honestly haven't paid super close attention to their
               | hardware since the Rift S was such a disappointment and
               | the Quest had the lowered screen refresh rates.
        
               | zlsa wrote:
               | Rift S felt like an in-between step to partially satisfy
               | PCVR users, and it was dropped disappointingly quickly.
               | It's obvious that Facebook is moving towards standalone
               | headsets now.
               | 
               | Quest 2 is designed to hit a very low price point, and it
               | certainly shows. But despite that, it's a very competent
               | high-resolution, high-framerate (90, with experimental
               | 120Hz support) VR headset; the only major drawbacks are
               | low FOV, poor color quality on the display, and lack of
               | uncompressed PCVR.
        
         | shahar2k wrote:
         | is Multibrush related to your project?
        
           | andybak wrote:
           | They are closed source and don't participate in the community
           | any more. We're working on our own multiplayer functionality
           | that will hopefully be less buggy and more flexible.
        
         | programmarchy wrote:
         | You might just be too early right now. VR headsets just aren't
         | very popular. Personally, I find the hardware atrocious and am
         | waiting for someone like Apple to "do it right". As a late
         | adopter of VR, I may not be your target audience, so take what
         | I say with a grain of salt.
         | 
         | I was surprised you didn't have any videos of interacting with
         | OpenBrush on your home page. Normally, I would have clicked
         | away if I stumbled on that page, but since you posted on HN I
         | searched it up on YouTube.
         | 
         | Do you and your volunteers use Open Brush regularly? If so,
         | toss up some casual live streams on Twitch or other platforms.
         | Post on Twitter and Discord, etc. before you go live, then
         | upload the recording to YouTube for people to watch later.
         | 
         | Part of what makes Blender so damn accessible is the huge
         | number of YouTube tutorials. Virtually every feature of Blender
         | has at least one high quality tutorial video, walking people
         | through every step.
        
           | [deleted]
        
           | andybak wrote:
           | You make some interesting points.
           | 
           | Personally I was always assuming that any potential
           | contributor was already fully aware of Tilt Brush. I find it
           | hard to imagine that someone would be far enough removed from
           | our scene that they would need to be informed about what Tilt
           | Brush is about, but engaged enough to want to contribute. Am
           | I wrong in this? Tilt Brush has pretty decent mindshare for
           | anyone interested in VR content creation.
           | 
           | Another problem is that I just don't really want to spend my
           | time making videos. Plenty of other people make videos about
           | Open Brush / Tilt Brush. It just doesn't turn into "increased
           | engagement from potential volunteers".
           | 
           | I really just want to code new features. Everything else is a
           | distraction that I do out of neccesity.
        
       | reactspa wrote:
       | Question: do companies / startups hire people who know just
       | Blender well (and Gimp/Photoshop), nothing else? (Asking for
       | someone else, not myself.)
        
         | stereocodes wrote:
         | The thing about 3d modeling and animation is that you should
         | actually know a few tools. Most places ask you to have a
         | portfolio with 3d projects. They almost never ask for specific
         | applications. If you go to artstation.com and look at the tools
         | modelers use they typically use a few at a time. Blender is
         | insanely good for just modeling. you'll see lots of artist use
         | blender just to model, then substance painter for materials
         | then import into 3dsmax, cinema4d, or maya for the renderer.
         | 
         | A cool note I just learned recently is that game companies are
         | using blender to make hard surface modeling easy. Like EA is
         | using blender to make all the levels in the Deadspace remake
         | and importing that into Frostbite(their game engine)
        
         | dorkwood wrote:
         | I'd say the most important thing is that you're a good 3D
         | artist and have a strong portfolio. Smaller studios have a good
         | chance of being software-agnostic in the 3D department, unlike
         | big AAA ones.
        
       | arboles wrote:
       | > Gas simulations now support motion blur
       | 
       | What? Isn't motion blur always done in post anyway? As far as I
       | know, motion blur is just a property of the camera, it's caused
       | by after images that show up in the picture when things move too
       | fast, it has nothing to do with the actual 3d world out there.
        
         | zootboy wrote:
         | You need information about the motion in order to simulate
         | motion blur. It makes perfect sense for this to be generated by
         | the 3D renderer rather than trying to guess at the motion after
         | the fact when all you have are 2D frames.
        
           | arboles wrote:
           | Does 3D motion blur look better? The standard of realistic
           | motion blur is probably real cameras, no? Real cameras don't
           | need to guess the motion it's just an afterimage in a
           | particular frame while the shutter is open.
        
             | zootboy wrote:
             | I don't have any knowledge of this specific implementation,
             | but my guess would be that it is a question of
             | optimization. If you were to implement something similar to
             | what's physically happening in a camera with a long
             | exposure, you'd have to do a large number of oversamples
             | (e.g. generate 10 sub-frames for every output frame) and
             | merge them together. That's a ton of extra rendering. If,
             | on the other hand, you can get the 3D renderer to generate
             | "smeared geometry" (based on its knowledge of the motion
             | speed, direction, and virtual shutter duration) and render
             | each output frame once, that will get you faster render
             | times.
        
         | d-us-vb wrote:
         | Yes, everyone knows where motion blur comes from in a real
         | camera, but in a rendering view, there is no real camera. The
         | renderer is what applies simulated motion blur. There are some
         | simulated optical effects must be accounted for in order to
         | render a realistic motion blur, like depth of field. Motion
         | blur is quite often added to stylized animation in an equally
         | stylized sort of arcing cloud, which requires the renderer to
         | also have knowledge of the literal 3d model that's being
         | animated.
        
           | arboles wrote:
           | > Motion blur is quite often added to stylized animation in
           | an equally stylized sort of arcing cloud, which requires the
           | renderer to also have knowledge of the literal 3d model
           | that's being animated.
           | 
           | You mean smears? That's the animation technique that
           | literally deforms geometry, it's a kind of motion blur, and
           | it's based on the 3d model of course. But I don't see how a
           | gas simulation benefits from smears.
        
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